Sony Bend lays off 30% of their staff (40 people)

But from what I remember, it was Sony's decision to not release it.
Where does he says that it's Sony's fault? If I recall correctly it was him who said during the talk on some YouTube channel (Moriarty's or Jeff's) that they started work on sequel and it was studio bosses not Sony (he was very clear about it because that was the general implication that it is Sony's call) that said no. I think they thought that first game was a failure and they don't want to remind Sony about it.

The only reference to Sony is that 'they don't care' but he probably refers to them not pushing the studio for sequel.

From interviews with many devs and ex Sony Employees (like Yoshida) you can gather info that Sony is really serious with their hands off approach.
 
Just like Blue Point Games. Can you believe there were people whoactually believed Sony's promise that despite their move to GAAS we'd get the same amount of single player games as before ...?
Indeed. So many people thought we would get the same amount of SP games + GAAS games. They were completely deluded. Many of us were patiently trying to explain to them that it wouldn't be the case, at all. Sony focused on woke AAAA SP and completely abandonned the others games they were doing for 30 years.
 
Sad, indeed, but I have to imagine it's staff mostly dedicated on MP expertise no longer needed.

Agreed, I was just about to say, wasn't this because of the MP game they cancelled recently? As this isn't really unusual following a cancel of a major project.

To my understanding, they have some other project they are working on
 
Where does he says that it's Sony's fault? If I recall correctly it was him who said during the talk on some YouTube channel (Moriarty's or Jeff's) that they started work on sequel and it was studio bosses not Sony (he was very clear about it because that was the general implication that it is Sony's call) that said no. I think they thought that first game was a failure and they don't want to remind Sony about it.

The only reference to Sony is that 'they don't care' but he probably refers to them not pushing the studio for sequel.

From interviews with many devs and ex Sony Employees (like Yoshida) you can gather info that Sony is really serious with their hands off approach.
Days-Gone-2-Cancellation-Real-Reason-e1725879047580.jpg.webp
 
Sad, indeed, but I have to imagine it's staff mostly dedicated on MP expertise no longer needed.
Its probably not the expertise as much as the project life cycle. If they are starting a new SP game, it will take a while before the preliminary design is done so the people who do the detailed development aren't needed yet.

I guess the GaaS shit does have an advantage, it requires content and thus keeps people employed.
 

Yeah, but it's the 'probably' part that's is iffy here. The same thing is with all the GaaS games ideas in 1st party studio. 'If we'll go to Sony management with live service game pitch they will probably greenlight the project and we are probably good'. We know how it goes.

In the end it was their decision not Sony. I don't think you can blame someone only because you think that they would do something. What if they didn't? We'd probably already have a DG2. Also it's their responsibility to convince Sony that they have all that they need to succeed with a sequel. They didn't want to and choose an 'easy' way.
 
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Props to the Sony fans following through in here calling them on this shit after the Xbox layoff thread.
 
Yeah, but it's the 'probably' part that's is iffy here. The same thing is with all the GaaS games ideas in 1st party studio. 'If we'll go to Sony management with live service game pitch they will probably greenlight the project and we are probably good'. We know how it goes.

In the end it was their decision not Sony. I don't think you can blame someone only because you think that they would do something. What if they didn't? We'd probably already have a DG2. Also it's their responsibility to convince Sony that they have all that they need to succeed with a sequel. They didn't want to and choose an 'easy' way.
Ironically and funny enough, the opposite seems more viable and possible now than it did some years back.
 
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Yeah, but it's the 'probably' part that's is iffy here. The same thing is with all the GaaS games ideas in 1st party studio. 'If we'll go to Sony management with live service game pitch they will probably greenlight the project and we are probably good'. We know how it goes.

In the end it was their decision not Sony. I don't think you can blame someone only because you think that they would do something. What if they didn't? We'd probably already have a DG2. Also it's their responsibility to convince Sony that they have all that they need to succeed with a sequel. They didn't want to and choose an 'easy' way.

Agreed and Sony already had a lot of single player games being worked out, why would they say no to another one that moved millions?

So I get if the studio wanted to try something new, that is fine, but something tells me Sony was more open to a safe sequel, then a new IP in a direction the studio wasn't even known for. I think people just love the narrative that SONY HATES DAYS GONE AND KILLED 2 and just run with that, but nothing I've seen actually even supports that.

They released a remaster of it, a PC port of it, they are making a movie on it, none of that sounds like a publisher that is done with the IP or something, they may have been completely fine with Sony Bend's choice to do something new and different.

They already had studios that are known to actually make multiplayer games, so I don't see that they would force them to do some MP game if they already had several being worked on by studios already known for that.

I think we will see DG2 in the future, but I don't think this whole MP thing has to do with Sony as much as it has to do with the manager behind Sony Bend that didn't want to pitch the sequel and instead pitch some MP thing.

Bend only has to make a Syphon Filter or a spin off stealth game, I can't believe they got into GaaS.. for god sake
I'd love that, but I'd want a remake of that first game first. Most have no idea what the fuck that is btw to move significant numbers. Days Gone is more relevant then that IP when it comes to active actual gamers, most might know Syphon Filter by name more then anything else and I don't think that is enough for a greenlight on a whole new game.

Remake 1, see how folks feel, greenlight sequel tying in Days Gone etc.

I could work
 
No matter who said 'no' to Days Gone sequel, they were wrong. They shouldn't have been listening to social media people and the journos moaning about the male white protagonist and the biker wedding scene. Or making serious business decisions based on metascore rather than actual popularity and player reception.

Days Gone launch was problematic from a technical perspective, can't deny that. I remember the state of the game before the first out of several big patches, but that was largely fixed in the first few weeks. Once you got past technical issues there was a super fun game underneath. It also had enormous potential to base the second game on the same main mechanics and then try new things, especially considering the 'true' ending of the first game. It wouldn't have to be a boring sequel delivering just more of the same.
 
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So Bend might be working on more GAAS?
We don't know.

I assume that in Bend's specific case they failed experimenting with new IP, MP and GaaS in this project they pitched to PS Studios, so for the next project PS Studios may ask them to play it safer experimenting less, and to pitch them instead something that is a sequel, SP only and non-GaaS.

Wow that is Friday the 13th so this week. I really hope its live demotion of Hulst after what he did to Sony game development on wasted talents on gaas.
Instead of getting demoted, Hulst got promoted a year ago. And part of the reason was his success expanding and growing first party teams in general, but particularly in GaaS, PC and movie/tv show adaptations areas.

First party IPs nowadays generate pretty likely around twice the yearly revenue they generated before he became head of PS Studios back in 2019.

More excellent management from Hermen.

Should have just made DG2. But the main character is a straight white male, so sony shut that shit down quick.
Hermen greenlighted the first game pitch Bend sent him after shipping Days Gone. Which wasn't Days Gone 2, was this open world new IP with MP elements instead.

Bend never pitched DG2 to PS Studios because Bend's studio head (Christopher Reese, not Hermen) didn't want to.

Later Hermen greenlighted Days Gone's DLC, PC port, remaster and movie adaptation.

Sadly we might see there next project and same with blue point at Ps6 launch and ps6 life.
Assuming Bend started a new game this year, I assume they may be ready to publish it by 2030 or 2031. I assume it will be a PS6 or a PS5/PS6 crossgen game.

Bluepoint is a support team, they don't have and never had people in the roles needed to lead a new AAA game. In the same way they worked for SSM in GoWR or for Japan Studio in Demon's Souls they will now be working as support studio for somebody (but not a remaster/remake, after Demon's Souls they wanted to work only in new games as they did in GoWR).

"The profits from their very successful GaaS like MLB, GT, Destiny and Helldivers"

I agree on MLB and helldivers. But then Sony does not own the helldiver studio though.

But does GT and destiny 2 still brings good profit? Is there any report or article on this?
GT7 and Destiny 2 are super successful too. Since Sony acquired it Destiny 2 has been every year a top 10 top grossing game in PC. The Lightfall expansion underperformed, but The Final Shape according to both Sony and Bungie was very successful. The 2025 expansions got number 1 (or almost) in preorders in all non-Asian PSN stores. So yes, Destiny 2 continues being a money maker. This is part of the reason of why Sony bought the game and the rest of Bungie.

And doesn't matter if Sony doesn't own Arrowhead. Sony owns Helldivers and is the publisher of the game, so gets most of the money made by the game.
 
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Knack, The Order, Killzone Shadow Fall, Infamous Second Son, Ratchet and Clank, Rift apart, Last Guardian, Sackboy Adventure, Returnal... These all sold well?

Uh, yes some of them did. Rift Apart sold 3+ million and that's before the barely-charting Steam version came out. For a 3D cartoony character action-platformer that isn't Mario or Sonic, and was exclusive to a supply-constrained new console, to still push 3.2-3.4 million in a few years prior to a Steam release? Yes that is good sales and solid revenue with great margins considering it's not some $200+ million AAA.

I'm also sure Infamous Second Son did pretty decently, but if you've a choice between another Infamous or Spiderman, especially after MS fails your first original IP in years for publishing...well you're going to choose Spiderman.

Sony completely fucked up the release. Also bend used to make syphon filter until Sony told them to become a support studio and work on smaller vita games. I 100% believe that Sony has directed teams to work on gaas games against their wishes.

Sony should have realized with the bomba that Dreams was that gaas isn't the answer. It was at the same time as days gone. Sony completely whimped out when the ride you like a bike line started making the rounds.

Definitely. No one, and I mean no one, is going to convince me that Bluepoint chose to work on a God of War GAAS? Would they have been down for a GOW 1-3 remake? Absolutely. But a GOW game in a genre they've never touched and don't have the pipeline to sustain? Absolutely not.

That said, I don't agree with you on DREAMS. That game didn't bomb because it was a GAAS; it bombed because it kept getting delayed to the point where hype died down, then it launched as a games creator program with no KB&M support and no storefront to let creators monetize their creations. Oh and it also launched in the same year as FF VII Remake, Ghosts of Tsushima and TLOU Part II, getting completely overshadowed even software-wise, and that's before considering PS5's imminent release.

The window for the game passed by 2020 and it lacked too much at launch & too long after release to build up long-term momentum. SIE didn't even give it a last-ditch effort with a Steam port, one of the few 1P games they could have ported and would've made some sense multiplat-wise to have done so.

Cmon Mibu. That list of games are not the same tier and budget as the big name games Sony makes. Sony's bread and butter first party games are GT and their big first party SP games. When Sony gamers ask for more SP games, they arent asking for more Sackboys. They want more big titles. Bend made one too with DG. And the next game they make is GAAS (cancelled). Sony has shit loads of money they floated the past bunch of years across GAAS games and buying up studios. And it seems it's all GAAS stuff which has all failed so far except H2.

If they got so much money burning a hole in their pockets, they could had focused on more big SP games.

Nah, that does not speak for all PS fans. I would love a return of variety from them in the AA space. I'd love a new Parappa or Echochrome, or a new Mr. Mosquito. Those would be great to have and would be cheap to make.

Are the big titles expected? Yes, of course. But I don't think SIE have to sacrifice AA & smaller games for them. They really need to just tighten up on the bloated budgets of some of the Western AAA titles. As popular as the IP is, Spiderman 2 shouldn't be costing $300 million to make; that's more than most Hollywood big-budget blockbusters and most AAA games outside of GTA6.

How did they go from the $90 million of 1 to > 3x that price for 2, for a game that's functionally the same as the first outside of really small gameplay tweaks? And I mean for things outside of inflation.

Some people here are blaming Sony for this situation. I would like to remind you that it's not Sony that didn't want to make Days Gone 2. It was management of the studio. Also, it's not that Sony made an order for them to make a GaaS game. It's studio management that wanted to hop into Sony's live service bandwagon.

You can blame Sony for their GaaS idea, but usually it's studios decision to go for it. And they are responsible for it's execution.

I don't want to play a role of devil's advocate but this is what people like Yoshida and directors of Days Gone said. Maybe Bend needs new management.

Then Sony should've been more insistent on a Day's Gone 2. Yes, they may let (or may've let) their studios pick their projects, but clearly they had no issue with guiding them down a more preferred path in the past. That's how we got GOW 2018; if Shu didn't tell Cory that their original game sucked and they needed to start over, then GOW would've never reinvented itself and became a cultural cornerstone of relevance again.

We know SIE wanted as many GAAS as possible during 2021-2024, so even if they knew Bend wasn't suited for a GAAS, they didn't have it in them to tell Bend NO to doing a GAAS. Because that's what SIE wanted at the time, more GAAS. That's what the shareholders wanted, and they stupidly listened way too much to shareholders on a strategy that never needed their input. In a way, SIE set this studio (and Bluepoint) up for failure.
 
That's how we got GOW 2018; if Shu didn't tell Cory that their original game sucked and they needed to start over, then GOW would've never reinvented itself and became a cultural cornerstone of relevance again.
I'm not sure if you are mistaking things or it's me. If you are referring to the situation where Yoshida played the demo of GoW and was not happy then it was a bit different. He didn't say "start over" if I recall it correctly. The team was trying to put together all the pieces but some of them weren't there yet some other where rough. It was a normal development problems that you have in pre-production/doing a vertical slice. Even Cory himself know that there are issues. So it's a different thing. You could refer to it as alpha test but with the guy who gives you money ;).

We know SIE wanted as many GAAS as possible during 2021-2024, so even if they knew Bend wasn't suited for a GAAS, they didn't have it in them to tell Bend NO to doing a GAAS.
Do you know how those meetings look like? The studio management with top people in the project are making a presentation about their idea for the game. They try to sell the idea that they have. There might be a demo even or a video - it can look really good or not, other side knows that this is not a final game. It seams that their idea was good, Sony liked it. I would argue that it's easier to have this type of thing then later going a game. But you are not thinking about future hurdles (well they do, but it's a bit different thing and hypothetical) and they wont stop you. If they would then most of the games wouldn't even start the production.

Sony has a loose approach and it's a good thing, this is why we had many great games from them. Sure, they have an influence on the teams, mostly not direct but by the initiatives like GaaS or success that other games have (like TPP story driven games). They'll give a feedback but it's probably more about the details (at least this is my experience). When the stuff is really not working out they will talk about cancellation.

The studio took a risk and it failed. Sony can be blamed for the GaaS initiative as an idea (yet it seams that it was needed and they didn't want to push all studios for this - that's even in their planning as an additional cost of development not instead of single player games) but probably not for the studio failure. It's not a black and white situation (GaaS as a whole) yet it was executed badly.
 
"does imply", "probably"...lmao

Meanwhile Sony has:

- Allowed Sony Bend to release patches for the game during at least like 2 years post-release (didn't make them jump out of the game straight away);
- Allowed them to release a PS5 patch for the PS4 version of the game to run at 60fps;
- Invested on a PS5 remaster version of the game AND a PC release of said version of the game;
- A movie adaptation is in development at Playstation Productions.

How is this a company that has supposedly given up on an IP?
 
Potentially, but too early to tell.


Old gears are considered big AAA games and fable is the only ambitious open world they are making, so i definitely consider them big AAA.

If we consider fedex simulator 2 a big AAA, i don't see any reason to not do the same with those.
 
Cmon Mibu. That list of games are not the same tier and budget as the big name games Sony makes. Sony's bread and butter first party games are GT and their big first party SP games. When Sony gamers ask for more SP games, they arent asking for more Sackboys. They want more big titles. Bend made one too with DG. And the next game they make is GAAS (cancelled). Sony has shit loads of money they floated the past bunch of years across GAAS games and buying up studios. And it seems it's all GAAS stuff which has all failed so far except H2.

If they got so much money burning a hole in their pockets, they could had focused on more big SP games.
They are asking for those games too. Look at how Astro-bot is doing currently.

But did you know that Sackboy base price ($70) is higher than TLOU2 ($50) on PS5? Clearly Sony want to sell TLOU2 (which constant deals) more than Sackboy. They sent to die that game at that price to make a point. They did the same with Returnal and Demon's Souls and a few others. But oddly the games they want to sell (GAAS Helldiver2, woke AAAA TLOU2) are 20$ less expensive than a family game. And why would TLOU2 base price is 20$ less than TLOU1? Because TLOU2 wouldn't sell at $70 and without deals.

They are manipulating the sales of their games with that absurd price strategy in order to make sure their new 2020+ strategy appears to be working. But it actually doesn't.
 
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Uh, yes some of them did. Rift Apart sold 3+ million and that's before the barely-charting Steam version came out. For a 3D cartoony character action-platformer that isn't Mario or Sonic, and was exclusive to a supply-constrained new console, to still push 3.2-3.4 million in a few years prior to a Steam release? Yes that is good sales and solid revenue with great margins considering it's not some $200+ million AAA.

I'm also sure Infamous Second Son did pretty decently, but if you've a choice between another Infamous or Spiderman, especially after MS fails your first original IP in years for publishing...well you're going to choose Spiderman.



Definitely. No one, and I mean no one, is going to convince me that Bluepoint chose to work on a God of War GAAS? Would they have been down for a GOW 1-3 remake? Absolutely. But a GOW game in a genre they've never touched and don't have the pipeline to sustain? Absolutely not.

That said, I don't agree with you on DREAMS. That game didn't bomb because it was a GAAS; it bombed because it kept getting delayed to the point where hype died down, then it launched as a games creator program with no KB&M support and no storefront to let creators monetize their creations. Oh and it also launched in the same year as FF VII Remake, Ghosts of Tsushima and TLOU Part II, getting completely overshadowed even software-wise, and that's before considering PS5's imminent release.

The window for the game passed by 2020 and it lacked too much at launch & too long after release to build up long-term momentum. SIE didn't even give it a last-ditch effort with a Steam port, one of the few 1P games they could have ported and would've made some sense multiplat-wise to have done so.



Nah, that does not speak for all PS fans. I would love a return of variety from them in the AA space. I'd love a new Parappa or Echochrome, or a new Mr. Mosquito. Those would be great to have and would be cheap to make.

Are the big titles expected? Yes, of course. But I don't think SIE have to sacrifice AA & smaller games for them. They really need to just tighten up on the bloated budgets of some of the Western AAA titles. As popular as the IP is, Spiderman 2 shouldn't be costing $300 million to make; that's more than most Hollywood big-budget blockbusters and most AAA games outside of GTA6.

How did they go from the $90 million of 1 to > 3x that price for 2, for a game that's functionally the same as the first outside of really small gameplay tweaks? And I mean for things outside of inflation.



Then Sony should've been more insistent on a Day's Gone 2. Yes, they may let (or may've let) their studios pick their projects, but clearly they had no issue with guiding them down a more preferred path in the past. That's how we got GOW 2018; if Shu didn't tell Cory that their original game sucked and they needed to start over, then GOW would've never reinvented itself and became a cultural cornerstone of relevance again.

We know SIE wanted as many GAAS as possible during 2021-2024, so even if they knew Bend wasn't suited for a GAAS, they didn't have it in them to tell Bend NO to doing a GAAS. Because that's what SIE wanted at the time, more GAAS. That's what the shareholders wanted, and they stupidly listened way too much to shareholders on a strategy that never needed their input. In a way, SIE set this studio (and Bluepoint) up for failure.
SIE not putting dreams on PC made zero sense. Maybe it was too early in their PC initiative for them to think it was viable? I don't know. Seems like it could've have thrived on a pc/ps platform
 
"does imply", "probably"...lmao

Meanwhile Sony has:

- Allowed Sony Bend to release patches for the game during at least like 2 years post-release (didn't make them jump out of the game straight away);
- Allowed them to release a PS5 patch for the PS4 version of the game to run at 60fps;
- Invested on a PS5 remaster version of the game AND a PC release of said version of the game;
- A movie adaptation is in development at Playstation Productions.

How is this a company that has supposedly given up on an IP?


That IP is the studio's life support. Aside from that, they have nothing.

it's hilarious that an IP that was clearly ostracized by them now it's the only thing they can hang on to.

Bend is just delaying the inevitable outcome. They couldnt deliver a game with 140 devs, they won't with only 100 left.
 
The hulst effect.
A lot of this direction would have been lead by Jim Ryan, it takes years for these decisions to be turned around, I'll still give Hulst the benefit of the doubt and see the direction Sony moves in towards the end of the generation.
 
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