Is Until Dawn going to be a disaster?

Yurinka

Veteran
VIP
21 Jun 2022
7,778
6,664
Perhaps more important than be a financial failure is being a critical failure. To the degree in which SIE has distanced themselves from this game, there must be a litany of technical issues with the console and/or PC version.
You personally considering that Sony didn't release enough trailers from this remaster/remake/port of a 10 year old game that "only" sold 4M doesn't mean SIE distanced themselves from it and doesn't mean it's going to be a financial failure.

In the same way ports that cost a handful millions get profitable by selling just a few tens of thousand of units, this remake/remaster won't need to sell several millions to be profitable.

They did some improvements and changes, so may have had spent a some millions more on it, but not much, let's say maybe around a dozen or so, maybe around two dozen. They won't even need to sell 1M during its whole lifetime to recoup the investment.

And even if they wouldn't achieve it, they would consider it as an investment to help support the upcoming movie and (if it exists) sequel, plus also to grow a bit their PC userbase and library.

This was not BAU and the fact that they don't have another project lined up or financing for it, suggests that Sony was not impressed with their results. You can already tell they didn't make the serious investments that would have normally made sense with this game. I was surprised when they didn't announce a VR mode for instance.
What do you mean by BAU? I've been working for two decades in the industry and never heard about it.

Regarding signing with them other project, Sony wanted to have an updated Until Dawn so signed some former devs to do it. They don't have other remaster/remake/port to ask them to do.
Apparently Sony is doing the sequel inhouse with other former Supermassive devs at Firesprite together with some people who worked in places like Rocksteady, ND, Rockstar, etc. (Plus as we know Liverpool Studio, Evolution and Bizarre Creations).

This remake barely changes the original: updates visuals, the camera, some story options but apparently is pretty much the same. Barely nothing with the work that would have required to turn it into a VR game: they would have needed to change almost everything plus heavily downgrading the visuals instead of improving them.

I mean, in things like cutscenes when you're in a tv the devs only make what you see and a bit more, they normally don't put anything (or almost) in the areas you don't see to save resources and focus them in what you see because they know you can't move during the cutscene. Instead of in VR they have to do all the detail in the character and the room because the player can move the head during the cutscene.

And for VR there are other "rules" regarding how to do good cutscenes, scene change/camera transitions, handling camera distance and proportions etc. And well, obviously gameplay in VR changes a lot too from controls to what you can see or not (so what they have to render or keep it in memory).

One of the different projects I've been working on is a cinematic adventure VR game and things change a lot from traditional games. A ton of these things I mentioned and more have to be designed for VR because there are many weird things in VR. One of them is the sweet spot to look at things: you have to place the key things in a spot of around aprx. 1.5 to 3 meters (can't remember the exact numbers) away from the user. Closer would feel too close and invasive to the personal space of the player, and in more distance would feel too far to focus your eyes on it properly to get proper detail.

Things like scale and distance became way more important in VR and are way more limited than in games for 2D displays.

You'd be right except that fact that you're ignoring and dismissing every other issue surrounding the game.
Like what issues?

You're turning into the king of strawman arguments. You speculate on things without any evidence and dismiss things with plenty of evidence.
No, you're throwing (sometiomes hyperbolic doomer) speculations like saying that if this is going to be a disaster, that Sony distanced themselves from the game, that they screw up this remake, that aren't marketing it accordingly and the pricing may be wrong etc.

I'm explaining and putting into context the (pretty likely) reasoning behind their related decisions, and explaining why some of your doomer assumptions that use only evidence that comes out of your ass are wrong. Using as base how things normally work in the industry or how Sony has been behaving recently.

There was a gameplay trailer for Until Dawn posted by PlayStation Japan just 3 months ago and another trailer just a month ago.
So there you have it: they are also marketing for them, but did prefer to highlight other games instead in the SoP itself.

If they didn't see potential they wouldn't have greenlit the game. Again, it is getting less publicity than a free DLC for Astro Bot. It's not like they're paying youtube or there is a cost associated with the length of the state of play. They could easily have put in video for the game. It's clear the marketing budget has been reduced for the game to the point where they're no longer pushing it.
The free DLC only had a single trailer until now, in that SoP. Until Dawn had appeared in multiple places including SoP. As an example these two recent videos you just mentioned.

They are simply updating a 10 years old game that sold 4M to port it to PC, make a movie and meybe also make a sequel. It is not the next GoW or Spider-Man game, they don't need it to make a huge marketing campaing for it and they don't need to feature it in every single SoP.

They know their budget and have the market data to have a pretty good sales estimation and what it makes sense for them to spend on marketing for each thing.

Another strawman.
To explain you why you are wrong / why your expectatives for their marketing are unrealistic with some examples to put it into context is not a strawman.

They are just rehashing a 10 years old game with ok sales, which performed good for its niche but low for the SIE AAA games context. So obviously won't spent a big marketing budget for it.

Its marketing maskes more sense to be closer to the PC ports or remasters than to the release of one of their tentpole games.

There is no 10 dollar upgrade. This is not a remaster, it is a remake.
Do you have any source from Sony saying that there won't be a $10 upgrade?

I don't remember Sony saying anything about if will be or not a $10 upgrade, same they charged in every PS4 game they significatively improved for PS5.

I understand the $10 upgrade for the remasters in some cases with extra content, and not including the $10 for Demon's Souls or TLOUP1, since they were PS3 games and also really rebuild them from basically scratch and remade most of it.

I think Until Dawn may be somewhere in the middle, but I feel it's closer to the remasters of PS4 games with extra juice, which got upgrade.

We'll have to see the final work they did put in Until Dawn, but seems to me that even if they apparently did put it way more work than in the typical remaster (also moved to new engine, this requires work) also sound to me maybe somewhat more equivalent to extra content done in cases like giving you the 2nd game if you only had one when upgrading in the Uncharted collection, or getting the Ikki Island DLC when upgrading in GoT, or getting the new stuff in Death Stranding Director's Cut.

No supermassive is not the founders of Firesprite.
I never said they were founders, I just stated the fact that many Firesprite workers previously did work at Supermassive.

No other PlayStation game has received this little marketing with the exception of Firewall Ultra which was also a complete disaster.
This is a PS5+PC remake/remaster of a PS4 game that wasn't a super seller, not a new game. In case of Demon's Souls and TLOU, they were PS3 titles and one started the Souls who are super popular now and the other one a 20M+ seller that got the very succesful tv show.

I think that in terms of marketing budget and sale expectations Until Dawn makes more sense closer to remasters and PC ports, not to the release of a brand new game and even less a tentpole one.

Until had until now 3 PS Blog posts:
  • Announcement post + trailer in January (plus appearance in SoP)
  • Update with extra info and comparisions in August
  • PC version specific details in September
I assume may also get a launch trailer one too next week.

HFW PC got three posts from announcement to release: announcement, PC specific stuff and release. As reference, the GoT PC port got two: announcement and PC specs. Uncharted Collection (including the PC port) got 5.

Regarding Firewall Ultra, it got 5 posts, but it was a PSVR2 online MP game, something pretty niche, but still a brand new game. So got more marketing than a remaster/port.
 

CrackmanNL

Veteran
4 Apr 2024
582
493
They didn't show both Silent Hill 2 and Until Dawn at the recent SoP which was strange, with the Siren news and Arizona remake for VR2 coming, thought maybe they'll do something separate for spooktober but severely doubt it.

And the lay-offs, they were around 40 when the news came of project Bates/''acquisition'' and grown to around 70.
Under Jim Ryan there was the age of growth, after Xbox bowing out and with Totoki coming in it is more about profit margins and efficiency.

On the game sales not that worried, I think it will have legs. Undercut SH2 few days, fans of the OG and there are a lot of newcomers to PS5 which people tend to forget. Then you have people like me who missed out on the original cause they were Quantic Dreams snobs, if they lucky it will be a hit among streamers. It doesn't need to do crazy numbers to make it viable.
 

ToTTenTranz

Veteran
Icon Extra
4 Aug 2023
1,585
1,645
A disaster? No, of course not.


At worst it's a mild failure. This is a fairly recent game that got a remaster with some new textures and lighting effects. It was cheap.

It would only be a disaster if there had been a substantial investment into making this version, but there wasn't.
 

Yurinka

Veteran
VIP
21 Jun 2022
7,778
6,664
They didn't show both Silent Hill 2 and Until Dawn at the recent SoP which was strange, with the Siren news and Arizona remake for VR2 coming, thought maybe they'll do something separate for spooktober but severely doubt it.
This is a good idea, I didn't thought about it.

They could make a Halloween themed SoP this October with SH2, Until Dawn, Siren (emulated PS2 Classic) being released in Asia for PS4/PS5 (awas already released in the west), Arizona remake, maybe some indie horror games, and some horror game more, as could be Concord being resurrected and an Abby standalone game.

And the lay-offs, they were around 40 when the news came of project Bates/''acquisition'' and grown to around 70.
Under Jim Ryan there was the age of growth, after Xbox bowing out and with Totoki coming in it is more about profit margins and efficiency.
Beyond personal things from Jim or Totoki, in a corporate level for Sony their multi-year mid-term plan that ended in March had as goal to grow in manpower and with acquisitions.

And the one that started there will be to focused on to monetize that previous growth. Meaning, in gaming area many studios who were working only in a single game at the same time now are making multiple. And they also bougth several teams. In this new period, some year later, all these new teams from both existing and new studios will start releasing their first games.
 

MrAss

Active member
24 May 2024
167
249
It doesn't matter how much it will sold on PS5. Sony won't share the numbers. People will be laughing at low steam ccu.
 

CrackmanNL

Veteran
4 Apr 2024
582
493
Beyond personal things from Jim or Totoki, in a corporate level for Sony their multi-year mid-term plan that ended in March had as goal to grow in manpower and with acquisitions.

And the one that started there will be to focused on to monetize that previous growth. Meaning, in gaming area many studios who were working only in a single game at the same time now are making multiple. And they also bougth several teams. In this new period, some year later, all these new teams from both existing and new studios will start releasing their first games.
The age of growth is over quote means expansion for the sake of expanding is over, yes exactly it's time to reap the benefits of the growth under Ryan. And some plans have changed like making Bungie one of the biggest (subsidiary) live-service publisher.
The efficiency and profit margins quote from Totoki is full on effect for their 24-26 focus plan especially financial discipline for the studio business group. That's what I refer to with the cuts for Ballistic Moon, prior they might have grown to a 100 man studio with investments, but it's better to operate on a smaller scale and grow organically with success.

GOyBu20WIAAwO0c


Concord being resurrected and an Abby standalone game.
That would really be a horror show indeed ☠️
On a serious note they could do one if they want to, continue the mindshare, they did the same thing last year when Starfield came out, dripfeed news to stay in the cycle and focus.
 
Last edited:

AllBizness

Veteran
22 Jul 2023
1,339
1,309
This movie (Until Dawn) sucks, I own the PS4 version, it's like a movie game. I tried to play it once with my family they like to watch me play narrative games but Until Dawn sucked balls and they fell asleep lol.
 

ksdixon

Dixon Cider Ltd.
22 Jun 2022
1,887
1,211
There's an UD movie in the works? Don't play with me. When did this happen?
 

Yurinka

Veteran
VIP
21 Jun 2022
7,778
6,664
The age of growth is over quote means expansion for the sake of expanding is over, yes exactly it's time to reap the benefits of the growth under Ryan. And some plans have changed like making Bungie one of the biggest (subsidiary) live-service publisher.
The efficiency and profit margins quote from Totoki is full on effect for their 24-26 focus plan especially financial discipline for the studio business group. That's what I refer to with the cuts for Ballistic Moon, prior they might have grown to a 100 man studio with investments, but it's better to operate on a smaller scale and grow organically with success.

GOyBu20WIAAwO0c
Ballistic Moon is not a Sony owned studio. So Sony doesn't decide who Ballistic Moon fires, or how they get financed outside Until Dawn. Sony only paid them a certain amount of money to make this remake.

If Ballistic Moon didn't find investors to pay their salaries, bills, etc. outside/after this remake, or didn't find a publisher who signed them another project after Until Dawn, that is only a Ballistic Moon thing. Sony can't do anything there because it's a separate, independent, unrelated company.

In fact, maybe Sony poached them some talent for Firesprite. The thing is that pretty likely Sony didn't sign Ballistic Moon to help with their next horror game (which I bet is Until Dawn 2) because they're happy with how Firesprite is handling it.

And well, the ex-Supermassive devs leave Ballistic Moon, the more can Firesprite hire.

Regarding acquisitions: in recent times Sony created several new teams inside their existing teams and acquired several teams. So all these teams have been working on their first game for Sony but still didn't generate revenue, so until now they are only a cost/investment, and not a small one. So they paused this kind of acquisitions/investments for a while, and will resume after these investments in recent years produced their first fruits, and also get properly integrated in the company (this is something that normally takes time too).

This, combined with the extra financial discipline (meaning cutting the fat as they recently did, being more strict with budgets and taking responsability for mistakes), plus their off PS revenue to continue grow should help them increase their revenue and particularly profitability, compensating loses from selling hardware.

Once done, they may spend part of that profits plus cash from selling their banks/insurance division to make some extra acquisition, but acquisitions won't be their main priority for that mid-term period.

Is this true?
Its preorder only shows a 69.99€ option and mentions PS5 Pro enhacements. As far as I know Sony didn't mention if it will have or not a $10 upgrade, which maybe appears there the release day.

TLOUP1 and Demon's Souls remakes didn't feature a paid or free upgrade, but they were PS3 games. Maybe they consider it remake and don't include paid or free upgrade option.

But all the other Sony PS4 games that got an enhaced PS5 version (crossgen games, remasters, Director's Cuts, remastered collections) had a free or paid $10 upgrade. So maybe they do the same too.

But these other PS4 games were supersellers, so already made a ton on money and the remaster/PS5 sku etc was an extra. In case of Until Dawn it "only" did sell 4M+ units, so maybe they don't offer upgrade here to try to make more money with the remake.
 
Last edited:
  • Like
Reactions: Bryank75

Bryank75

I don't get ulcers, I give 'em!
Founder
18 Jun 2022
9,439
16,567
icon-era.com
Ballistic Moon is not a Sony owned studio. So Sony doesn't decide who Ballistic Moon fires, or how they get financed outside Until Dawn. Sony only paid them a certain amount of money to make this remake.

If Ballistic Moon didn't find investors to pay their salaries, bills, etc. outside/after this remake, or didn't find a publisher who signed them another project after Until Dawn, that is only a Ballistic Moon thing. Sony can't do anything there because it's a separate, independent, unrelated company.

In fact, maybe Sony poached them some talent for Firesprite. The thing is that pretty likely Sony didn't sign Ballistic Moon to help with their next horror game (which I bet is Until Dawn 2) because they're happy with how Firesprite is handling it.

And well, the ex-Supermassive devs leave Ballistic Moon, the more can Firesprite hire.

Regarding acquisitions: in recent times Sony created several new teams inside their existing teams and acquired several teams. So all these teams have been working on their first game for Sony but still didn't generate revenue, so until now they are only a cost/investment, and not a small one. So they paused this kind of acquisitions/investments for a while, and will resume after these investments in recent years produced their first fruits, and also get properly integrated in the company (this is something that normally takes time too).

This, combined with the extra financial discipline (meaning cutting the fat as they recently did, being more strict with budgets and taking responsability for mistakes), plus their off PS revenue to continue grow should help them increase their revenue and particularly profitability, compensating loses from selling hardware.

Once done, they may spend part of that profits plus cash from selling their banks/insurance division to make some extra acquisition, but acquisitions won't be their main priority for that mid-term period.


Its preorder only shows a 69.99€ option and mentions PS5 Pro enhacements. As far as I know Sony didn't mention if it will have or not a $10 upgrade, which maybe appears there the release day.

TLOUP1 and Demon's Souls remakes didn't feature a paid or free upgrade, but they were PS3 games. Maybe they consider it remake and don't include paid or free upgrade option.

But all the other Sony PS4 games that got an enhaced PS5 version (crossgen games, remasters, Director's Cuts, remastered collections) had a free or paid $10 upgrade. So maybe they do the same too.

But these other PS4 games were supersellers, so already made a ton on money and the remaster/PS5 sku etc was an extra. In case of Until Dawn it "only" did sell 4M+ units, so maybe they don't offer upgrade here to try to make more money with the remake.
I really think they need to have more consistency...

It's very confusing and in some situations it seems like favoritism to some studios.
 

Yurinka

Veteran
VIP
21 Jun 2022
7,778
6,664
I really think they need to have more consistency...

It's very confusing and in some situations it seems like favoritism to some studios.
Well, I assume more than favoritism it depends a lof of the case of each project. I mean, you can give away -or almost- something very cheap that you are 100% sure it will be profitable. But can't do it with something way more expensive that you aren't sure if will be profitable or not.

I mean, it's normal that for a crossgen game you may offer an upgrade, maybe even free.

In case of the PS5 version having some small extras, like in case of Uncharted a second game with almost no change versus the original, or in case of GoT or DS some small dlcs you may charge a bit for the upgrade, those $10. Specially in cases where a ton of people already got the game and most of them won't buy a remaster at full price. For that people, it's better to sell then $10 than nothing.

But in cases where there's a remake from a two generations old game with a ton of work and changes involved, and specially if didn't sell, the costs are higher and the chances of profitability are higher, so maybe it's more understandable to don't offer the upgrade and force people pay full price.
 
  • Like
Reactions: Bryank75

CrackmanNL

Veteran
4 Apr 2024
582
493
Ballistic Moon is not a Sony owned studio. So Sony doesn't decide who Ballistic Moon fires, or how they get financed outside Until Dawn. Sony only paid them a certain amount of money to make this remake.
Never claimed they did only that Sony ain't funding wo further results:
prior they might have grown to a 100 man studio with investments


In fact, maybe Sony poached them some talent for Firesprite. The thing is that pretty likely Sony didn't sign Ballistic Moon to help with their next horror game (which I bet is Until Dawn 2) because they're happy with how Firesprite is handling it.

And well, the ex-Supermassive devs leave Ballistic Moon, the more can Firesprite hire.
Firesprite had lay-offs which reinforces my point actually.

 

Yurinka

Veteran
VIP
21 Jun 2022
7,778
6,664
Never claimed they did only that Sony ain't funding wo further results:




Firesprite had lay-offs which reinforces my point actually.


You did talk about the cuts in Ballistic Moon linking them to Sony cutting the fat due to the mentioned increased financial discipline to increase profits. That didn't apply for Ballistic Moon, but they do apply for Firesprite. Because Firesprite is owned by Sony, while Ballistic Moon isn't.

In particular, apparently did affect particularly the prototype/pitch they had for Twisted Metal, which according to Schreier was in early stages didn't get the greenlight to start its production. The horror adventure being developed at Firesprite continues forward.

But well, doesn't matter.

Regarding "And some plans have changed like making Bungie one of the biggest (subsidiary) live-service publisher": They didn't have a goal that was making Bungie one of the biggest live-service publishers. One of the previous goals in the previous mid-term plan was to integrate them to share Bungie's expertise, best practices, data and tools with the other SIE GaaS teams.

It's something they already did during a year or so after the acquisition, part of it with the creation of the Sony Live Services Center of Excellence, which included the GaaS experts of Bungie, PS Studios and SIE Publishing to review and support the GaaS specific parts of all SIE GaaS titles. This is already done, so don't need to mention it as goals for the next mid-term plan.

Destiny 2 already was one of the most important GaaS in the market, and like any dev/publisher they'll obviously release more games and they aim for the best wishes. But as publisher don't/didn't plan to publish externally developed titles, other than maybe mobile adaptations of their IPs, which pretty likely would be published on mobile -at least before the acquisition- by their partner Netease (one of the top publishers in mobile).
 
Last edited:

CrackmanNL

Veteran
4 Apr 2024
582
493
You did talk about the cuts in Ballistic Moon linking them to Sony cutting the fat due to the mentioned increased financial discipline to increase profits. That didn't apply for Ballistic Moon, but they do apply for Firesprite. Because Firesprite is owned by Sony, while Ballistic Moon isn't.
And the lay-offs, they were around 40 when the news came of project Bates/''acquisition'' and grown to around 70.
Age of growth also refers to partnerships for start-up studios like Deviation or Haven. Financial discipline in addition applies to the resources allocated for these projects, owned or not. I put acquisition in parentheses cause of Colin Moriarty and others having reports of them registering as a Sony owned entity.

In particular, apparently did affect particularly the prototype/pitch they had for Twisted Metal, which according to Schreier was in early stages didn't get the greenlight to start its production. The horror adventure being developed at Firesprite continues forward.
This affected all around Sony. From top tier devs to eliminating (smaller) established studios within. I don't need to bring up all the reports of lay-offs since Totoki has come in. Which shows the growing and efficiency quotes are not just words from the execs but results.

Regarding "And some plans have changed like making Bungie one of the biggest (subsidiary) live-service publisher": They didn't have a goal that was making Bungie one of the biggest live-service publishers. One of the previous goals in the previous mid-term plan was to integrate them to share Bungie's expertise, best practices, data and tools with the other SIE GaaS teams.
You are mistaking Sony's use for PS studios and the difference of Bungie as an automatous publisher with Sony's funding.
They almost doubled Bungie in size incubating projects to be multiplatform. The press statements and interviews with Jim Ryan and Pete Parsson are there and known.
“This is an important step in our strategy to expand the reach of PlayStation to a much wider audience. We understand how vital Bungie’s community is to the studio and look forward to supporting them as they remain independent and continue to grow.
SIE

Again this proves my point with Totoki coming in, around 100 cut last year, 220 recently with additional 150 moved internally.
They are basically bit smaller than their original size when acquired, not able to do 3-4 projects at a time.
They had a fail ''safe'' plan (hypothesis) in case Bungie didn't meet financials but in my opinion with how ABK turned out the need for them has gone as well.
 

Yurinka

Veteran
VIP
21 Jun 2022
7,778
6,664
I put acquisition in parentheses cause of Colin Moriarty and others having reports of them registering as a Sony owned entity.
They wrote this days after a job offer was spotted showing them as working for Sony. But as we saw, they are working as a 2nd party team. If Sony would have acquired them they must have publicly announced it to their investors, they'd appear listed in the SIE website with the other PS Studios teams, etc.
https://pitchbook.com/profiles/company/519735-52#overview
This affected all around Sony. From top tier devs to eliminating (smaller) established studios within. I don't need to bring up all the reports of lay-offs since Totoki has come in. Which shows the growing and efficiency quotes are not just words from the execs but results.
Yes, but didn't affect to Kojima Productions, Ballistic Moon, From Software or Sumo because even if they are sometimes hired for Sony, Sony doesn't own them.

It could happen indirectly if Sony cancels a game they are working on, but it isn't the case of Until Dawn because it will be published in a couple weeks.

You are mistaking Sony's use for PS studios and the difference of Bungie as an automatous publisher with Sony's funding.
Bungie is a fully owned SIE subsidiary, just like Naughty Dog or PlayStation Spain. Like ND, Bungie has creative freedom but reports to Hermen Hulst. The only difference is that Sony considered to keep Bungie as a different publishing label to differentiate them from PS Studios because Sony wants Bungie games to continue being full multiplatform day one including rival consoles, unlike PS Studios titles.

They almost doubled Bungie in size incubating projects to be multiplatform. The press statements and interviews with Jim Ryan and Pete Parsson are there and known.

SIE

Again this proves my point with Totoki coming in, around 100 cut last year, 220 recently with additional 150 moved internally.
They are basically bit smaller than their original size when acquired, not able to do 3-4 projects at a time.
They had a fail ''safe'' plan (hypothesis) in case Bungie didn't meet financials but in my opinion with how ABK turned out the need for them has gone as well.
After the acquisition Sony hired a lot of people for Bungie, and time later reduced its size firing some people first due to redundancies (Bungie had it planned when acquired) and later moving other to other SIE places because they considered it and also due to Lightfall underperformed plus apparently some project that was being incubated not being greenlighted.

Now Bungie -more focused on Destiny and Marathon- has a couple dozen people more than when they were acquired:

image.png


Part of the reducing Bungie's size recently moving some of them to other parts of SIE or firing them pretty likely has to do with Totoki wanting the studios to take responsability and having more financial discipline to improve profitability.

It also worth mentioning that they report to Hermen not because he's the co-CEO of SIE, but also because now Bungie is inside the same SIE group as PS Studios reporting to Hermen. And also because since they were acquired, Hermen, the SIE SVP of marketing and other SIE VIP are in the board of directors of Bungie.
 
Last edited:

CrackmanNL

Veteran
4 Apr 2024
582
493
Bungie is a fully owned SIE subsidiary, just like Naughty Dog or PlayStation Spain. Like ND, Bungie has creative freedom but reports to Hermen Hulst. The only difference is that Sony considered to keep Bungie as a different publishing label to differentiate them from PS Studios because Sony wants Bungie games to continue being full multiplatform day one including rival consoles, unlike PS Studios titles.
''Post-acquisition, Bungie will be an independent subsidiary of Sony Interactive Entertainment and run by its Board of Directors chaired by Pete Parsons and Bungie’s current management team'' from SIE.

It also worth mentioning that they report to Hermen not because he's the co-CEO of SIE, but also because now Bungie is inside the same SIE group as PS Studios reporting to Hermen. And also because since they were acquired, Hermen, the SIE SVP of marketing and other SIE VIP are in the board of directors of Bungie.
Hermen has been on the board of Bungie with Eric Lempel since the acquisition prior to his promotion.

Yes, but didn't affect to Kojima Productions, Ballistic Moon, From Software or Sumo because even if they are sometimes hired for Sony, Sony doesn't own them.
Again you are stuck on owning, I spoke on funding. Have pointed that out multiple times by now.

Sony would have acquired them they must have publicly announced it to their investors
I put it in parentheses for this reason, I explained why, does not mean I said they were owned.

Part of the reducing Bungie's size recently moving some of them to other parts of SIE or firing them pretty likely has to do with Totoki wanting the studios to take responsability and having more financial discipline to improve profitability.
Like I said age of growth is over, different direction with Totoki. Have no idea what you are arguing about. Just to put my quote in again
Financial discipline in addition applies to the resources allocated for these projects, owned or not
 

Yurinka

Veteran
VIP
21 Jun 2022
7,778
6,664
''Post-acquisition, Bungie will be an independent subsidiary of Sony Interactive Entertainment and run by its Board of Directors chaired by Pete Parsons and Bungie’s current management team'' from SIE.
Independent from PS Studios, but still a 100% fully owned SIE subsidiary that reports to the SIE CEO.

Again you are stuck on owning, I spoke on funding. Have pointed that out multiple times by now.
Sony doesn't fund Nintendo because doesn't own it. And Sony doesn't fund Ballistic Moon because doesn't own it. But funds Bungie because owns it.

In case of 2nd party games (case of Ballistic Moon, not Bungie), Sony pays to an external company (Ballistic Moon) an agreed budget to make a game, this case a remake. If Ballistic Moon has another team worked for someone else, it isn't funded by Sony. Whatever Ballistic Moon does after the remake for someone else, isn't funded by Sony.

Everything at Bungie is funded and controlled by Sony because they own it. If Sony wants to fire hundreds of Bungie employees, they do it. If Sony wants to fire and replace Bungie executives, they do it. If Sony wants to move Bungie employees to other SIE teams, they do it. If Sony wants to cancel Bungie projects, they do it. If Sony wants to merge PS Studios and Bungie into a business group, they do it. If Sony wants to shut Bungie down, they do it.