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As Dusk Falls is the perfect game for movie night

It’s quite telling that developer Interior Night describes As Dusk Falls as an “interactive drama.” That’s an important distinction, as it refers to the fact that this isn’t really a game in the traditional sense.

Led by Heavy Rain and Beyond: Two Souls veteran Caroline Marchal, the London-based studio’s debut title is a choice-based, narrative-driven experience in the vein of such Quantic Dream works. However, it’s even less gameplay-intensive than those titles, so if the lack of deep mechanics — or even much interactivity at all — is an issue, then As Dusk Falls absolutely won’t be your thing. This is definitely more an interactive movie. Those who are fine with that, though, will find As Dusk Falls to a be thoroughly entertaining and unique experience.

An engrossing story full of twists and turns

As Dusk Falls tells the story of two families whose lives become inextricably linked after a harrowing incident in small-town Arizona. Desperate for cash, the Holt brothers attempt to rob the sheriff, only to wind up pinned down at the Desert Dreams Motel. It’s here that Vince Walker and his family has stopped while on a cross-country trip, which results in them becoming hostages as the Holts scramble to hatch an escape plan. But the narrative doesn’t stop there; over the course of 30 years, you get to see more of these characters both before and after the events at the motel.

It’s a strong setup, as it really gives you time to get to know and care about the cast, and it’s through this cast that As Dusk Falls’ greatest narrative strength can be found: empathy. Each character has their own flaws, some much more than others, but the game never condemns any of them for it. Take the Holts; I initially found them to be insufferable but soon discovered that they had a surprisingly sympathetic backstory. Jay, in particular, is easy to root for, as he’s torn between duty to his family and a desire to not hurt anyone. I quickly took a liking to the soft-spoken and kind teen, which made his journey to escape his abusive family and start a new life extremely compelling. Similarly, my early contempt for Vince’s estranged father Jim — no doubt mirroring how I feel towards my own — later softened as I saw how he was consoling his traumatized granddaughter Zoe many years after the motel hostage situation.

Zoe As Dusk Falls

Seeing the impact of the traumatic motel events on Zoe as a young adult is one of As Dusk Falls’ most clever story decisions.

Having a group of likable, well-rounded and three-dimensional characters that you’re invested in makes the decisions in As Dusk Falls often genuinely challenging. At times, I would pause to consider my next course of action — something I don’t often do for games like this. For example, after a desperate Jay turns to a friend to help him out of a bind, he finds out that someone did something awful to her. Do you confront him and risk drawing dangerous attention to her and you, or begrudgingly let it slide? Similarly, how should Vince behave during the hostage situation? Are there risks you think he’d take to protect his family? Should he trust those offering him help during all of this? There are no “wrong” responses here; merely those that you feel are reflective of how your Jay and Vince would react. On the flip side, not intervening when people are about to get what they (arguably) deserve could actually lead to undesirable consequences. Thankfully, As Dusk Falls telegraphs “Crossroads” moments to let you know when you’ve arrived at a key decision that will greatly impact the trajectory of the story.

And boy, does the story branch out. At the end of each chapter, you’re shown a ‘Story Free’ that will show a flow chart of all the possible outcomes of each decision. Each and every time, I was stunned to see how many deviations there were if I had done something different — not just characters living or dying, mind you, but also where they start or end off or who may be accompanying them. On the whole, I was impressed at just how much replay value this adds. The game’s structure comprising of six hour-long chapters with recaps in between makes it ripe for smaller nightly play sessions, as well.

As Dusk Falls Jay

Jay’s sympathetic story is the beating heart of As Dusk Falls.

The only real shortcoming with the narrative, however, is that it doesn’t quite manage to balance its rather large cast. In one instance, a decision I made as Vince inadvertently resulted in something horrible happening to one person, but the game oddly never revisited this beat to show how that affected either character. Likewise, there are some story threads that don’t get meaningful resolution, even when both of the involved characters survived in my playthrough. These issues certainly weren’t significant enough to drag down the entire experience, although the game likely would have benefited from being a bit longer to afford them more time to breathe.

Fun for the whole family

It can’t be understated that the actual gameplay of As Dusk Falls is quite minimal. Where titles like Heavy Rain allow you to at least walk around, As Dusk Falls is ostensibly a “choose-your-own-adventure” movie à la Black Mirror: Bandersnatch. In addition to action sequences being relegated to quick time events (QTEs), the bulk of the game is presented via dialogue choices and the occasional instance in which you can hover the cursor across a static environment, point-and-click adventure style. The game’s presentation is also quite minimalist; in place of actual cutscenes, As Dusk Falls adopts a distinct aesthetic that blends still images together to effectively create a motion comic.

Admittedly, this took some getting used to, even as someone who regularly enjoys these types of “interactive dramas,” but I eventually came to appreciate the uniqueness of this visual style. Impressively, Interior Night has rendered the performances of actors into these stills, giving them a sort of timeless, painterly vibe that’s refreshingly different from the photorealism or retro-inspired graphical styles that we so often get nowadays. As Dusk Falls’ excellent voiceovers and solid writing only enhance the cinematic feel. All in all, this approach is a smart and effective way to keep the game easy to pick up and play. Interior Night has been clear about wanting to appeal to non-gamers, like those who regularly consume streaming content, and that really shows. The gameplay — consisting of the occasional button tap or mash — is not at all complex, making it remarkably approachable to newcomers.

As Dusk Falls overrides

A simple example of As Dusk Falls’ Override system — in this case, during a conversation between Vince and his daughter Zoe.

In fact, you don’t even have to use a controller or keyboard/mouse. Taking a cue from the popular Jackbox party games, As Dusk Falls lets you connect via your phone using the As Dusk Falls Companion App on Android or iOS. In this way, up to eight people can play together in person or online in one of the most clever approaches to multiplayer I’ve ever seen. How it works is that players must vote for which decision they’d like to make, and the game will go with whatever got the most votes. (A choice will be randomly made should there be a vote.) Adding a fascinating — and hilarious — wrinkle to the mix is the ability to override decisions. Each player gets a limited number of overrides as determined by the host, which they can use at any point, including to counter someone else’s. It’s a brilliant way to engage the whole group, as you can choose whether to work with or against people at will.

(Note: Admittedly, I didn’t get a chance to try this during my playthrough, but I have had a similar experience in games like this. Last year, some friends and I played The Dark Pictures Anthology: House of Ashes, which has a “pass-the-controller-around” approach to multiplayer. My buddies and I had a blast making decisions with our characters to try to let the others get killed, and so As Dusk Falls‘ override system should only greatly enhance that thrilling back-and-forth dynamic.)

A new kind of movie night

As Dusk Falls is a fascinating game. On the one hand, it likely won’t have an audience among subsects of hardcore gamers, and it certainly won’t win over those who don’t like Quantic Dream-esque titles. But on the other, it’s commendably been designed to be easily playable for pretty much anyone, especially through innovative multiplayer features. Even those who play alone like I did will find themselves drawn into a well-written and often gripping story about two struggling families. As Dusk Falls is a splendid take on the narrative adventure genre, and one that’s easy to recommend to many.

As Dusk Falls will launch on Xbox One, Xbox Series X/S and PC on July 19th. The game will also be available on Xbox Game Pass on day one.

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Overwatch 2’s first console beta was enjoyable, but the queue times were crazy

With Overwatch 2’s second public beta coming to a close in a few days, here are my initial thoughts on the game. While I played a bit of the first beta on my roommate’s PC, the second beta made its way to console players, and with the founder’s pack, I could finally play the game on Sony’s PlayStation 5 and with my friends online.

First off, the Overwatch 2 beta only offers the PVP aspect of the game, which will also be the case when the game finally launches on October 4th. With that in mind, the beta is a great example of what to expect from the free-to-play title.

The beta includes two new characters for console players, Sojourn (a DPS hero) and Junker Queen (a tank hero). It also offers a new map type called Push that works like a tug of war, but instead of pulling a rope back and forth, you’re guiding a robot. With Sojourn and the Push map, ‘New Queen St,’ we finally encounter some Canadian representation in the game. In the original Overwatch, it was discovered through a comic that Pharah’s father is from Canada, but that was all we saw until Overwatch 2.

The new characters in Overwatch 2 are a great and welcome addition to the title. The last time Overwatch fans got to play a new character was Echo back in April of 2020.

I’m a Sojourn one-trick now, as Blizzard gave her a lot of movement and a very fun railgun. It’s also worth noting that Overwatch 2‘s gameplay is 5v5 instead of 6v6, as a tank has been removed from the lineup. Junker Queen, being the new tank in the beta, seems pretty cool (my friends love playing as her), but I wasn’t fond of the fact that she’s only in tank, so I didn’t play as her much.

While I overall enjoyed my time with the Overwatch 2 beta, two significant issues stand out. The first is the queue times (to be fair, the problem improved throughout the beta). However, until the last week of the console beta, queue times for DPS or tank have been ridiculous. Sometimes I’d be waiting for over 20 minutes for a game. Near the end of the beta, a patch dropped that improved queue times, thankfully.

The second issue is the game isn’t very different from its predecessor; it’s still just Overwatch. Overwatch 2 feels more like an update and not an entirely new game. Don’t get me wrong, Blizzard added a couple of new characters, reworked and updated others like Bastion and Doomfist, and added a game mode and new maps, but we’ve been waiting for years, and it’s still pretty much the same title. That said, I’m happy Blizzard is making Overwatch 2 free-to-play and adding a Battle Pass system.

When Overwatch 2 launches in October, the game will offer Mythic skins, new banners, charms, a new support hero (which will hopefully help with queue times), more balance changes, a Battle Pass and more. There may be another beta before the official launch, and even though there might not be a lot to offer, I’ll still definitely spend time playing it.

Image credit: Overwatch

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Sony announces PlayStation Stars loyalty program, launching later this year

Sony has announced its new PlayStation Stars loyalty program for players. This new program is free to join and incentivizes players to tackle new challenges while playing on PlayStation.

PlayStation Stars won’t launch until later this year. However, once membership is active, players can earn rewards by “completing a variety of campaigns and activities.” A part of the program is dubbed the “Monthly Check-In” where PlayStation players are incentivized to play any game to receive rewards. Other aspects of the program require players to win tournaments and earn specific trophies. PlayStation states that there may also be challenges for being the first to platinum a game in your time zone.

Players will have the opportunity to redeem PlayStation Stars loyalty points. These points can go towards a catalogue that Sony states “include PSN wallet funds and select PlayStation Store products.” Additionally, PlayStation Plus members enrolled in PlayStation Stars will automatically earn points for purchases on the PlayStation Store.

Finally, a part of the loyalty program is a “digital collectible” reward. To get ahead of it, no these are not NFTs, Sony confirms. Instead, these collectibles will be representations of PlayStation icons. These collectibles can range from devices to gaming characters, and other forms of entertainment. Sony says that there will always be new collectibles to earn.

On many levels, it appears as though Sony is taking inspiration not only from Microsoft Rewards but also from the My Nintendo Gold Points program. PlayStation Stars mixes the two core elements of incentivizing players to complete certain challenges by providing points for select purchases. The added layer of digital collectibles is a unique element and should speak to those with an affinity for Sony’s IP and lineage in the console space.

Although a launch window has yet to be set, the company states that it will be rolling out in a phased regional rollout.

Image credit: PlayStation

Source: PlayStation

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I had no interest in Fire Emblem Warriors: Three Hopes, but now I love it

Fire Emblem: Three Houses is one of my favourite games of all time.

The Switch exclusive offers a near-perfect mix of deep strategic combat, layered character progression and social simulation mechanics that just clicks with me.

Having said that, I was initially uninterested in the spin-off game, Fire Emblem Warriors: Three Hopes. Taking cues from 2017’s otherwise unconnected Fire Emblem WarriorsThree Hopes is actually a ‘Musou’ action game in the vein of Dynasty Warriors. That wasn’t exactly appealing to me, especially considering there have been a lot of Musou games, and that hack-and-slash style of gameplay can wear thin.

But then I played Three Hopes, and quickly found myself won over. Impressively, Three Hopes soon reveals itself to be a much more faithful recreation of Three Houses‘ signature tactics and character building than you’d expect. As such, I’ll fully admit — I was wrong about this game.

Same world, different paths

Perhaps the most interesting thing about Three Hopes is that it’s secretly a remake, of sorts, of Three Houses. That is to say, it features the same Fódlan setting and general conflict and characters, but in a reimagined fashion — not unlike, say, Final Fantasy VII RemakeIn this alternate take on Three Hopes, you play as a mercenary named Shez, who allies with Garreg Mach Monastery and can join one of its three houses.

Like Three Houses, you can choose the protagonist’s gender and which house — Edelgard’s Black Eagles, Dimitri’s Blue Lions or Claude’s Golden Deer — to join. The big twist? Byleth, the hero of Three Houses, is actually the villain of Three Hopes. This creates a lot of intrigue throughout the course of the solid, if sometimes sluggishly paced, 30-odd-hour campaign, although I can’t speak to how much of that will be maintained in the other two house paths.

Fire Emblem Warriors: Three Hopes Shez vs. Byleth

It should be noted, though, that Three Hopes also assumes you’ve played Three Houses, which makes it admittedly less approachable for newcomers. Even as someone who’s cleared two of Three Houses‘ main story paths, I found myself having to brush up on some of that game’s more specific narrative points. Some sort of recap video wouldn’t have gone amiss. On the flip side, prior knowledge of Three Houses makes for a refreshingly unique play experience; given my prior understanding of complex characters like Edelgard, I found myself making decisions more thoughtfully than I would for many games with similar branching narratives. (It’s also just a much better approach than the awkward story-lite Fire Emblem crossover of the first Warriors.)

And on a base level, it just feels good to be back in Fódlan. The lore of Three Houses — rich with themes of classism, religion vs. government and the consequences of war — has always been compelling, and that remains true in Three Hopes. On top of that, it’s lovely to see so many familiar faces. In the original game, I was most endeared to Dimitri, a young prince who initially seems like a boring boy scout but is revealed to be a deeply nuanced and tragic figure.

For that reason, I went with Blue Lions in Three Hopes, making it feel especially rewarding to get to spend more time with Dimitri and his allies. As in Three Houses, the writing and performances here are sharp throughout, reminding me why I fell in love with this cast in the first place. (The return of Three Houses‘ stellar voice cast feels even more poignant as it features another wonderful performance from the late Billy Kametz as the young nobleman Ferdinand.) In the end, Three Hopes‘ blend of recognizable lore and characters with unpredictable story beats proves to be a winning combination.

Deeper than it looks

Fire Emblem Warriors: Three Hopes Claude If you’re even remotely familiar with Musou games, you’ll have a pretty good idea of what to expect from Three Hopes‘ combat. In other words, it’s a button-mashy hack-and-slash game in which you rack up big combos against swaths of enemies. It’s definitely more of a style over substance sort of thing; you won’t find particularly deep action mechanics here. Instead, the depth comes from everything you do leading up to and during battle. To start, developer Omega Force has done a bang-up job in making each character feel unique. Take Shez, who dual wields swords for effective at crowd control, compared to, say, the archer Ashe, who trades strength for handy ranged and area of effect moves. There’s a surprising amount of variety in how each character looks and feels, which helps offset some of the repetition that can set in with the core combat.

But of course, the key to any Fire Emblem game is levelling up your character, customizing their skills and upgrading their classes, and all of that carries over in Three Hopes. Being able to upgrade my lance user Ingrid into a Pegasus Knight granted me a solid aerial edge to combat. And because this is a Fire Emblem game, the classic ‘rock-paper-scissors’ tenet of class advantages is prominent here. This means that I can’t just clear the entire battlefield with Ingrid, as her winged mount is extremely vulnerable to archers; I have to be more careful.

While you can freely switch between your party at will, you only control one person at a time, which adds another tactical wrinkle. To that end, Three Hopes allows you to direct and micro-manage your allotted units on the fly. Looking at the mini-map, you’ll see which enemy types are in each zone, so you can order your CPU-controlled units to avoid certain areas, back each other up or launch an all-out attack on a point of interest. It’s a brilliant way of retaining the strategic spirit of Fire Emblem while still allowing for the flashy, fast-paced action of a Musou title.

Fire Emblem Warriors: Three Hopes campAnd just like Three Houses, further thought must be given to what you do with characters outside of battle. As in that game, Three Hopes allows you to explore a large 3D space in between skirmishes, only this time it’s a campsite instead of the monastery. While it’s admittedly less visually impressive accordingly, the more generic setting does feature the same plethora of relationship-building side activities.

With your allies, you can share meals, tend to equipment, care for the horses and more — all of which strengthen the bond between whoever takes part in them. This will give you special Support conversations — like in Three Houses, charming cutscenes that reveal more about each character — while also making them more efficient when paired as ‘Adjutants’ in battle. The latter point is especially crucial, as you can use one unit to help counter another’s inherent weakness, like the aforementioned Ingrid’s arrow vulnerability.

A winning combination

If you’re someone like me who was initially put off by Fire Emblem Warriors: Three Hopes being “yet another Musou game,” I’d recommend giving it a chance, especially since there’s a meaty free downloadable demo. Much of what’s so good about Three Houses — the strong characterization and tactics-driven progression — are present, with some tried-and-true satisfying hack and slash combat. It may be repetitive and bloated at times, but on the whole, Three Hopes is a welcome return to a beloved world, and I’m so glad I gave it chance.

Fire Emblem Warriors: Three Hopes is now available on the Nintendo Switch.

Image credit: Nintendo


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People have tweeted about gaming 1.5 billion times so far in 2022: Twitter

We’re just over halfway into 2022, and Twitter users around the world have already tweeted about gaming 1.5 billion times.

Twitter says this is a record for half a year, and a 36 percent increase year-over-year from 2021. It notes that events like the Xbox & Bethesda Games Showcase, PlayStation State of Play and Summer Game Fest, as well as big releases like Elden Ring, helped drive the conversation. It will be interesting to see how much tweets may increase this time next year, given that the once-major E3 gaming event is set to make a full, overhauled return alongside Summer Game Fest.

Additionally, Twitter revealed Canada’s 10 most mentioned games on the platform between January 1st and June 30th:

  1. Genshin Impact
  2. Wordle
  3. Elden Ring
  4. Final Fantasy
  5. Fortnite
  6. Valorant
  7. Final Fantasy XIV
  8. Call of Duty
  9. Super Mario
  10. Minecraft

Here’s the global top 10 for reference:

  1. Genshin Impact
  2. Wordle
  3. Ensemble Stars!
  4. Final Fantasy
  5. Project Sekai
  6. Apex Legends
  7. Elden Ring
  8. Fate/Grand Order
  9. Final Fantasy XIV
  10. Valorant

As usual, though, Canada didn’t crack the list of countries tweeting the most about games:

  1. Japan
  2. United States
  3. South Korea
  4. Thailand
  5. Indonesia
  6. Brazil
  7. Philippines
  8. India
  9. United Kingdom
  10. Mexico

Twitter releases gaming-related data like this every quarter. For more on its Q1 2022 findings, click here.

Image credit: miHoYo

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Nintendo offering discounted games and Switch Online bundles for Prime Day

For Prime Day this year, Nintendo is offering discounted Switch Online and game bundles.

From July 12th to 13th, purchase one of the following $79.99 games and get a free one-year Individual Nintendo Switch Online membership ($24.99 value):

Note that this is the base version of Switch Online, which includes online multiplayer access and a number of digital NES and SNES games. The Switch Online Expansion Pack is an additional membership that includes N64 and Sega Genesis titles.

Additionally, Mario Kart Live: Home Circuit is on sale on Amazon for $89.99 (regularly $129.99).

Source: Amazon, Nintendo of Canada

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First trailer for Kingdom: The Blood shows gameplay from Netflix series adaptation

Kingdom: The Blood, a video game adaptation of Netflix’s Kingdom series, is in development. South Korean studio Action Square leads development and is bringing the game to mobile and PC.

Kingdom: The Blood is set in a zombie apocalypse in medieval Korea, similar to the Netflix series. Kingdom follows Crown Prince Lee Chang as he faces a zombie invasion while searching for clues and the truth regarding his father’s disappearance.

Kingdom: The Blood enables players to create their own character set in the same universe. Armed with a blade, players will combat undead foes while exploring historic locations. The game offers its own story mode as well as a Conquest Mode. Plus, Kingdom: The Blood introduces a PVP mode and boss battles to overcome.

Action Square confirms that a professional Korean sword dancer was used for motion capture. The game incorporates combat stances and other details. Palaces are also faithfully recreated to align with the historic timeframe.

The trailer itself doesn’t offer any insightful look into control inputs or the user interface. However, we see the playable character square off against another enemy before it turns into a zombie. The reanimated corpse springs back up before a small group of enemies run into view.

As of the time of writing, Kingdom: The Blood does not have a release date. Once it launches, there’s a chance it will join the Netflix Games catalogue.

Two seasons of Kingdom are currently available on Netflix. A special episode dubbed Kingdom: Ashin in the North is also available to stream.

Image credit: Action Square

Via: IGN

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Rumoured GoldenEye remaster said to be in ‘limbo’ due to Ukraine war

The long-rumoured remaster of the classic 1997 first-person shooter GoldenEye 007 has reportedly been put on hold.

Word comes from reliable VentureBeat reporter Jeff Grubb, who said on Twitter that “GoldenEye is still in limbo because of the war.” Grubb was referring to the ongoing conflict between Russia and Ukraine, which has intensified following the former’s unlawful invasion of the latter in late February. Eurogamer corroborated Grubb’s claims in its own report.

Neither Grubb nor Eurogamer provided further details, but presumably, Microsoft — the company that co-owns the rights to GoldenEye 007 — is withholding the shooter due to its subject matter. The plot of the game, like the 1995 film on which it’s based, heavily features post-Cold War Russia and Russian military villains and settings.

Rumours of a remaster of GoldenEye have swirled for months. In fact, it appears that it’s essentially complete, as Xbox Achievements for the game leaked last month. This follows a finished Xbox 360 remaster that was ultimately never released due to licensing issues.

It’s unclear if and when Microsoft plans to release the new remaster.

Via: IGN

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The Last of Us Part 1 developer says remake is not a ‘cash grab’ amid online discourse

The Last of Us Part 1 remake is caught in a new wave of online discourse over its $70 USD ($89.99 CAD) price tag. However, an animator who has worked on the game has come out and defended the game.

Some of the online discourse has gone as far as to call The Last of Us Part 1 remake a “cash grab.” Robert Morrison, who currently works at Sony’s Bend Studio, calls the game “the most meticulously built and crafted project that I have ever seen or been a part of in my entire career.”

Built from the ground up, The Last of Us Part 1 remake largely improves the visuals and animations of the original 2013 title. The game offers 4K 60fps performance and improved enemy AI. Plus, the game is integrating the upgraded combat system seen in The Last of Us Part II. It’s also likely that the game will also fold in the accessibility options Naughty Dog included in the sequel. Character models are also upgraded, with Naughty Dog highlighting the differences.

The game is set to bring in new fidelity and performance. However, many are criticizing Sony’s decision to market the game at full price. A large focus in contention is that Sony has already released an upgraded version of the game in the form of The Last of Us Remastered for PS4.

Morrison argues that The Last of Us Part 1 remake has been developed with “the highest level of care and attention to detail possible.” In a follow-up tweet, he continues to state that he is “in awe” of what went into the game. “A tremendous amount of passion was put into it.”

The Last of Us Part II brought in a ton of acclaim for Naughty Dog when it launched in 2020. Updating the original and bringing over the quality of life changes would balance out the duology from the studio. Plus, the launch perfectly aligns with the anticipated HBO adaptation, which was shot in Calgary.

The Last of Us Part 1 arrives on PlayStation 5 on September 2nd, and PC on a yet-to-be-confirmed date.

Image credit: Naughty Dog

Via: IGN

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Montreal-based studio Haven officially joins PlayStation

Following the news that PlayStation is acquiring Montreal-based studio Haven, the company has announced that the deal is complete. As of today, the studio founded by Canadian games veteran Jade Raymond is now a part of PlayStation Studios.

“It’s official! The agreement to acquire Haven has closed,” PlayStation Canada writes. The completion of the acquisition means that Haven is the first Canadian studio to be under PlayStation’s umbrella.

Haven was first established in 2021 under Jade Raymond as an independent game studio. However, at the time, Haven was working closely with PlayStation on an “original, new IP.” Raymond reportedly brought on other talented game developers she’s worked with to help bring this project to life.

In March 2022, PlayStation announced its plans to acquire Haven. Though, it took a few months for the deal to go through and the ink to dry on the contract. Now, Haven will work even more intimately with PlayStation on what’s believed to be a live service game.

Details on the project are sparse. However, it’s said to be a PlayStation 5 title with multiplayer aspects. The scope of the game is still very much undefined. However, Haven has been growing rapidly; it now employs 106 people, up over 50 since October, the studio revealed to GamesIndustry.biz.

Raymond’s career in the gaming industry has seen her found Ubisoft Toronto and helped create Assassin’s Creed and Watch Dogs. Raymond later left to found Motive, the studio under Electronic Arts responsible for the Star Wars: Battlefront II campaign and Star Wars: Squadrons. Plus, Raymond led Stadia Games and Entertainment. However, Google shuttered its first-party division in 2021.

Image credit: PlayStation

Source: PlayStation