Of all the layoffs that came down on Xbox Game Studios developers this week as part of Microsoft and Xbox's 3,200 "reset" cuts and four studio divestments, the ones that hit the DOOM developer id Software were the most shocking to many given the popularity and success of its modern trilogy of games.
It's been reported that well over half of id was axed from Xbox, with 136 developers — 96 at its Texas headquarters and an additional 40 remote workers — let go from the studio. The cuts impacted nearly every department within the developer, including the teams building, maintaining, and improving its id Tech game engine used for a variety of ZeniMax projects.
"Thank you for all the support this week. While our studio was impacted, those changes were spread across teams. We still have the crew we need to build the games and tech we're known for," reads id's letter. "The team today is about the same size we were when making DOOM (2016). We have always had a flat studio where everyone is a maker, and we will remain true to that philosophy moving forward."
"We are focused on supporting each other and team members impacted. We're going to keep building the great games and tech that have defined us for the past 35 years, and we're looking forward to seeing you at QuakeCon this August," it added.
Notably, this statement confirms our recent, earlier report that in the wake of the layoffs, id Software is now about the size that it was when it released the 2016 DOOM reboot ten years ago, and that the studio isn't in danger of being closed or split away from Microsoft and Xbox.
Ultimately, this news is quite relieving to hear from id Software — though to be clear, I'm not downplaying the severity of the cuts in saying that. On the contrary, I'm glad that the developer still has a future under Xbox's wing despite how significantly it was affected by the dismissals.
What are your thoughts on the layoffs at id Software? Do you feel Microsoft and Xbox went too far with them based on everything we know? Share your take in the comments, and vote in the above poll.
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DOOM: The Dark Ages
DOOM: The Dark Ages will not be id Software's last game, as the studio has confirmed it will weather Microsoft's Xbox layoffs and continue working on new projects.
Several public listings for the rally — titled "Save Our Devs" — have been spotted for Bethesda's various different locations, including its Rockville headquarters and offices in Austin, Dallas, and Montreal. These calls to action confirm that unionized OneBGS staffers are coordinating to march on July 15 next week.
"Microsoft and ZeniMax leadership have made the devastating decision to slash over 440 positions across BGS, ZOS, id, ZWU (QA) and ZeniMax corporate (including CTO and CSUR)," wrote the union. "Because we organized and certified our Unions, we have hard-won legal rights and protections that non-unionized studios simply do not have."
"The company wants us to accept this as a done deal and quietly disappear. We won't let that happen. Our next steps are to mobilize," it continued. "We need every single member visible and unified. To that end, we are announcing our Save Our Devs March across all studios on Wednesday July 15th."
In an email sent to union workers seen by Game Developer, OneBGS has reportedly stated that 35 Bethesda Game Studios devs have been let go in the US, with 12 also laid off in Montreal. This roughly lines up with a previous report that about 50 employees have been laid off from the studio.
According to Bethesda's OneBGS union, 440 workers across Bethesda Game Studios, ZeniMax Online Studios, id Software, and other ZeniMax teams have been cut by Microsoft's mass Xbox layoffs. (Image credit: Bethesda Game Studios)
Xbox CEO Asha Sharma stated the layoffs are part of a "reset" for the Xbox business after it "overextended" with its ambitions; OneBGS claims that Microsoft referred to them as an "entrepreneurial change in the scope of business," which is a notion it's fighting against as it negotiates to have affected developers brought into open roles across Xbox Game Studios.
"While we push that legal fight forward, Microsoft is still legally required right now to sit down with us for 'Effects Bargaining.' This means we have the right to negotiate exactly how these layoffs impact our people, and we are heading to the table to fight for every single affected worker," it explained.
"We are going to be demanding preferential transfers to force Microsoft to place affected BGS workers into open roles across Xbox and Microsoft first, stronger severance and extended healthcare to ensure no one is financially abandoned, as well as recall rights to ensure our laid-off members are the first ones hired back when BGS expands."
"Stay strong, look out for one another, and we look forward to seeing us all marching together on the 15th," concluded the union. Whether next week's protest has a meaningful impact or not remains to be seen, but ultimately, I hope it helps laid off ZeniMax and Bethesda devs find new opportunities and get the best severance and healthcare packages possible.
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Fallout 4 power armor
Bethesda Game Studios' union is taking a stand against Microsoft and Xbox next week with a 'Save Our Devs' rally that will be held across all four of its development offices.
Xbox's cuts over the past week have been brutal; let's not mince words here.
Four studios divested with a possible fifth in progress, over a thousand jobs removed already, with a further 2000 planned. The atmosphere within Xbox right now is dire — a total 180 following the wave of optimism from new CEO Asha Sharma's appointment in spring.
As a result, there are tons of stories coming out about what the fate of Xbox's remaining studios might be. A lot of the discourse has fallen on id Software right now, the beloved maker of DOOM. The studio is an industry staple, and arguably one of the most important and influential brands in the modern gaming canon.
What's the truth here? I've been investigating Microsoft's plans for id. Despite the callousness of Microsoft's bean counters, I'm confident the studio will endure.
Microsoft has no plans to shelve id Tech
id's OG engineers popularized the first-person genre, which now generates billions of dollars.
DOOM and other id Software games have long been powered by the id Tech engine. The engine was designed originally for Quake back in the 90s, and has since powered a huge variety of titles, including open-world games like RAGE, horror games like The Evil Within, Wolfenstein shooters, and, of course, the modern DOOM games. More recently, Machine Games' Indiana Jones and DOOM: The Dark Ages were built on the latest versions of id Tech.
It has a very different feel to Unreal Engine, particularly for first-person games. It's been lauded for its optimization on lower-end hardware stacks, as well as its general versatility.
The cuts to id Software have hit the teams that develop id Tech hard, with decades of expertise wiped out over night. But rumors that there's now virtually nobody working on the engine are false. Sources tell me that there remains a solid stack of expertise for id Tech across id Software itself, and Machine Games. I'm told Microsoft also has no plans to shift either studio forcibly to Unreal Engine, which seems to have become the default for Microsoft and many other core game makers.
Microsoft provided us this statement on the topic: "There are dozens of people working on id Tech across multiple locations. Reports that there’s only one person left in Texas are inaccurate."
In my view, Microsoft would have to be miserably short-sighted to deprecate id Tech. Handing even more power to Unreal Engine opens them up to monopolistic price increases down the line, which would be fiscally irresponsible. Xbox CEO Asha Sharma herself said in her memo to staff that she wants Microsoft to rely less on vendors for things like this. As such, I would argue that Microsoft should invest more in id Tech, not less.
But hey, quarterly thinking is Microsoft's M.O. these days. And it is true that generational talent and knowledge has been carelessly cast aside.
id Software's headcount is now similar to what it was for DOOM (2016)
DOOM (2016) is, in my view, id Software's best ever game.
The other rumor flying around is that id Software has shrunk to a headcount that is untenable for future self-made products, relegating them to "support studio" status. This too, is false.
While the cuts have been alarmingly callous, my understanding is that the remaining id Software core team is roughly the same as it was when DOOM (2016) shipped. DOOM (2016) is arguably the studio's best-ever game in my view, despite the comparatively smaller headcount that produced it. That's not too suggest in any capacity that we should expect the same quality bar without proof ... Microsoft removed mountains of incredible talent from the pool.
Still, I'm not sure exactly what id Software could be making next. There have been reports that id Software had a variety of pitches in the pipeline, including a Perfect Dark reboot and a Western-styled shooter dubbed Ironwood. It's unclear if any of these will be greenlit.
id Software just shipped DOOM: The Dark Ages Revelations, a sizeable story expansion for last year's DOOM prequel. What the studio builds next remains to be seen, but Xbox CEO Asha Sharma specifically called out DOOM and Quake as franchises to invest in.
Microsoft wants to grow its most staple and recognizable IP, which at least in the near term, likely excludes "new" franchise ideas. I'd still like to see what a modern Hexen would look like ... perhaps we'll learn more at Quakecon, which is still going ahead.
It's still been a needlessly brutal exercise
DOOM will outlive Microsoft's bean counters. (Image credit: Bethesda Softworks)
While rumors of id Software's demise have been greatly exaggerated, the layoffs have still been callous and brutal. Staffers with decades of expertise and tenure were let go, despite the success of the modern DOOM trilogy.
Microsoft's gaming aspirations have been heavily reduced over the past week, in what CEO Asha Sharma has been describing as a "reset." This has led to sizeable reductions in teams working on a variety of projects, from The Elder Scrolls to Xbox's social media delivery and platform features. Other studios, like Blizzard, seem to have emerged largely unscathed so far. And Xbox's hardware team building Helix has also been left intact.
Xbox has worked hard to save studios like Undead Labs from outright closure. But, it hasn't prevented Microsoft from expunging hundreds of jobs in other areas, inside Xbox and beyond. Microsoft's huge bets on artificial intelligence haven't really delivered meaningful returns, and the vast capital expenditure on data center buildouts is spooking investors.
At Xbox, the layoffs reflect a challenging time in traditional gaming. Core gaming has seen a contraction owing to increased costs and lack of investment in younger cohorts, which dropped consoles in favor of Roblox on mobile devices, alongside non-gaming activities. Microsoft's lack of investment in Xbox's platform and social features have prevented it from finding new users out of the Gen-X and Gen-Y cohorts, many of whom are starting to age out.
Where Xbox goes from here wholly remains to be seen, but one thing is for sure: DOOM is eternal, and it will outlive Microsoft's bad decision-making.
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Though it launched to scathing criticism and widespread controversy in late 2018 due to lackluster content offerings and severe technical issues, Fallout 76 — Bethesda Game Studios' multiplayer-focused MMO-lite take on the post-apocalyptic RPG series — grew to become fairly popular over time, with the title still enjoying regular content updates and a healthy community eight years later.
It's been reported that over 50 staffers have been cut from Bethesda across its headquarters in Rockville, Maryland and its office in Dallas, Texas — a reduction in force that has The Elder Scrolls 6 devs fearing crunch on and delays of the long-awaited RPG moving forward. Some also worry that a significant amount of time will have to be spent training contractors to use Bethesda's proprietary tools like the Creation Engine.
Notably, though, one Bethesda developer commented to IGN that they "have no idea how they'll continue updating Fallout 76 without hiring an external studio," which suggests development of the experimental Fallout title could end at some point in the near future.
Fallout 76 has enjoyed eight years of steady patches and content updates, but support for the game may now be at risk after Microsoft's Xbox layoffs hit Bethesda.
We may also see external support for Fallout 76 come, as in a letter sent to staff, Bethesda president Jill Braff emphasized the need for the studio to better support its "strongest franchises" — echoing recent sentiment from Xbox's CEO Asha Sharma that it needs to "move faster" with core IPs like Fallout.
Ending support for the most recent game in the series would arguably go against that goal — especially while the extremely popular Fallout TV show is bringing countless new eyes to the property. With that said, Fallout 76 is now eight years old and isn't massively popular, and with Obsidian now making a new Fallout game, Microsoft may not see much value in continuing to invest resources in the title.
In the end, it's impossible to say what will happen with Fallout 76 moving forward until we hear something official from Microsoft, Xbox, or Bethesda. Based on the aforementioned comment from a developer, though, I do think it's likely that the game's live-service development will change in some way.
Whether it ends up stopping completely or just slowing down remains to be seen, but I can't imagine that this week's cuts won't be reflected in Fallout 76's update cadence somehow.
In the wake of Microsoft's Xbox layoffs, should support for Fallout 76 continue? Or do you think Bethesda should move on from the game? Let me know in the comments, and in the above poll.
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Fallout
Microsoft's mass Xbox layoffs affected over 50 employees at Bethesda, and one developer fears support for Fallout 76 may not be able to continue without outside help as a result.
Bethesda Game Studios — the team behind Skyrim, Fallout 4, Starfield, and the upcoming The Elder Scrolls 6, among other titles — has also been hit, with reports of over 50 of its developers being let go. And according to a new report from IGN, that loss of talent will have a "substantial and cascading effect" on development of the next The Elder Scrolls RPG.
"Their loss will have a substantial and cascading effect on the game and morale of this studio," lamented one Bethesda staffer. "It's been a mix of every discipline: programmers, artists, and designers. One person who's been at the company since Morrowind [the third The Elder Scrolls game released in 2002] was cut," added another.
Those impacted by the layoffs include "key, high-performing people in the trenches" — and those who remain at Bethesda fear that their dismissal will lead to significant complications for The Elder Scrolls 6, including an extensive amount of time spent training contractors, unhealthy amounts of crunch and overtime, and delays for a title that's already reportedly two years away as it is.
Several ZeniMax and Bethesda studios, including id Software, ZeniMax Online Studios, and Bethesda Game Studios, have experienced significant cuts as a result of Microsoft's mass Xbox layoffs. (Image credit: Bethesda)
"There is a fear that we are going to be replaced by cheaper, contracted labor, or we will hire folks to replace them that will need to be onboarded [due to proprietary tools] resulting in more delays, and we'll need to crunch to make up the time," one Bethesda employee told IGN. Another noted they've heard colleagues have been asked to train new contractors already.
"We've all been very excited and hyped for TES 6 and this has had a crushing effect on morale," said another worker. "We were already running a tight ship and are worried about this delaying the game."
Reportedly, the team working on the RPG will receive support from ZeniMax Online Studios, though it's unclear how extensive of a role the The Elder Scrolls Online studio will play. I can't help but think it will be minor, given the fact that that team just suffered over 200 cuts.
Developers still at Bethesda have been assured they're safe from the 1,600 layoffs of the 3,200 that are coming throughout the next 12 months, though team members worry they'll eventually be let go as well. It's a rational fear, given Microsoft and Xbox's layoff history.
"The 'survivors' were told they're safe from those next 1,600 but it's not entirely reassuring," one asserted. "Even if that's true, who's to say there's not another 1,600 next year after that? It's had the chilling effect of realizing you don't get to retire off your work at Xbox. Your time ends when you quit or are laid off, that's it."
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Skyrim Special Edition
The Elder Scrolls 6, the long, <em>long</em>-awaited sequel to 2011's beloved open-world RPG Skyrim, may be delayed as a result of Microsoft's mass Xbox layoffs that have struck Bethesda.
I’m just so angry today. People will never know the blood, sweat, and tears that went into making ESO or how we basically funded other failing projects while never getting enough resources to really keep up with our release cadence. The team deserved much better.July 6, 2026
One of the game developers who previously worked at ZeniMax Online, Andrew Young, has reacted with anger and disappointment at this news, stating that "I’m just so angry today. People will never know the blood, sweat, and tears that went into making ESO or how we basically funded other failing projects while never getting enough resources to really keep up with our release cadence. The team deserved much better."
There's little doubt that more official reports of the exact damage done to Xbox's game studios will continue to be released as the company's restructuring goes on. So, we'll keep you posted on further developments regarding the ongoing situation at ZeniMax and Bethesda.
When do you think these mass layoffs will end? Do you think Xbox's game studios will be able to bounce back from these layoffs and continue making games? Do you think The Elder Scrolls Online will be able to survive now that ZeniMax Online has lost a considerable amount of manpower?
If you have any thoughts on the matter, please let us know through the poll, the comments section, or our Reddit community.
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A fantasy battle scene with a feline warrior wielding an axe, a female archer with a bow, and a fiery demon. A mechanical creature hovers against a castle and ominous sky.
Two heroes making their last stand against the horrors of the world. Feels apt.
It stated, "Yesterday's layoffs at Bethesda Game Studios were not a cut of '14 layers of management. We lost dozens of programmers, artists, designers, and testers. Many of whom worked at BGS for decades. If Bethesda fans are worried this will harm the quality of our future games, like The Elder Scrolls VI, let Microsoft know!"
Upon hearing this, players flocked to the platform in droves and unleashed all their pent-up frustrations and criticisms at Microsoft.
Comments ranged from scathing doomsaying, like "If Microsoft does not reverse course they will be destroyed." by Percy Hartley to constructive feedback, like the most upvoted comment (at over 2,500 votes) by Witt Yao, stating, "The layoff of 3,200 workers at XBOX (across Activision, Bethesda/ZeniMax, Blizzard, King, Mojang, Obsidian, id Software, and XBOX Game Studios) is unacceptable. This continues a pattern that has led to 10,000+ layoffs at XBOX in as little as two years."
Witt Yao continues, "Multiple studios have been closed or had their futures jeopardized (Compulsion Games, Double Fine, Undead Labs, Ninja Theory, Tango Gameworks, Arkane Austin, Alpha Dog Games, and Roundhouse Studios) and numerous games have been cancelled. The developers and players agree that This Can Not Continue. A true reset that meets the needs of the XBOX community looks like the following:"
He then advises on how Microsoft could potentially improve the Xbox brand with the following suggestions:
Transparency for Players - Showcasing games from studios they intend to sell or close weeks later feels bad for players.
Keep Teams Together - No layoffs for the next 2 years and end studio closures. Studio closures hurt the fans of that studio.
XBOX is already profitable without reaching a billion people every day - Stop constraining XBOX by the unrealistic profit expectations of the Microsoft Accountability Margin.
Trust the Developers - Negotiate in good faith with unions and developers, so they can better represent the needs of both developers and gamers.
Layoffs are a Failure of Leadership - No executive bonuses when there is a layoff.
Invest in the Future of Gaming - Invest in the future generation of video game developers instead of unpopular technologies like AI that players don’t want. Game development expertise is the biggest asset of a video game company.
Stay tuned for more info, as we can keep an eye out for developments and reactions regarding the biggest shake-up within the Xbox brand's history.
Have you voiced your opinions to Microsoft through the Xbox Player Voice Feedback? Do you have destructive or constructive criticisms regarding the Xbox brand's "reset" that has seen over 3,200 jobs terminated across many of Xbox's game studios?
If you have any thoughts on the matter, please let us know through the poll, the comments section, or our Reddit community.
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Three armored figures stand in a vibrant orange field, each striking a playful pose. They wear detailed futuristic suits, creating a lighthearted yet adventurous tone.
Players standing together, making the most of an apocalyptic future.
While the ZeniMax and Bethesda studio id Software is best known for its DOOM games — including both the classic titles as well as the modern installments DOOM 2016, DOOM Eternal, and DOOM: The Dark Ages — it's explored other properties and ideas in the past, and has reportedly been "toying around" with doing so again.
Described as a "bloodbath" by one former dev, the cuts have seemingly made it extremely unlikely that id's ideas for non-DOOM projects will ever be developed (especially with Xbox directing ZeniMax/Bethesda to focus on core IPs). A new report from GamesBeat, though, gives some insight into what those concepts were.
Aside from a multiplayer-focused DOOM game with co-op, the studio was also considering a game heavily inspired by the John Wick films called Fury, a new entry in the Perfect Dark series, and a survival-focused Western game with robots called Ironwood.
The Initiative's Perfect Dark reboot may have been canceled, but I would have loved to see id Software develop a new entry in the long-dormant franchise. Alas. (Image credit: Xbox Game Studios)
Fury was a new original property pitched by id Software's studio co-director and game director Hugo Martin, with "elements of sci-fi, noir, and Louisiana and Chicago gangsters" and "a modern, cyberpunk-like feel." Notably, it had a "Gun Fu" gameplay style that blended gunplay with martial arts melee combat, and was intended to feel like a playable John Wick movie. It was never greenlit.
Allegedly, id was also exploring the possibility of making a Perfect Dark game. The Initiative's Perfect Dark reboot was canceled last year when Microsoft and Xbox shuttered the studio; with nobody else working on a new installment in the 2000s stealth-action shooter series, id considered doing so and reportedly even had concept art drafted.
Finally, there's Ironwood. Very little is known about it other than that it would be set in a Western environment with robots and survival gameplay, though it's been said it would be very similar to the popular HBO TV show Westworld.
Apparently, there were, and are, no plans for a new Quake — another iconic shooter series id created in the '90s.
Personally, I think the concept for Fury sounds incredibly cool, and I'd love to have seen the full id Software team make a Perfect Dark game. With over half the studio now gone, however, the chances of anything other than a DOOM title being made seem extremely slim.
Perhaps one day, several years into the future, id will be able to explore some of these concepts further. With Xbox CEO Asha Sharma aiming to "move faster" with its biggest franchises, though, I doubt that would happen anytime soon.
How are you feeling about Microsoft's mass Xbox layoffs, and the major impact they've had on id Software? I'm curious, so let me know in the comments below as well as in our poll.
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An official promotional artwork for DOOM: The Dark Ages featuring the Doom Slayer and his rideable dragon companion Serrat.
Could we have seen id Software explore making something other than DOOM after moving on from DOOM: The Dark Ages?
Though the redundancies have affected teams across all of Xbox, they've impacted certain game studios such as ZeniMax and Bethesda and Obsidian Entertainment quite disproportionately. Another developer that's experienced a severe reduction in force is id Software, the team that creates and oversees the modern DOOM games.
According to a new report, however, the total number of layoffs at the Texas-based developer is even larger. At first, it was believed that 96 roles were removed at id. Now, though, Game Developer writes that a Worker Adjustment and Retraining Notifications (WARN) notice — obtained by the outlet from the Texas Workforce Commission upon request — has revealed that 40 remote workers at the studio have been let go as well.
Microsoft's mass Xbox layoffs hit id Software just one day before the release of its new Revelations DLC for DOOM: The Dark Ages. (Image credit: Xbox Game Studios)
That brings the total number of id Software cuts up to 136, meaning that the studio's workforce has been hit significantly harder than early reports indicated. Notably, the WARN document also confirmed that 22 staffers have been affected at Bethesda Game Studios' office in Austin, Texas, with 158 Texas employees laid off across both teams.
With how concerning the news of the loss of half of id was, hearing that an additional 40 workers were laid off on top of that is extremely worrying. I can't help but be fearful about the studio's future, and that it no longer has a headcount sufficient for the efficient development of new DOOM games and other projects moving forward.
The painful irony of the situation is that these cuts have come at the same time id released its new Revelations DLC for its latest game, 2025's DOOM: The Dark Ages. So far, the new expansion has garnered strong reviews, and I'm glad to see it...but it's also heartbreaking to see that many of the creative minds responsible for it, The Dark Ages, and other modern DOOM titles are now gone.
Do you believe that Microsoft and Xbox went too far with the cuts made to id Software? Voice your feelings on the matter in the comments, and vote in our poll as well.
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A warrior in a battle-scarred helmet and green armor lies on a gritty surface, covered in blood. His expression is defiant, with a futuristic and intense atmosphere.
An official screenshot of the Doom Slayer as he appears in the new DOOM: The Dark Ages "Revelations" DLC. The expansion came out one day after Microsoft's Xbox layoffs hit id Software.
That news comes from a new Bloomberg report that Windows Central can corroborate with our own sources. According to those familiar with the situation at the storied Irvine-based studio, multiple planned projects — including a sequel to 2025's Pillars of Eternity action RPG Avowed — have been canceled to prioritize the Fallout title.
Notably, the team working on the new Fallout game will be led by Josh Sawyer, the game director of Obsidian's legendary 2010 title Fallout: New Vegas that was developed in partnership with Bethesda to fill the gap between 2008's Fallout 3 and 2011's The Elder Scrolls 5: Skyrim. New Vegas is widely considered by many fans to be the series' best RPG, lauded for its writing quality, reactivity to player actions, and deep, systems-driven gameplay design.
Bloomberg reports that previously, Sawyer was working on an RPG that was "similar structurally and thematically to Fallout," but wasn't actually part of the iconic franchise.
In order to prioritize and focus on its newly planned Fallout game, Obsidian is canceling a sequel to its 2025 Pillars of Eternity RPG Avowed. (Image credit: Xbox Game Studios)
It's also been said that Bethesda Game Studios — the steward of the Fallout IP, and the developer behind the creation of Fallout 3, Fallout 4, Fallout 76, and the Fallout Shelter spinoff — will work with Obsidian on the new game. At the moment, it's unclear if this means the two studios will directly co-develop it together, or if Bethesda will merely provide support.
Demand for a new mainline Fallout entry is very strong right now, what with Amazon's extremely popular Fallout TV show, now filming its third season, driving significant excitement for and interest in the post-apocalyptic sci-fi property.
With Bethesda largely focused on The Elder Scrolls 6 after Starfield and Fallout 5 a long way off, I'm not surprised to see Microsoft and Xbox direct Obsidian to pivot over to the series. After all, given its experience working on it with New Vegas, you could argue there's not a team better suited for the task...though, Obsidian losing a quarter of its staffers — many of whom are reported to have been senior devs — makes me wonder how many of New Vegas' creators are actually still there.
As for the canceled Avowed sequel? Development on it was reportedly progressing smoothly and Obsidian was planning to announce it in 2027, but in the end, it didn't fit in with Xbox's new "reset" and plans to double down on its largest franchises. Its CEO Asha Sharma recently stated she wants the brand to "move faster" with core IPs like Fallout.
It's been said that some Obsidian devs will continue to work on the sequel with hopes that it will one day be fully greenlit again. Additionally, the studio will continue to develop planned DLC expansions for 2025's The Outer Worlds 2 RPG, as well as content for the Early Access survival game Grounded 2.
Are you excited for Obsidian to make a new Fallout, or would you have preferred it to finish its Avowed sequel? Let me know in our poll above, and in the comments below.
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Fallout: New Vegas
Obsidian's 2010 RPG Fallout: New Vegas is widely regarded as one of the best games ever made, and also the best Fallout by many fans. That it's working on a new Fallout title will be exciting news to many.
Workers have been affected throughout Xbox teams and its first-party game development studios, with some affected more severely than others. Since news of the cuts came on Monday morning, it's become clear that staffers under the ZeniMax and Bethesda umbrella and at DOOM dev id Software have been hit particularly hard, with the latter losing half of its entire workforce.
According to sources in contact with Kotaku, roughly 60-70 employees were laid off from Obsidian — a number that constitutes 25% of the developer's headcount. Affected roles are stated to include "producers, artists, designers, programmers, QA testers, writers, and others," including many senior staff members and the only recruiter at the studio.
It's been said that most of these discharges were a part of the 1,600 immediate cuts that Microsoft made on Monday, with "a few" coming later this year as the firm lays an additional 1,600 Xbox workers off in the next 12 months.
Obsidian Entertainment has developed several games under Microsoft and Xbox, the most recent of which is 2025's open-world sci-fi RPG The Outer Worlds 2. (Image credit: Xbox Game Studios)
One source told Kotaku that those who remain at Obsidian have concerns about how the studio will be able to proceed with further development on its "huge list of projects" after how steep these cuts have been. There's apparently been no guidance from Microsoft on the matter yet.
Reportedly, the developer plans to continue working on the Early Access survival game Grounded 2 and its two announced DLC story expansions for the open-world sci-fi RPG The Outer Worlds 2. Beyond that, though, it's unclear what Obsidian will do moving forward.
Notably, with Xbox CEO Asha Sharma recently commenting that she wants the brand to "move faster" with its core IPs and directly mentioning Fallout by name alongside The Elder Scrolls and Halo, I can't help but wonder if we'll see Microsoft bring Obsidian back to the post-apocalyptic RPG series. I would be quite excited for that...but a major portion of the studio's senior devs that helped create New Vegas were just let go.
I'll also highlight that these layoffs have come months after Obsidian confirmed it was going through some internal reorganization after recent games like Avowed and The Outer Worlds 2 failed to meet performance expectations. At the time, I hoped those changes would help the studio develop new games more efficiently. We can only hope that they will ultimately do so, and mitigate the impact of these redundancies.
How do you feel about Microsoft and Xbox reportedly laying off 25% of Obsidian's workforce? Did the firm go too far? Make your voice heard in the poll below, and drop me a comment with your thoughts, too.
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Fallout: New Vegas
Obsidian Entertainment has made several high-profile RPGs over the years, with Fallout: New Vegas standing out as its most famous and well-known.
As it is, Assassin’s Creed Black Flag is one of the greatest Assassin’s Creed games ever made. Buckling gameplay from bow to stern, Black Flag is the title that set a pirate craze in the world. To the point that Ubisoft spent well over a decade developing the cursed game Skull and Bones.
Black Flag Resynced factsheet
(Image credit: Ubisoft)
Genre: Open-world action-adventure Released: July 9, 2026 Developer: Ubisoft Available on: PC, Xbox Series X|S, PlayStation 5 Price: $59.99 at Best Buy Xbox Play Anywhere: ❌ Xbox Game Pass: ❌
Even with the dastardly failure of the game, Ubisoft’s vision of a pirate game has crawled its way back in the form of the Black Flag remake, Assassin’s Creed Black Flag Resynced. As a player who gained every single achievement in the original game, you can bet your coin that I had high expectations when it came to this remake.
I’m happy to say that a little over a dozen years after the original game, Resynced is back to claim the piracy title.
Assassin's Creed Black Flag Resynced: The Story
A dashingly handsome man if I do say so myself. (Image credit: Michael Hoglund)
You’re Edward Kenway, the ever-loving and charismatic privateer with a dashing Welsh accent. Driven by dreams of wealth for his wife and glory to boot, Edward sets sail for the West Indies in search of riches beyond measure.
From the start, Edward finds himself in turmoil under a naval encounter that sees his world unraveled and shipwrecked. A shady figure by the name of Duncan Walpole crosses paths with Edward, and an entire world beyond the realm of piracy unfolds before him. One of the shadow and ancient struggles between the Templars and Assassins. The fight between true freedom and control.
Within hours, players will find themselves commanding their very own vessel, the Jackdaw. A versatile ship under the command of a man with legendary pirate friends like Edward "Blackbeard" Thatch, Anne Bonny, Charles Vane, and more. With his trusty crew and mythical friends, Edward looks to create a pirate paradise free from the control of the outside world.
Faced with the decision to play again, I will twice more! (Image credit: Michael Hoglund)
Along this path, Edward discovers the Observatory, Black Flag’s integral piece left behind by the First Civilization that both Assassins and Templars are fighting for. A device that could potentially locate any person across the globe, powers beyond Edward’s imagination begin to clash, with him caught right in the middle.
With everything at stake, Black Flag Resynced, like the game before it, does a wonderful job of depicting a struggle of self-discovery as Edward grapples with his own ambitions as they come at odds with protecting what truly matters in the world.
Unlike the original Black Flag, none of the original modern-day storyline is present. Instead, the entire game is set from beginning to end within the eyes and confines of Edward Kenway. No more will the player find themselves going through the motions of some Abstergo office.
On top of the original story, players can expect extra epilogue missions as well that add more to the world of Edward Kenway.
Assassin's Creed Black Flag Resynced: Sail beyond the original
A blast from the past, but with updated manual aim mechanics similar to Assassin's Creed Rogue. (Image credit: Michael Hoglund)
Everything you loved from the original Black Flag returns in Resynced, alongside a plethora of new activities to explore. From new locations to entirely new end-game missions that expand upon the original story, Resynced is more than just a remake, all while packing itself into a single game.
Modern-day stories have been replaced by Rifts, which are optional quests within the Animus that provide players with a unique “what-if” perspective shift. I won’t spoil anything, but a single one of these missions is far better than all of the modern-day experiences found in the original game, combined.
Alongside the main story, side-quests have also been expanded upon. With entirely new missions that give a better glimpse into some of the game’s most iconic characters, as well as other contracts that begin to number beyond what I’m willing to write about. Needless to say, even players who come fresh from the original will find tons of newly packed story content in Resynced!
There are new dive locations for players to discover as well! (Image credit: Michael Hoglund)
With all the newly minted narrative pieces, Ubisoft also delivered the goods when it came to combat on foot and on the high seas. First, let’s talk about Edward’s expanded repertoire.
Edward’s melee capabilities have been expanded with perfect parries and heavy attacks. Now, when an enemy takes a parryable swing at Edward, a perfectly timed parry will open them up for a devastating finisher.
Players can also add heavy attacks to their swashbuckling swings to engage in melee beatdowns on enemies on their heels. These heavy hits are multi-enemy swings that apply to all melee weapons in the game.
I never get tired of these finishers. (Image credit: Michael Hoglund)
Another fantastic “addition” is the rope dart, a mechanic that was part of the original, but many players felt was unlocked far too late in the game to be of any use. Correcting this mistake, Ubisoft has unlocked it for use within the first few hours of gameplay, as well as expanding on its combat capabilities.
Naval combat, as I said earlier, has also been heavily expanded. Each and every weapon on the Jackdaw now has an added secondary fire mode that drastically changes how the weapon performs. For instance, let's talk about the heated shot for the broadside cannons.
Rather than a single please-don’t-miss-shot, the heated-shot is a close-quarters monster. Enabling a rapid-fire “fire” shot that barrages the enemy with flaming cannonballs. The heated-shot is an up-close face melter when it comes to naval combat, and something I could never go back to the original without.
That’s just one of the added secondary weapons as well, with the upfront chain shots, swivel gun, mortars, and fire barrels all getting some fantastic additions to their arsenals. Open-water combat that was once perfection is now peak perfection.
Assassin's Creed Black Flag Resynced: Looks and runs amazingly
Harpooning is back on the menu! (Image credit: Michael Hoglund)
Very rarely do I get to see a remake that captures the magic of the original while surpassing it in every way. Generally, there’s always something that seems to throw me off, something that the new team felt was needed but doesn’t quite fit the world of the initial creation.
Having played through the entirety of the original Black Flag in 2013, I went into Resynced immediately astonished. The world I had once known has been captured and enhanced in ways my nostalgia-driven mind thinks the original always looked.
Iconic cities like Nassau have been overhauled with incredibly new, detailed textures and meshes, all while triggering memory circuits in my brain I thought had been long lost. My first time on shore activated something in my head that I assumed I had completely forgotten. The buildings all fit perfectly in their places as I had once remembered them.
I can't believe a remake looks this good! (Image credit: Michael Hoglund)
Even trees contain the same pathways I once ran through, while paths leading from ships initiate the same but greatly updated animations of the originals. The entire Resynced experience is absolutely breathtaking in terms of how closely the world has been reimagined while remaining faithful to its predecessor.
With that, you’d think a massive performance hit would come as well, but as someone playing on PC through Ubisoft Connect, it didn’t!
I’m happy to report that I achieved well over 120 frames per second on my build with a little DLSS Quality and Nvidia Frame Generation set to 2x. I know, I know, “frame generation sucks!” I’m here to tell you that as a competitive player, frame generation is perfectly fine in this case, given the native performance I was getting was well beyond 60 fps.
My current build is an RTX 5080, 9800X3D, and 64GB of DDR5 RAM. I was running the game on the Very High preset for most of my gameplay. I bumped it to Ultra settings with ray-tracing and field-of-view maxed, and Resynced still managed to maintain an average of 110+ frames per second.
Assassin's Creed Black Flag Resynced: Should you buy it?
The double Edward experience. (Image credit: Michael Hoglund)
If you loved the original game, then yes, you definitely should. If you've never played it, but love that older-school Assassin's Creed formula, then yes, you should too!
For everyone else, it really comes down to what you're looking for in a game.
While Assassin's Creed Black Flag Resynced is massive, players can adhere to most of the mainline story without too much side-tracking. So if these larger-than-life open-world games aren't your cup of tea, just know that Black Flag Resynced can be played as a sort of linear experience.
For collectathon people like myself, Resynced isn’t quite as bad as the latest Legend of Zelda entries, but you’ll definitely be busy running around each and every island, crossing off the to-do checklist you’re presented with. Especially if you want to grab every cosmetic as I do.
Then there’s an added layer of their new Animus Hub that was originally introduced with Assassin’s Creed Shadows. More points mean more unlocks, which all just feels like an expanded version of their original Ubisoft Uplay Store.
At the end of the day, Assassin’s Creed Black Flag Resynced is everything I’ve ever loved about the series, now dressed to the Blackbeard nines and bursting with new features to keep gamers busy for days. Sure, I’ve been overwhelmed by the treasure trove of things to do, but not once have I played without a grin plastered across my face.
Assassin's Creed Black Flag Resynced
Black Flag Resynced is everything a remake should be, the new gold standard. Whether you played it before or not, you're going to want to check it out.
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Assassin's Creed Black Flag Resynced screenshot of
Toys for Bob, the studio behind revivals of the classic Crash Bandicoot series with a long-awaited 4th installment and doing the same with Spyro the Dragon with "Spyro: A Realm Beyond", has recently expressed interest in reviving another classic platformer series, Banjo-Kazooie.
Toy for Bob confirmed its interest during an episode of the Kinda Funny Gamescast, in which the show's hosts approached them about Banjo-Kazooie. They replied: "It's a franchise we love. As platformer fans, Banjo's top of the heap."
"We have some huge, huge fans of that franchise on our staff – I'm talking, they've got the Jiggie as their profile pic, kind of a thing. They're that level of fan. If the opportunity ever arose, that would be amazing. We love the franchise."
They continued: "If you look at the through-line of the types of games we like to make, I can imagine that's part of that staple as well. I think of [those characters] as timeless. They're iconic, and I think the types of games we want to produce are ones that speak to a timeless place in the player as well, an ageless place – we call it the "inner child". So, I think they're wonderful games; we're huge fans."
While I never played Banjo-Kazooie growing up, I am fully aware of how much impact the original game had on 3D platformers, as it, along with Super Mario 64, helped set the standard for how the genre should be made for generations to come with their timeless cartoon charm and gameplay.
Unfortunately, despite popular demand, there hasn't been a new entry in the franchise since the controversial Banjo-Kazooie: Nuts & Bolts from 2008, which traded the series' iconic platforming gameplay for open-world car racing and building.
Plus, the title characters themselves, Banjo & Kazooie, haven't made an appearance in a game since they were included in Super Smash Bros. Ultimate in 2019. However, if there's any studio out there that can pull a miracle in bringing the lovable duo out from Microsoft's vault, I believe it's Toys for Bob.
Toys for Bob has done a fantastic job making platformers with their awesome remasters of the classic Crash Bandicoot and Spyro trilogies, as well as Crash Bandicoot 4, and the studio clearly loves the Banjo-Kazooie franchise, judging by how enthusiastic the developers were in the interview.
Plus, Toys for Bob fought tooth and nail to get the green light for a new Spyro game while winning back their independence at the same time, which shows they're willing to go to any length to make a new game for any franchise they cherish.
However, time will tell if Toys for Bob will be fortunate enough to be given the chance to take the reins of Banjo-Kazooie, but for now, I'll be looking forward to Spyro: A Realm Beyond because I can't wait to finally play a true sequel to the original classic Spyro trilogy I grew up playing on the PlayStation 1 during the 1990s.
How do you feel about the idea of Toys for Bob making a new Banjo-Kazooie game? Do you think they're fit for the job, or would you have another developer make a new game?
If you have any thoughts on the matter, please let us know through the poll, the comments section, or our Reddit community.
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A bear plays a banjo energetically, while a red bird perched on its back sings into a blue horn. They're in a lush forest at sunset, creating a lively atmosphere.
Is it high-time for Banjo-Kazooie to make a comeback?
Much like Xbox's "it's only four games" statement about going multiplatform previously, the "it's only two games" mantra applies here in reverse. Microsoft is looking at making even tentpole single player games, historically multiplatform, exclusive to Xbox hardware (at least on console.) Could this mean we eventually see the next mainline Fallout and Elder Scrolls go exclusive to console on Xbox?
Bloomberg: "While big multiplayer games will still be available on all major platforms, [Xbox] will make more of its best titles exclusive to Xbox so gamers have a reason to buy its console."https://t.co/uzaantseAnpic.twitter.com/ohiK6zUlTGJuly 7, 2026
Reaching the biggest possible audiences has been the best margin play Xbox has had in recent years. Microsoft was previously driving Xbox to chase a 30% profit margin, and an easy way to do that is sell software wherever you can. However, Asha Sharma is not operating under that mandate. Instead, Sharma is operating under an ecosystem growth mandate.
Sharma has spoken at length about how her initial focus will be on Xbox's core: the console gamer. Console gamers in the Xbox ecosystem represent 4 times higher lifetime spending than other types of users across Microsoft's vast gaming ecosystem. On PC, they compete with Steam for margins. On mobile, they compete with well-established and dominant Eastern titles, while handing away millions to Apple and Google for the privilege.
Despite Xbox's retreat from PlayStation in the recent term, there remains tens of millions of active users in the Xbox ecosystem. These users are disproportionately passionate and spendy. Indeed, I would posit that anyone left in the Xbox ecosystem after all the disappointments represent the least "casually-invested" consumers in all of gaming potentially. Sharma wants to grow that base.
Xbox could see more integrations and activations with Minecraft, which Phil Spencer's Xbox was strangely hands-off with. (Image credit: Mojang Studios)
It's more true than ever that Xbox represents discretionary spending, and console gaming in general. Next-gen (and even current-gen) consoles are going to be expensive, owing to the memory availability crisis, tariffs, and the rest of it.
Arguably, creating desire through exclusive content is more crucial than ever to maintain an ecosystem in this universe.
One way I've heard Microsoft is exploring achieving this is direct integrations between Xbox and Minecraft. Xbox CEO Asha Sharma restructured Minecraft to answer directly to her for the first time. Integrating Minecraft's features at a platform level into Xbox consoles will be one avenue of exploration her team will look into here. What that looks like remains to be seen. I don't think Microsoft will do anything to degrade the Minecraft experience on other platforms (especially PC and mobile), but there might be exclusive (albeit basic, but fun) integrations for Minecraft on Xbox consoles. I can see Microsoft leveraging Minecraft to sell Xbox Helix as well in some ways, with more aggressive co-marketing activations and bundles.
Longer term, Microsoft may explore doing this with Activision-Blizzard properties too, but there are currently regulatory restrictions preventing Xbox from leveraging things like Call of Duty in the same way.
Microsoft has been oddly reluctant to associate some of its acquisitions with Xbox. (Image credit: Bethesda Game Studios)
PlayStation recently landed a massive (multi-million dollar) marketing deal for Grand Theft Auto 6. The marketing deal is so vast, that Rockstar can't even mention the fact there's an Xbox version. PlayStation rebranded its apps to match Grand Theft Auto branding, and you can expect billboards, ads, and other campaigns to follow — excluding Xbox from the conversation.
Under previous leadership, Xbox was strangely reluctant, even seemingly embarrassed, to associate some of its acquisitions with the Xbox ecosystem. Games like DOOM, Fallout, and indeed Minecraft, barely had any co-marketing with Xbox console hardware. And it has been to the console ecosystem's detriment.
The new leadership is taking the opposite view, and it might have no choice. If consoles are to be more expensive than ever, there needs to be more reasons than ever to buy one. If I'm going to drop $1000 on a PS6 or Xbox Helix, why would I buy the box that gets less content?
Asha Sharma hopes by leveraging some of Xbox's biggest franchises in co-marketing, co-integrations, transmedia content, and exclusivity regimes, she might be able to convert more gamers into core Xbox users.
It will take years to find out if she's right — but will Microsoft corporate give her years to implement this strategy? That's arguably an even bigger question.
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This week saw Microsoft and Xbox initiate the single biggest layoff wave in the gaming brand's history, with 3,200 Xbox and game development roles cut — 1,600 immediately, and another 1,600 throughout the next 12 months — as well as four studios divested from the Xbox Game Studios publishing division.
Given the strong success of the DOOM 2016 reboot, DOOM Eternal, and last year's DOOM: The Dark Ages — which has a new Revelations DLC coming out today, one day after the cuts — the fact that id Software has been affected so significantly by the Xbox layoffs has come as a shock to many. Cuts to the id Tech team are surprising as well, as the studio's engine has historically run well and has been used for non-DOOM projects like the Wolfenstein games and Indiana Jones and the Great Circle.
That shock extends to id's developers themselves, many of whom have taken to social media platforms to express their astonishment and frustrations with the layoffs. One such employee, gameplay animator Skai Chow, has reacted to them with a scathing message for both Microsoft as well as for those "celebrating and worshipping" the cuts as a "move in the right direction."
"For my friends and followers who don't work in game development celebrating and worshipping that the layoffs yesterday were 'necessary for change and a move in the right direction'...I sure hope the sixth round of layoffs is worth our pain and your pleasure," wrote Chow. "After all, things are gonna be different this time around. Right?"
The new Xbox CEO Asha Sharma contends that these latest cuts were a difficult but necessary move as part of a "reset" for the brand after it "overextended" with lots of expansion and "overly complex" internal systems.
Regardless of how true that ultimately is or isn't, I can't blame Chow or any other developer for feeling angry and bitter. Throughout the last four years, several thousand layoffs have wracked both Xbox and the wider gaming industry at large following overinvestment in gaming during the pandemic, resulting in extreme volatility and repeated devastating losses of talent.
I don't know what the right path forward is, especially with tariffs and the RAM crisis further complicating matters, but it's clear that the business as it is now isn't sustainable — and Chow is correct to highlight that layoffs haven't yet solved the problem. We can only hope for brighter times as Xbox and the industry reorganize.
Do you believe Microsoft and Xbox have gone too far with the layoffs at id Software? Share your thoughts below, and vote in our poll.
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An official screenshot of the Doom Slayer as he appears in 2025's DOOM: The Dark Ages.
id Software's latest game, DOOM: The Dark Ages, has a new Revelations DLC coming out today — one day after Microsoft's Xbox layoffs cut half the studio.
One such staffer is Kevin LaChapelle, Microsoft's vice president of Xbox Platform In a LinkedIn post on Tuesday morning, LaChapelle shared that "I will add my name to the list of people who were laid off today at Xbox," bringing an end to his lengthy 37-year tenure at the company.
LaChapelle has overseen development of Xbox platform software "across cloud, console, and PC" since 2023. Before that, he led the creation and advancement of Microsoft's Xbox Cloud Gaming service (previously known as xCloud), and before that he led the team of engineers that built the fan-favorite Xbox Backwards Compatibility Program.
Ever since it was unveiled at E3 2015 during what I'd say is indisputably one of the best moments in Xbox history, Xbox Backwards Compatibility — a feature that lets you play hundreds of Xbox 360 games and even some original Xbox titles on Xbox One or Xbox Series X|S through an emulation layer — has been a colossal hit with fans.
At the time of its release, it also gave the fairly unpopular Xbox One a notable edge over Sony's PlayStation 4 at a time when it sorely needed one. Longtime Xbox gamers were still able to enjoy a rich library of titles from past systems on the latest console natively, whereas the PS4 was incompatible with games made for older PlayStation consoles.
Thanks to the efforts of the Xbox Backwards Compatibility team, 695 Xbox 360 and original Xbox games can be played on Xbox One and Xbox Series X|S consoles — either digitally or with physical discs. (Image credit: Microsoft)
I can't stress enough that the impact LaChapelle has had on Xbox has been huge — and that makes the news he's been laid off all the more upsetting to hear, especially since the Backwards Compatibility Program he ledhas been revived this year, with many speculating the feature will be overhauled to work with Microsoft's upcoming PC-console hybrid system Project Helix.
"I will add my name to the list of people who were laid off today at Xbox. This ends my 37 years at Microsoft. I have worked in many different parts of the company, and I will say my fondest memories are of leading the team of very talented engineers who built the Xbox Backward Compatibility program," he wrote in his post. "Sitting in the auditorium when [Phil Spencer, former Xbox CEO] announced the program at E3 2015 was incredible. The audience's reaction was unbelievable."
"I followed that with leading the team who created our Cloud Gaming product. I am a firm believer that all entertainment will eventually become streamed to you wherever you are," LaChapelle added. "I look forward to watching how Xbox evolves going forward and I wish the team nothing but success."
Ultimately, I'm very sad to see LaChapelle cut from Microsoft and Xbox, and I hope that he's able to land a new position somewhere soon. I extend that sentiment out to everyone impacted by these mass layoffs that have added to an already-devastating total that's been growing since 2022.
How important is the Xbox Backwards Compatibility Program that LaChapelle led the development of to you? What about Xbox Cloud Gaming? Let me know in the comments, and vote in our poll as well.
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I'm still of the opinion that Xbox needed to change and that restructuring was necessary. That doesn't make any of this easy, though, and I imagine experiencing these layoffs is far more painful than simply watching them unfold. I genuinely hope those affected are able to land on their feet.
Looking at id Software, and particularly id Tech, I can't help but feel there's been an enormous amount of wasted potential. Based on the reported layoffs, the new Xbox leadership seemingly saw little value in much of the studio, cutting roughly 50% of its staff, including members of its technology team.
Among those affected was senior programmer Michael Maynard, who spent 21 years at id Software. He took to LinkedIn, saying:
“We created arguably THE BEST first person engine technology in the industry… Yet today, Microsoft/XBOX decided half the team was deemed USELESS and needed to be let go; despite all the amazing work and effort from every designer, programmer, artist, audio specialist, level designer, fx, tech design, and on and on and on… Yes, I was part of the team (roughly 50% of the company) that was let go today. (I was there for OVER 20 years! RAGE through DOOM: Dark Ages) Sad but, I've been doing this (video games) for over 40 years so, not a huge surprise to me. Just really sad that this is how Id Software, the PIONEER/INNOVATOR of FPS action games is relegated to just another "reorganization" of assets.”
Taking to X, is also Skai Chow, Doom: The Dark Ages animator, who simply said:
"We hope our pain was worth it."
Doom: The Dark Ages (Image credit: Bethesda/ID Software)
It's genuinely surprising to see id Software gutted like this. I've long believed the studio was underutilized, and I'd hoped to see it take a crack at something like Halo one day. Now, I don't even know how it's supposed to continue making DOOM, let alone take on other franchises.
In fact, I'd even have liked to see id Tech positioned to compete with the likes of Unreal Engine. It's a fantastic engine that's massively underused within Xbox, so making it publicly available, with Xbox taking a 5% royalty on game revenue similar to Unreal Engine, feels like it could have been a great opportunity.
Maybe Xbox has a plan that isn't immediately obvious, but from the outside looking in, it's hard to understand how cutting so much of a studio responsible for one of the industry's best FPS franchises sets it up for long-term success, especially since DOOM: The Dark Ages has a new expansion releasing today.
If you think this sucks, or maybe you think this is fine, let me know in the comments and be sure to take part in our poll above.
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CEO Asha Sharma has discussed the major restructuring currently underway at Xbox in a new interview with Fortune. It could be painful to watch, and even more so for those affected by the layoffs, but it was presumably all necessary. I'm still a bit shell-shocked that some Xbox studios reportedly had as many as 14 layers of management, an absurd number that Sharma is now capping at no more than five.
Sharma told Fortune: "In order to grow, we made a bunch of bets … and as we did that, we inherently didn't focus on the core business… The number one measure of your strategy is what you put your resources behind, and we simply spread ourselves too thin."
The interview also revealed new details about Xbox's strategy moving forward, as Fortune explains: "The unit's new plan centers on returning focus to its flagship Xbox console, which represents 80% of its business, funneling its content budget toward high-growth areas such as the Minecraft game, and stepping away from smaller studios."
Despite Xbox's efforts to broaden its audience through the "This is an Xbox" campaign, it appears the console remains the foundation of the business, accounting for 80% of Xbox overall. If anything, the latest restructuring suggests Microsoft is refocusing on the audience that has supported the brand from the beginning.
As I said, I think many of these changes were necessary, despite my own frustrations and what I still believe was a mistake in letting State of Decay 3 leave alongside Undead Labs. That said, Sharma revealed that Xbox was losing 64 cents for every $1 it invested in its studio strategy. In other words, it wasn't even breaking even, and that's simply not sustainable for any profit-driven company.
Xbox has, in many ways, backed itself into a corner. I always felt Sharma would eventually have to make some incredibly difficult decisions, as that's ultimately what she was brought in to do. As much as this situation is awful for everyone affected, I'm still hopeful Xbox can get back on track.
While the company itself appears to be stepping away from smaller studios, I hope it doesn't stop investing in independent developers. Some of the industry's most creative and successful games have come from indie teams, and they're clearly a gold mine of great content.
Do let me know your thoughts in the comments, and be sure to take part in our poll below:
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An official wallpaper of Xbox consoles against a galactic background.
As part of its wider restructuring, Microsoft is prioritizing consoles and major franchises.