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The 2026 Global Gaming Grind: Trillion-Dollar Dreams and Empty Desks

Estimated reading time: 6 minutes

The $205 Billion Mirage and the Industry Meat Grinder

The numbers for 2026 look like a victory lap on paper, with global revenues projected to hit $205 billion and a player base of 3.6 billion people, but the view from the street is far more jagged. We are living through a “high-low” reality where the corporate suites are celebrating a recovery while the people actually making the games are still dodging the axe. The “video game winter” is supposedly thawing, yet we are staring at another 7,500 projected layoffs this year, adding to the nearly 25,000 careers evaporated since 2024.

Avowed Obsidian RPG
Avowed Obsidian RPG

This isn’t a correction; it’s a restructuring of the human soul of the industry. The Saudi-led $55 billion acquisition of Electronic Arts is the ultimate symbol of this shift, where massive sovereign wealth is used to stabilize franchises like The Sims and FIFA while the mid-tier creative risk-takers are left to starve. The North American market, specifically California, has become a ground zero for this talent exodus, with over 50% of global cuts hitting the very region that built the modern blockbuster. We see a industry that has successfully scaled its profits while failing to sustain its workforce, a paradox that makes every $70 purchase feel like a vote for a system that is actively eating itself.

Hollow Knight Silkong
Hollow Knight Silkong

The GTA VI Messiah Complex and the AAA Anxiety

The entire 2026 calendar is basically a game of “hide from Rockstar,” as every other publisher tries to dodge the November 19 release of Grand Theft Auto VI. There is a dangerous level of “Messiah Complex” surrounding this one title, with investors and retailers praying it will single-handedly jumpstart console sales and consumer spending. It is a cultural black hole that has already forced games like Resident Evil Requiem and Wolverine to position themselves as the “early year” appetizers.

Resident Evil Requiem 2026 - Purple rain picture
Resident Evil Requiem 2026 – Purple rain

But counting on one game to save a $205 billion ecosystem is a delusion born of desperation. We are seeing a massive “AAA fatigue” where players are tired of $300 million budgets producing 100-hour checklists. The real winners of 2025 were the “Super Indies” and polished mid-market titles like Clair Obscur: Expedition 33 and Kingdom Come: Deliverance II, which proved that a specific, human vision resonates more than a focus-grouped live-service chore. The industry is currently split between these bloated, risk-averse behemoths and the lean, creative cells that are actually doing the heavy lifting for the medium’s artistic credibility.

Kingdom Come Deliverance 2
Kingdom Come Deliverance 2

Silicon Scabs and the War for Creative Agency

Generative AI has moved past the “hype” phase and into the “practical threat” phase, with 87% of developers now using AI agents to automate everything from QA to environment art. The corporate line is that this “empowers” creators by removing drudgery, but the street reality is that it’s being used as a silicon scab to justify smaller headcounts. We are seeing a flood of “procedural slop” on storefronts that makes finding a genuine, hand-crafted experience feel like digging through a landfill. The rising cost of hardware, driven by AI data center demand spiking RAM prices, is making the entry point for high-end PC gaming even more elitist.

Max Payne I and II Remake PlayStation Xbox PC picture
Max Payne I and II Remake PlayStation Xbox PC

This is pushing the global majority toward mobile and cloud solutions, where companies like Tencent and Microsoft are fighting for the 52% of the market that lives on a smartphone. In emerging markets like India, which now boasts over 500 million gamers, the “console war” is a foreign concept; the battle is over data plans and low-latency streams. The future of gaming isn’t happening in a living room in Ohio; it’s happening on a 5G connection in Mumbai, where the monetization is aggressive and the barriers to entry are practically zero.

The Hardware Shakedown and the Post-Platform Future

The Switch 2 launch and the rumored “Steam Machine” revival are the last gasps of the traditional hardware cycle. We are transitioning into a platform-agnostic era where the device you hold matters less than the subscription you pay for. Cloud gaming revenue has crossed the $10.5 billion mark, proving that the tech is finally reliable enough for the mainstream, even if it kills the concept of digital ownership. The “Xbox Cloud” and “PS Now” evolutions are turning games into a utility like water or electricity—something you pay for monthly but never actually keep.

Phantom Blade Zero Demo fighting dragon picture
Phantom Blade Zero Demo fighting dragon

This shift favors the massive consolidators like the Saudi-backed EA or the Tencent empire, who can afford to play the long game while independent studios struggle with the “discoverability” crisis on flooded digital storefronts. The industry is effectively killing its middle class to fund its trillion-dollar dreams, leaving players with a choice between the high-fidelity corporate theme parks of the West and the high-engagement mobile loops of the East. It’s a complicated, brilliant, and deeply broken time to be a gamer, where the best art is often found in the shadows of the biggest failures.

The post The 2026 Global Gaming Grind: Trillion-Dollar Dreams and Empty Desks appeared first on Game Reviews, News, Videos & More for Every Gamer – PC, PlayStation, Xbox in 2026.

Epic Games CEO Tim Sweeney argues banning Twitter over its ability to AI-generate pornographic images of minors is just 'gatekeepers' attempting to 'censor all of their political opponents'

As reported by Eurogamer, Epic Games CEO Tim Sweeney took to X (formerly Twitter) to criticize an attempt by US lawmakers to ban the social media app and its accompanying generative AI tool, Grok. The move came after users discovered that Elon Musk's Grok has the ability to take photos of real people, including minors, and produce images of them undressed or in otherwise sexually compromising positions, flooding the site with such content.

"Reason #42 for open platforms: to shut down every politician’s incessant demands to all gatekeepers to censor all of their political opponents," Sweeney wrote in a first tweet responding to MacRumors' report of US politicians requesting that Apple and Google remove X and Grok from their app stores.

All major AIs have documented instances of going off the rails; all major AI companies make their best efforts to combat this; none are perfect. Politicians demanding gatekeepers selectively crush the one that's their political opponent's company is basic crony capitalism.January 9, 2026

"All major AIs have documented instances of going off the rails," Sweeney continued in a follow up tweet. "All major AI companies make their best efforts to combat this; none are perfect. Politicians demanding gatekeepers selectively crush the one that's their political opponent's company is basic crony capitalism."

"AI going off 'guardrails' is not the same as actively excusing content for pedophiles," wrote Remap and former Waypoint editor, Patrick Klepek, in response. "Your priorities as someone in charge of a company that makes a video game catering to young people are completely off."

404 Media's report from January 5 at the beginning of this saga offers illustrative examples of Grok's newly-discovered capabilities, like influencers undressed, made to appear pregnant, or shown breastfeeding a child. There are also extensive reports of users generating such material from images of minors.

The Rape, Abuse, & Incest National Network (RAINN) defines child sexual abuse material (CSAM) as "evidence of child sexual abuse" that "includes both real and synthetic content, such as images created with artificial intelligence tools." One of RAINN's examples of CSAM is "any content that sexualizes or exploits a child for the viewer's benefit."

Since the controversy came to light, the only change X has made has been moving Grok's ability to generate images in tweet replies behind a paywall⁠—X now appears to be more directly profiting off of Grok's ability to generate CSAM than it was in the first place.

This is all particularly galling in the face of the actual politically-motivated censorship Sweeney has overseen on the platform that helps make him a billionaire. Back in December, the Epic Games Store followed Steam's lead in banning the art game, Horses, for hazy reasons, an outgrowth of the pressure placed on payment processing companies by conservative activist groups to censor transgressive art and legal pornography on the internet.

Given the opportunity, Sweeney appears eager to defend an unprecedented online sexual humiliation machine, calling for open platforms and free speech while presiding over censorship on his own, closed platform. Sweeney's follow-up may have the beginnings of a solution, though: "All major AIs have documented instances of going off the rails." If this is what we can expect from such tools, maybe they should all be banned.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

How to watch the PC Gaming Show: Most Wanted Powered by Xbox Game Pass on December 4

3. Prosinec 2025 v 11:00

Friends, countrymen, PC Gamers, it's very nearly time for the return of the PC Gaming Show: Most Wanted Powered by Xbox Game Pass, our a-few-times-a-year showcase that promises to bring you the latest and greatest in PC games.

Most Wanted is a little bit special, because we ask our council of over 120 journalists, celebrities, content creators, and games industry experts to vote on our 100-game longlist to decide what the 25 Most Wanted games are. This year, longlisted games include huge titles like Lego Batman: Legacy of the Dark Knight, Resident Evil Requiem, and 007 First Light, among others. Our council is no less impressive, with members such as Tanya Short, Martin Wahlund, Dave Oshry, Terry Crews, Caroline Marchal, and Devora Wilde all casting their opinions.

Hosted by regular host and esports legend Frankie Ward, PC Gamer's own Midas, and with the vocal talents of Baldur's Gate 3 and Hades 2's Amelia Tyler, it's promising to be a good show. Trust me, I was there when we filmed it. On a spaceship.

How To Watch the PC Gaming Show: Most Wanted 2026

The PC Gaming Show: Most Wanted stream will air on Thursday December 4, 2025, at 12pm PST / 3pm EST / 8pm GMT / 9pm CET

You'll be able to watch it live on PC Gamer’s YouTube, Twitch, X and Facebook channels as well as GamesRadar+, Ginx TV, Steam, Bilibili, and basically any platform you can think of. You can also watch it by coming back here at showtime and clicking the play button on the window above, so there's no excuse not to, really.

The show will also broadcast dedicated streams with localised subtitles in English, Spanish, Chinese, Arabic, Japanese, French, Korean, German, Russian, Polish, ASL, and BSL. Otherwise, we'll have streamers like AnnieFuschia, C Jun, CohhCarnage, DansGaming, DizzyKitten, Olivia Monroe, Lacari, Stormfall33, SodaPoppin, Xaryu, and Xop0 streaming the show live and giving their opinions. Tune in with one of them and watch it together.

If you jump in 30 minutes before, you'll catch our pre-show too, which has a few cool trailers and some games industry experts talking about the big trends in video games from 2025 to help get you in the mood.

So that's that. We'll be covering it here on the site, and we're all really excited to show you what we've been working on before we sneak off to tuck into the Christmas chocolate (and the many, many, singleplayer games on the list.)

Wishlist feeling a little light? Head to the 2025 PC Gaming Show Most Wanted Steam page to discover the games we and our council of gaming luminaries are most looking forward to, plus other games featured in this year's show on December 4.

Latest viral Game Awards tease could be teasing any videogame with hellish imagery from the last 70 years of the medium, but it's probably Elder Scrolls Online

Game Awards host Geoff Keighley posted a cryptic image on X on Monday, showing a hellish monument in a desert locale, accompanied by the text regal.inspiring.thickness. If you plug those three words into a website called What3Words, a map appears showing a location somewhere near Joshua Tree in California. If you visit that location, you'll see the viral artefact in question, just like YouTuber KingVision18 has done.

If you watch that video or visit the monument, you'll see that Geoff's initial image—posted above—doesn't really capture the real scale of the thing. In reality it's a large freestanding portal smothered in pained skeletons and the odd animal predator. Some kind of eye is pinned to this shuttered portal, or maybe it's a dying flower.

Here's what it looks like in full:

A monument in the Californian desert designed to promote a videogame

(Image credit: KingVision18)

Speculation over what Game Awards announcement it's designed to tease has been endless ever since, but we know at least one thing: it's not the next God of War, as series director Cory Barlog confirmed himself. Meanwhile, journalist Jason Schreier writes on the ResetEra forum that it's not a Diablo 4 expansion.

So what is it? The imagery is so generic that it could be dozens, hundreds of things. There are so many videogames with anguished skulls, ominous looking doorways, and sinister leering eyes.

But the crocodile-looking thing shown prominently in Keighley's own photo is a bit of an outlier, and because it's an outlier it has inspired the one genuinely compelling line of speculation: that this is teasing a new expansion for Elder Scrolls Online.

As a Redditor pointed out on Monday, the crocodile's hand is a bit of a giveaway that it's not your everyday freshwater beastie. They argue that the croc is actually a Daedroth, or in other words, a croc-looking creature you can find roaming around Tamriel in Oblivion. And it's possible the desert theme could allude to various Elder Scrolls deserts, like Alik'r Desert in Hammerfell.

Look: There's every chance it's not Elder Scrolls Online. Perhaps it's Elder Scrolls 6, but I highly doubt that, and if it is shown, the showing will not be substantial. Todd Howard said last month that the game is "still a long ways off". Bethesda generally waits until just before launch to show games properly.

It could also be true that this is teasing something that no one, or at least very few people, will feel excited about at all, except perhaps the publisher paying Keighley and co. through the nose to execute on this marketing stunt. Whatever the case, The Game Awards takes place on December 11.

It turns out Saudi Arabia will own 93.4 percent of EA if the buyout goes through, which is effectively all of it

When EA announced in October that it will go private via a $55 billion leveraged buyout, a consortium of three investment firms were listed as buyers: Saudi Arabia's Public Investment Fund, Jared Kushner's Affinity Partners, and Silver Lake. A breakdown of the ownership between these parties wasn't given at the time, but as it turns out, one is committing significantly more cash than the others.

According to the Wall Street Journal, the PIF will own 93.4 percent of EA—a gargantuan amount that renders the other stakeholders insignificant by comparison. Silver Lake and Affinity Partners are set to own 5.5% and 1.1%, both of whom PIF is also a "significant investor" in.

In other words, if the buyout passes regulatory and shareholder approvals, the PIF will effectively own EA.

The report lists some other finer details about the transaction, now public thanks to a filing with Brazil's antitrust regulator. $36.4 billion of the $55 billion cost will be funded in equity, while the remaining $20 billion will debt. Remove an existing $5.2 billion stake PIF already has in EA, and it looks like PIF has, according to WSJ, put up "about $29 billion" for EA's buyout.

PIF's huge majority may not come as a surprise to everyone: the fund is famously trigger happy when it comes to buying stakes in the games industry, with tentacles in Take-Two, Capcom, Nexon and Nintendo, among others. But with such a large stake, it seems increasingly unlikely that, as EA CEO Andrew Wilson said in October, the "values and our [EA's] commitment to players and fans around the world remain unchanged". (For more on this, it's worth reading Lincoln Carpenter's in-depth feature on the buyout's ramifications).

The PIF itself is running at a low ebb when it comes to cash to fund its investments, though as Rick Lane noted last month, its videogame interests aren't really to blame. The chief culprit there would be a futuristic megacity built in the desert.

Shovel Knight developer Yacht Club Games will be in serious trouble if its next release isn't a hit: 'It's make-or-break for sure'

Shovel Knight was a major indie hit, with more than three million copies sold, an "overwhelmingly positive" rating on Steam, and a brand so recognizable it's spawned spinoffs and crossovers with games ranging from Bloodstained to For Honor. But in the 10 years since Shovel Knight first appeared, developer Yacht Club Games has struggled to produce a full-on follow-up hit, and in a new interview with Bloomberg, studio founder Cris Velasco says it will be in serious trouble if its next game isn't a success.

That 'next game' would be Mina the Hollower, a sort of gothic Link's Awakening that was revealed to the world in 2022. "It’s make-or-break for sure," Velasco said. "If we sold 500,000 copies, then we would be golden. If we sold even 200,000, that would be really, really great. If we sold, like, 100,000, that’s not so good."

Development of Mina the Hollower has been troubled, according to the interview. The game was proposed in 2019 and work began in earnest in early 2020, when Yacht Club split into two teams, one for the full-on Shovel Knight sequel—that 3D project we heard about back in 2020, apparently—and the other to handle Mina the Hollower, which was intended to be a smaller-scale project.

But Yacht Club itself struggled with the impact of the Covid-19 pandemic, which landed in full force right around the same time, and the two-team structure, which ultimately didn't work out. The studio laid off some employees and turned everything it had left toward Mina the Hollower, which had grown dramatically in scope. The game industry as a whole, meanwhile, has been decimated by post-Covid contraction and the big-money embrace of generative AI over the past few years, an ugliness that still shows no sign of letting up.

Then came the last-minute delay: Mina the Hollower had been set to launch on October 31, but on October 6 Yacht Club hit the brakes, saying it needed more time "to apply some final polish and balancing to make the game truly shine." The delay would not be "major," the studio wrote, but a new launch date still hasn't been announced.

The upside for Yacht Club is that there's clearly demand for Mina the Hollower—a 2022 Kickstarter campaign raised more than $1.2 million—and a demo released earlier this year made a good impression: PC Gamer's Tyler Colp said it "awakened the GBA kid in me," which sounds like a bullseye in the making. But the game industry is fickle and unforgiving, and also tremendously crowded, and on the indie front especially there's just no such thing as a 'sure thing' anymore.

Yacht Club is apparently ditching its office and going fully remote at the end of 2025, and hopes to continue working on one game at a time after Mina the Hollower is out. As for what happens if Mina isn't a hit, that remains to be seen: Velasco said Yacht Club will "still be around," but added, "we would need more money."

MMO Business Roundup: Saudi Arabia’s EA, UK’s games shadow council, and escaping from Tarkov

3. Prosinec 2025 v 17:30
Welcome back to another quick roundup of MMO and MMO-adjacent industry news! The UK Games Industry Shadow Council: No, this isn’t a secret society that’s extremely bad about being secret; it’s a self-formed group within the UK games industry sector that has been formed to elevate “voices who would like to identify good and poor […]

Shuhei Yoshida Says OMUT Will Be Among the Hardest Games Ever

Estimated reading time: 3 minutes

At Summer Game Fest 2025, Yoshida previewed over twenty titles. He singled out OMUT, warning it ranks among the toughest games players will face. Yoshida tweeted that “OMUT will be one of the hardest games you’ve ever played”. He added the catch: despite the punishing difficulty, players won’t stop. That balance of frustration and obsession speaks to its design goals.

What Makes OMUT So Challenging?

Yoshida didn’t elaborate on mechanics. Still, when someone with his experience flags difficulty, it hints at intricate systems. Expect tight controls, precise timing, and repeated trials. Games this tough require mastery and careful balance. At SGF 2025, Yoshida joined Easy Allies to preview more than twenty games. Around the 1:29:52 mark, he paused to emphasize OMUT. His commentary carried the weight of a long career guiding AAA and indie titles alike.

Why Yoshida’s Words Matter

  • He helmed PlayStation’s global studios from 2008 to 2019.
  • He guided indie developers after moving to PlayStation Indies.
  • He tested early builds of narrative hits like Ghost of Tsushima and The Last of Us.

When Yoshida labels OMUT a top-tier challenge, gamers and journalists alike sit up.

What We Know About OMUT

  • A recent debut at SGF 2025 indicates it’s in late development.
  • Designers likely aimed for intense difficulty and high engagement.
  • Yoshida’s quote implies loops of failure and rewards that drive continued play.

The press hasn’t shared a release date, platform details, or genre. Still, Yoshida’s focus suggests OMUT will target experienced players.

Casting OMUT in a Broader Context

Yoshida praised Ghost of Yotei as improving on Tsushima. That openness hints at why he highlights the game. His boundary-pushing taste suggests that OMUT could redefine expectations of difficulty.

Linking Difficulty and Engagement

Yoshida’s line “you won’t be able to put it down” hints at a design philosophy:

  • Challenge demands mastery.
  • Progress feels earned.
  • Repeated failure feels worthwhile.

Those traits fuel the so-called “just one more run” behavior that hooks players.

What’s Next for OMUT

Here’s what we’ll watch:

  1. Platforms & Release Date
    Yoshida’s tweet didn’t mention whether the game is console exclusive, timed, or cross-platform.
  2. Developer Intent
    Interviews could explore whether the team targeted Dark Souls–style difficulty, roguelike tension, or test-of-skill mechanics.
  3. Gameplay Reveal
    Watch for footage that showcases key design elements, such as precision movement, combat depth, level hazards, or AI behavior.
  4. Reception & Balance Feedback
    Post-launch, everything comes down to feel. Is OMUT punishing to players, yet fair?

OMUT in the Difficulty Landscape

  • Modern AAA titles often balance difficulty options.
  • Indie hits like Hades or Returnal challenge with reusable death loops.
  • Soulsborne titles define ruthless yet fair combat.

Now add OMUT to the list, with Yoshida’s endorsement suggesting it will stand out.

Final Notes on OMUT and Dev Philosophy

Yoshida’s legacy includes Gran Turismo adjustments and support for small teams like Team Asobi. His praise of OMUT suggests the game demands skill, not exploits, and respects player growth.

He also spotlighted Nine Sols, AstroBot, and Clair Obscur for their precision in scope and design. OMUT’s difficulty fits that profile: ambitious yet deliberate. For more game reviews and news, stay tuned to our website. Looking for more? Visit our YouTube channel for in-depth guides, exciting gameplay, and the latest updates!

The post Shuhei Yoshida Says OMUT Will Be Among the Hardest Games Ever appeared first on Game Reviews, News, Videos & More for Every Gamer – PC, PlayStation, Xbox, and Beyond @ WePlayGames 2025.

Roblox’s CEO calls moderation problems ‘an opportunity’ and platform gambling a ‘brilliant idea’ in unhinged interview

24. Listopad 2025 v 16:00
David Baszucki, the CEO of Roblox, has been known to say some pretty outlandish things, but his recent interview with the New York Times might have ended up being a carpet bombing of poorly considered answers, as he tried to spin problems into “opportunities” and speak positively about tech additions that are anything but positive. […]

Following a goofy delay, Ubisoft’s financials arrive with a progress report on the Tencent partnership

21. Listopad 2025 v 17:30
If you happened to be holding any stock in Ubisoft, this past week might have frayed some of your nerves, as the gaming company announced that its fiscal report for the first half of the year was being delayed and that share trading would be temporarily halted. As one might expect, this ended up causing […]

Estimates peg Valve as a capitalism fusion reactor, making such ungodly money per employee that it's no wonder Gabe Newell bought all those yachts and the whole damn yacht company

24. Listopad 2025 v 16:22

Is there a single games company that cultivates the kind of hushed, awed whispers that Valve does? As a private company, Gabe Newell's baby doesn't have to concern itself with putting out all the information that companies with masses of shareholders have to. And yet, it pretty much props up all of PC gaming with Steam. It's a perfect recipe for theorising, rumour-mongering, hypothesising. Are they making Half-Life 3 in there? Do all their desks really have wheels? What goes on in that black box? We may never know, but we can damn well estimate.

Today's look into the crystal ball comes from research firm Alinea Analytics (via Tom's Hardware). In a post on X, the firm's head of market analysis, Rhys Elliott, posted some estimates for just how many scads of cash Valve has pulled out of Steam this year.

Turns out? A lot. So many scads. Alinea estimates that Steam has churned out about $16.2 billion in revenue in 2025, over $4 billion of which went to Valve itself (Valve, notoriously, takes a 30% cut on Steam purchases, a number that only gets lower after your product has raked in over $10 million).

Now, let's be clear: Valve doesn't give anyone any information it doesn't have to, and Alinea hasn't shown its working as to how it arrived at these numbers. I've reached out to both companies to ask for more info, and will update if I hear back, but it's worth underlining in your mind that these are just estimates.

But with Valve prez Gabe Newell pulling in enough billions to buy not just multiple megayachts, but the whole damn yacht company, these estimates don't feel particularly buckwild.

Steam has generated $16B+ in revenue so far this year (@alineaanalytics estimates)That's already up 5.7% from 2024's final total!Taking Valve's cuts into account (and 100% cuts of its own juggernauts CS2 and Dota 2), Valve itself has made over $4B+ this year from Steam. pic.twitter.com/PlMCjDEEgDNovember 13, 2025

As we wrote last year, even Valve employees have tried their hand at the napkin maths necessary to figure out how much money-per-head it generates. In 2018, Valve's Kristian Miller pegged its number of employees at around 350. That number has doubtlessly changed somewhat in the last seven years, but I can't imagine it's radically different—Valve has not become a <100-employee company or a 1000-employee one; we'd have heard about it if it had.

So taking that number and doing some simple division with Alinea's estimates, we arrive at a figure of about $11.4 million generated for Valve per employee from Steam alone. Which would be wild. For comparison, Apple—the on-again-off-again most valuable company on Earth—generates about $2.4 million per employee. In other words, it would mean Valve is a kind of miraculously efficient capitalism fusion reactor.

So if Alinea's numbers are even close to accurate then, well, it's no surprise Newell has all those boats. Though frankly, I do wish Valve would do us all a favour and crack open its books once in a while. Alas, I think it enjoys being a black box so much it's now started making them.

2025 games: This year's upcoming releases
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

Udo Kier, star of Red Alert 2 and Hideo Kojima's OD, dies aged 81: 'There will never be another like him. Udo, rest in peace'

24. Listopad 2025 v 13:21

Udo Kier—the impossibly prolific German actor that you and I will readily recognise as Yuri from Red Alert 2, Command and Conquer: Yuri's Revenge, and Hideo Kojima's upcoming OD—has died aged 81. His partner, Delbert McBride, confirmed the news to Variety.

Kier appeared in over 200 films in the course of a long and remarkable career, and was perhaps best-known for his partnerships with Andy Warhol, Lars von Trier, and Werner Herzog. Though he also found time to appear in music videos for Madonna, Gwen Stefani, Korn, and others.

So a varied career doesn't even begin to describe Kier's time on screens big and small, but to me he will always, first and foremost, be the utterly magnificent/absurd Yuri from Red Alert 2 and Yuri's Revenge—a Transylvanian psychic who usurped control of the Soviet Union and launched an invasion of the United States, ultimately being defeated in Antarctica and imprisoned in a Psychic Isolation Chamber. Kier's unhinged performance helped define the games and is a big reason they continue to loom so large in the minds of fans.

Kier was also slated to appear in Hideo Kojima's upcoming OD, appearing in the game's first reveal trailer in 2023. It's unclear how much of this work he was able to complete before he died. On X, Kojima posted a tribute to Kier, writing that "When we met in Milan at the end of September, he told me how much he was looking forward to the shoot starting up again next year.

"He was full of energy then too, making me laugh with his usual 'Udo-isms.' I still can’t believe this. Udo wasn’t just an actor. He was truly an 'icon' of his time. We’ve lost a great 'icon.' There will never be another like him. Udo, rest in peace. I will never forget you."

I’m at a loss for words. It all happened far too suddenly.Because of the strike, we weren’t able to shoot “OD” for a long time, and we were forced to reschedule to next year. Even during that time, Udo and I exchanged emails frequently. We stayed in close contact. When we met in… pic.twitter.com/aRpP1i38CENovember 24, 2025

"I'm very happy that so many people like the game," Kier said in an interview around Red Alert 2. "And if you really want to see me back, you have the address on the box. Just write to Westwood and say, 'We cannot get enough! Make another game with him!' And I'll be back… I'm trying to surprise you next time, to do something different, maybe more evil, maybe more irritating. But I still love you."

Larian publishing director balks at Square Enix's push to replace QA workers with AI: 'The idea that QA people can be replaced at a large scale is stupid … They are a massively advantageous vibe check'

7. Listopad 2025 v 19:53

Quality assurance—the sacred task of making sure games break as infrequently as possible—is a non-negotiable part of development, especially when you're talking about big triple-A RPGs. It's something the folks at Square Enix and Larian know a thing or two about; but while the higher-ups at Square have made it clear they'd like the vast majority of the QA process automated, Larian publishing honcho Michael Douse says that's "stupid."

Square's plans, which came to light in a recent financial progress report, were part of a larger push to utilize AI in partnership with a research team at Matsuo Laboratory at the University of Tokyo. That report named a goal which, were I a QA worker at Square Enix right about now, I would find pretty startling: to "automate 70% of QA and debugging tasks in game development by the end of 2027."

Douse, publishing director at Baldur's Gate 3 developer Larian, conceded Thursday in a post on X that "AI and automation is clearly integral to QA for any large scale game" but said "the idea that QA people can be replaced at a large scale is stupid because it supposes that the conversations with them can be replaced and they can't. They are a massively advantageous vibe check."

Sigh. So QA are some of the most video games engaged people in any company. They are integral to your community teams. To publishing. They give you the real feedback. They know what is good and what is bad before the audience does, and they are the most resilient department. https://t.co/1oDxiY6mkkNovember 6, 2025

Further down in the thread, he added that QA jobs were crucial "gateways to the industry" that, though not inherently entry-level, tended to be the sorts of jobs that helped you find your next lead designer. Without that pipeline for junior developers to get their foot in the door, Douse said it's hard to "offer people beneficial positions that allow them to grow and help to grow you." In other words, "this is a stupid path."

If the benefit of AI in a field like QA feels like a grey area to you, things aren't going to get clearer any time soon. There's no shortage of contention as to what counts as generative AI, and investment money is getting thrown around like candy despite dubious results. I don't know how many studios will take after Square's new QA strategy, but it's clear that AI, in one form or another, is already more than a little popular as a gamedev tool.

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Former Halo MMO project dev believes it was killed to pad a former executive’s bonus

8. Listopad 2025 v 00:00
Back in 2021 we first reported on the fate of an in-development Halo MMO project as told by former developer Sandy Petersen, who recounted how the title and its developer Ensemble Studios were effectively taken apart by corporate politicking by Microsoft and then-Xbox head Don Mattrick. Well now, Petersen is back to talk about this […]
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