[0:10] Ubisoft needed a win. In fact, after [0:13] years of burning through cash on [0:14] canceled projects and repeatedly delayed [0:16] games that failed to meet sales [0:18] expectations, Ubisoft needed multiple [0:21] wins. [0:21] >> [music] [0:21] >> Seauite executives and analysts at one [0:24] time predicted Star Wars Outlaws would [0:26] provide the family-owned French [0:27] publisher with a shot at financial [0:29] recovery. It too fell well below [0:31] commercial expectations despite [0:33] heralding the next epoch [music] of Star [0:35] Wars games. [0:39] >> Okay, get ready. [0:43] >> For non one decade, Electronic Arts [0:45] exclusively held the rights to develop [0:47] and publish Star Wars branded [0:49] interactive media. Two Battlefront [0:51] revivals spawned from the multi-year [0:53] agreement alongside Respawn [0:54] Entertainment's Star Wars Jedi series [0:56] and EA Motives dog fighting adventure [0:58] Star Wars Squadrons. These releases [1:01] enjoyed varying degrees of success. [1:03] However, general consensus ultimately [1:05] labeled the EA era disappointing at best [1:08] and an abject failure at worst. [1:10] >> You [ __ ] it up again. The 2021 [1:14] announcement of Outlaws then generated [1:16] much excitement, though the anticipation [1:18] waned as the release date drew near. Not [1:21] even the fun of fulfilling brand [1:23] specific space and scoundrel fantasies [1:25] could distract from the open world [1:26] titles various flaws. Middling review [1:28] scores and insufficient sales made [1:30] matters worse, complicating Ubisoft's [1:33] highly publicized financial struggles. [1:35] >> Um, that follows a rough [music] time [1:37] for the company. They had issued a [1:39] profit warning recently. They've been [1:41] disappointed by the release of an [1:43] important game, a Star Wars game. [1:45] >> Again, the Assassin's Creed maker needed [1:47] a win. After hedging its bets on space [1:50] fairing rogues, the publisher felt [1:51] compelled to bank on outside help for [1:54] its continued survival. [1:55] >> We know they're already an investor [1:57] alongside the Gimmo [music] family. But [1:59] would Chinese buyers be able to get [2:01] their hands on a prized French treasure? [2:04] >> This is the tragedy of Star [music] Wars [2:06] Outlaws. [2:10] >> [music] [2:20] [music] [2:33] >> On January 11th, 2021, [music] [2:35] Lucasfilm's previously defunct gaming [2:37] division returned in the form of [2:38] Lucasfilm games. Surprising news that [2:41] marked the first step towards expanding [2:43] the brand footprint across video games. [2:46] The EA exclusivity deal, which dated [2:48] back to 2013, ended just a couple of [2:51] days later. Senior vice president of [2:53] games at Disney, Jean Shop, explained [2:56] the Madden publisher would remain a very [2:58] strategic and important partner, but [3:00] told Wired, [music] "We did feel like [3:02] there was room for others. Not unlike [3:04] the Marvel games approach, Disney and [3:06] Lucasfilm games wanted to spread the [3:08] field by collaborating with an array of [3:10] game creators. Enter Ubisoft and the [3:12] crew best known for The Division, [3:14] Massive Entertainment. During the E3 [3:17] 2018 trade show, where in Massive [3:19] unveiled The Division 2, the studios [3:21] then managing director, David Poffeld, [3:24] had a run-in with Disney executives at a [3:26] cafe out front. Massive already appeared [3:28] on Disney's short list of potential [3:30] future partners. Thus, the meetup [3:32] revolved around what such a partnership [3:34] would entail. The result, a pitch for an [3:37] openw world adventure highlighting the [3:38] galaxy's seed underbelly. [3:41] Concept work began roughly one week [3:43] before co lockdowns in early 2020. [3:46] Senior developers took a two-e break, [3:48] then shifted into remotely mapping out [3:50] core ideas for the project. One constant [3:53] remained presented throughout the [3:54] brainstorming sessions. They would [3:56] forego the usual Star Wars video game [3:59] trappings of focalizing the Jedi or [4:01] rebel forces to instead craft a hero's [4:03] journey centering the scoundrel [4:05] archetype. The Division 2 team putting [4:07] its live service bonafides in the rear [4:09] view led production efforts, [4:11] specifically envisioning an openw world [4:12] experience filter through the lens of [4:14] more [music] contained storytelling. [4:17] Lucas Film Games went beyond simply [4:19] approving Massu Scoundro fantasy [4:21] proposal. The former ostensibly [4:23] determined the game's setting by [4:24] illuminating developers about a one-year [4:26] period in Star Wars lore sandwiched [4:29] between The Empire Strikes Back and [4:31] Return of the Jedi. As creative director [4:34] Julian Gerity told Comic Book Resources, [4:36] "This period suited the scoundrel angle [4:38] well because it followed the Rebel [4:40] Alliance's defeat at the Battle of Hoth. [4:42] Such a devastating loss precipitated the [4:45] Empire's rise in dominance, thereby [4:47] forcing the Rebel retreat into hiding. [4:49] The unceasing conflict between these two [4:51] factions constituted a boon for the [4:53] underworld. Criminal syndicates across [4:55] the galaxy exploited the ensuing [4:57] turmoil. Suddenly finding themselves a [4:59] wash in wealthb buildinging [5:01] opportunities. It made sense for an open [5:03] world title set against this backdrop to [5:05] track the dealings of a Han Soloike [5:07] outlaw. [5:08] >> Uh had a slight weapons malfunction, but [5:11] uh everything's perfectly all right now. [5:13] We're fine. We're all fine here now. [5:15] Thank you. How are you? According to [5:18] Geri though, the developers never [5:20] considered Han Solo as a possible [5:22] protagonist. Having decided in NASA [5:24] ideation phases that they would pursue [5:26] original stories with unique characters, [5:28] a [music] brand new character would [5:30] undertake the scrappy underdog role. [5:32] Their backstory seated in hardship while [5:34] their relatively standard capabilities [5:36] promoted stealth and combat-based [5:38] gameplay mechanics. Massive invented K [5:41] vest to play the part of a common [5:43] pickpocket who grew up in the Kanto bite [5:45] location created for the last Jedi. The [5:48] Star Wars Outlaws narrative introduced [5:49] Kay as a troublemaker with a bounty on [5:51] her head. Her sole chance at freedom [5:53] reliant on the successful completion of [5:55] an impossible heist. Much went into [5:57] making Kay relatable and believable from [6:00] both a character design and casting [6:02] perspective. For the game and former [6:04] cover story, associate art director [6:06] Martha Yoners recalled how artist [6:08] created nearly every facet of the [6:10] protagonist design with intent to [6:11] reflect her outlaw ccentric identity. [6:14] The broken nose and scars typified a [6:16] survivor who lived rough. Her hair pin [6:19] proved functional and fashionable since [6:21] it doubled as a lockpicking tool. [6:26] >> What' we get into, buddy? In addition, [6:28] massive targeted personality traits that [6:31] differentiated K from other modern [6:32] gaming protagonists whose overconfidence [6:34] and sarcastic qualities were often not [6:37] believable. Outlaws as wisecracking [6:39] scoundrel needed to be an identifiably [6:41] flawed individual at the beginning of [6:43] their journey. Casting Jinny and Georgia [6:45] star Humberly Gonzalez helped further [6:47] flesh out Kay's myriad layers. The [6:49] developers re-evaluated the character [6:51] following Gonzalez's hiring. in [6:53] particular adding more humor inspired by [6:55] the gung-ho nature in her performance. [6:57] But Outlaws wasn't a oneperson show by [7:00] any means. Another differentiating [7:02] factor manifested in the creation of an [7:04] alien creature named Nyx, who assumed [7:05] the role of the game's second [music] [7:07] lead. Massive conceived Nyx in [7:09] conjunction with Lucasfilm games, [7:11] thereby inventing a new species in the [7:13] Star Wars universe called Merkel. [7:15] Originating from an unspecified [7:17] rainforest planet, this axelottalike [7:19] critter was developed to star alongside [7:21] Caves and bring a unique take to the [7:23] scoundrel archetype. Nyx consequently [7:26] played the part of more than just a [7:27] sweet and helpful pet companion. The [7:29] Merkel could also exhibit fiercely [7:31] protective behaviors. [7:38] blaster. [7:40] >> To ensure these disperate [music] traits [7:42] pervaded the moment to moment action, [7:44] the team molded Nyx with the properties [7:46] of several realworld creatures. His [7:48] helpful qualities were derived from a [7:50] behavioral pattern seen in lemurs [7:51] [music] and monkeys. Meanwhile, reptiles [7:54] influenced his rougher tendencies. [7:55] Players could dispatch the animal during [7:57] stealth encounters [music] to distract [7:59] guards, for example, then later have him [8:01] sneakily activate the explosive devices [8:03] equipped by enemy NPCs. [8:06] Still, the crew at Massive knew that [8:08] despite their efforts in going against [8:09] the grain, they were facing an uphill [8:11] battle. A one-sided battle really, given [8:14] the public had widely reduced all [8:16] Ubisoft openw world games to bloated [8:18] content farms. [music] The studio went [8:20] out of its way to change the narrative [8:22] in Outlaw's favor by prioritizing [8:24] meaningful interactions and worthwhile [8:26] exploration opportunities. Yet, not even [8:29] The Division creators could turn the [8:30] tide in this regard. [8:40] >> [music] [8:43] >> Capturing the 1970s Star Wars aesthetic [8:46] constituted a focal point for [8:47] developers, many of whom were longtime [8:50] fans eager to honor the series. [music] [8:52] One way they accomplished as much rested [8:54] in the development of an in-engine [8:55] camera lens that replicated cinema [8:57] lenses of the 70s. Speaking with [9:00] gamesindustry.biz, biz. Julian Gerity [9:02] noted the feature enabled camera [9:03] distortion, lens flares, and a [9:05] panovision lens vignetting chromatic [9:07] aberration. Lucasfilm provided Rogue [9:10] One's camera values as well, allowing [9:12] Outlaw's designers to match the visual [9:14] flare of the original trilogy through [9:16] modern technology. [9:18] Naturally, quality gameplay mechanics [9:20] proved just as integral. Massive knew [9:22] well the reputation of the Ubisoft house [9:25] style, which endured years of critique [9:27] since Assassin's Creed, Far Cry, and [9:29] Watchd Dogs all seemed cut from the same [9:31] cloth in some respects. But as Garity [9:34] pointed out, Massive itself sprung from [9:36] different roots entirely. Ubisoft had [9:39] internally incubated most of its other [9:40] teams, whereas the Swedish company broke [9:43] ground independently, then found a home [9:45] with Vendi before the 2008 Activision [9:47] merger resulted in Ubisoft acquiring the [9:50] studio. Such unique DNA inspired a [9:53] relatively foreign approach to openw [9:54] world development. For instance, instead [9:56] of traditional upgrade trees, K's [9:59] improvements stemmed from players [10:00] seeking out experts in their craft, [10:02] building a Padawan and masteresque [10:04] relationship that set the protagonist on [10:06] an adventure culminating in brand new [10:08] skills. Everything is ingrained in the [10:10] people and the world, Gity said of the [10:12] method. Nowhere was this more apparent [10:14] than in Outlaws's reputation system, [10:17] which determined how the four in-game [10:19] factions treated the aonomous scoundrel. [10:22] Separated into six tiers, the system [10:24] weighed heavily on the player's ability [10:25] to earn unique rewards like cosmetic [10:28] items and weapon upgrades. A terrible [10:30] standing with a faction blocked Kay from [10:32] entering certain territories, in turn, [10:34] robbing her of new job opportunities. [10:37] Meanwhile, reaching higher standings [10:39] rewarded special gifts. Smaller actions [10:41] like stealing affected the tally in [10:43] their own right, the ensuing [10:45] consequences adding up over time. [10:48] >> What they think would happen. [10:50] >> Of course, the feature ran the risk of [10:52] feeling formulaic, considering players [10:54] could increase their standings by [10:56] completing factionspecific contracts, [10:58] after which an opportunity to betray the [11:00] contractor arose. Rinse and repeat. [11:04] These inventive mechanics made all the [11:05] difference though, especially during a [11:07] period where in questions abound about [11:09] whether openw world Ubisoft fatigue had [11:11] picked up steam. This semblance of [11:14] player agency didn't begin and end with [11:16] reputation either. It was equally [11:18] conveyed via tools letting the user [11:20] express how Kay managed her [11:21] interpersonal skills. Since not every [11:24] situation necessitated blaster fire, the [11:26] developers built tools that provided [11:28] agency and conversations through [11:30] consequential dialogue choices. I hope [11:33] you know what you're doing. [11:35] >> You are making a terrible mistake. The [11:38] Hive will never survive. [11:40] >> Simply put, Massive made doubly sure its [11:43] sandbox played differently than anything [11:44] else Ubisoft had on the market. The [11:47] speeder and ship mechanics were designed [11:49] by an ex- Criterion staffer with ties to [11:51] the Battlefront series. Kay would [11:53] encounter faces old and new on her [11:55] journey, including iconic figures like [11:57] Jabba the Hut and Lando Calissian. [11:59] Familiar locations would be as easily [12:01] accessible as never-beforeseen loces. [12:04] Outlaws seemed nothing if not a love [12:06] letter to the storied sci-fi brand. Yet, [12:08] the response to the game's first trailer [12:11] indicated the uphill battle showed no [12:13] sign of slowing down. [12:23] Lucasfilm Games has been busy. They [12:25] announced their return as a brand on [12:27] Monday and a new Indiana Jones game in [12:29] partnership with Bethesda yesterday. [12:31] Today, Lucasfilm Games and Ubisoft say [12:33] they are working on a storydriven openw [12:36] world Star Wars game. But what does that [12:38] mean for EA? [12:39] >> News of Ubisoft's Star Wars project made [12:41] the rounds in January 2021, the same day [12:44] the Electronic Arts exclusivity deal [12:46] concluded. Details were scarce with [12:48] Ubisoft merely confirming a [12:50] narrative-driven openw world experience [12:52] powered by Snowdrop. The proprietary [12:54] engine originally built for The [music] [12:55] Division. Star Wars Outlaws entered the [12:57] limelight in full during Xbox's June [13:00] 2023 games showcase. A cinematic trailer [13:03] unveiled Kess and Nyx. [music] Its quick [13:05] cuts teasing the types of ground and [13:07] spaceflight action the duo would face in [13:09] game. [music] Reactions were fairly [13:11] mixed. Many likened it to previously [13:13] canceled projects like Star Wars 1313 [13:15] [music] [13:16] and the shelved rag tag project once [13:18] helmed by Uncharted creator Amy [music] [13:20] Henig. Some skeptics filled comment [13:22] sections with their doubts about [13:24] venturing into a Ubisoft sandbox. Others [13:26] expressed exhaustion at the thought of [13:28] yet another story set during the [13:30] Skywalker saga. And then there were [13:33] those who complained about the female [13:34] lead and what her gender meant for the [13:36] story and its themes. Skepticism made [13:39] way for cautious optimism shortly [13:41] thereafter. Once Mass debuted 10 minutes [13:43] of gameplay footage at Ubisoft Forward [13:45] 2023. Star Wars fans had high hopes for [13:49] K's droid ally ND5 wanted to see more [13:52] gunplay and couldn't believe how great [13:54] the ship combat looked. The new game [13:57] oozed potential. Yet that burst of [13:59] momentum lasted only a short while. [14:02] Kay's physical appearance became an easy [14:04] target, predominantly spurred on by [14:06] detractors debating her attractiveness [14:08] or the perceived lack thereof. The [14:10] character modeled after Humberly [14:11] Gonzalez's likeness was called ugly, [14:14] woke, and everything in between. Gity [14:16] dismissed the comments as bad faith [14:19] criticism, nonsense unworthy of [14:21] response. The director stated during a [14:23] chat with the Washington Post, "All we [14:25] can do is make the best [music] game [14:27] possible." Undoubtedly, the pressure to [14:29] be the best mounted after Ubisoft [14:31] unveiled the title's special editions [14:33] priced at $110. The gold edition [14:36] included 3 days of early access and the [14:38] season pass. The $130 Ultimate Bundle [14:42] featured the same contents alongside [14:44] exclusive cosmetic items and a digital [14:46] artbook. All who purchased Outlaws at [14:48] launch received it in an inferior state [14:51] compared to those who waited. However, [14:53] the game's earliest adopters were hit [14:54] the hardest by its shortcomings. [15:15] >> [music] [15:16] >> You can be pilot Imperial shuttle. [15:19] Can you? The review embargo for Star [15:22] Wars Outlaws lifted on August 26th, [15:25] 2024, one day before early access began [15:28] and 4 days ahead of the wide release. [15:30] Lukewarm reviews flooded the web. [15:32] evidenced in the Metacritic score [15:33] settling around the mid70s across PC, [15:36] PS5, and Xbox series platforms. Many [15:39] critics thought it wonderfully faithful [15:41] to the Star Wars mythos and aesthetic [15:43] the scoundrel fantasy developers spent [15:45] months touting had been achieved in [15:47] full, courtesy of Kay's characterization [15:49] and the improvisational swashbuckling [15:51] gameplay. Outlaw's progression system [15:54] garnered his fair share of praise, as [15:55] did the reputation mechanic. Even the [15:58] openw world design earned a few high [15:59] marks with several outlets praising [16:01] Massa for sideststepping Ubisoft's [16:03] divisive formula. So where did the [16:05] ostensible first ever open world Star [16:07] Wars game fall short? Movement didn't [16:10] feel sticky enough. Repetitive puzzles [16:12] disrupted the flow. Some critics [16:14] lamented the predominantly empty open [16:16] world and others found the story bland [16:18] at best. Game skinny dubbed Outlaws a [16:21] familiar game that would neither offend [16:23] nor astound. But the most consistent [16:26] criticism centered on the litany of [16:28] technical wos. Even Outlaws's incredibly [16:30] engrossing qualities couldn't distract [16:32] from issues such as graphical hiccups, [16:34] missing NPCs, and broken quests. [16:40] Players who paid extra for early access [16:42] especially got the raw end of the deal. [16:44] One day following the early access [16:46] launch, Massive Entertainment pushed out [16:48] a patch featuring bug fixes and 40fps [16:51] support. The update seemed promising [16:54] enough, yet an untold number of PS5 [16:56] players loaded their existing save files [16:58] post patch and found themselves stranded [17:01] in space with no way out. Unfortunately, [17:04] the hot fix meant to resolve this [17:06] game-breaking error came with a caveat. [17:08] Forcing players to start over with a new [17:10] save, lest they encountered further [17:12] progression blockers. If these problems [17:15] weren't enough, stealth seemed [17:17] inherently butchered at launch due to [17:19] instafail states that locked users into [17:21] unfairly punishing difficulty spikes. [17:23] Julian Garity acknowledged the mistake [17:25] and insisted the game would receive the [17:27] necessary fixes. However, the patch [17:30] didn't go live until Outlaw's 1.4.0 [17:33] update arrived that November, in which [17:35] developers cut most mission-based [17:37] stealth requirements. By then, such [17:39] moves were considered too little too [17:41] late. Ubisoft's bottom line had already [17:44] suffered and at a crucial time no less. [17:46] [music] [17:46] Analysts and investors alike sounded the [17:49] alarm, all forecasting the turmoil that [17:51] awaited if future releases, namely the [17:53] much delayed Assassin's Creed Shadows, [17:56] failed to [music] meet expectations. [18:06] tweet that means Ubisoft share price has [18:07] fallen to a near 10-year low since the [18:10] release of Star Wars Outlaws. Analysts [18:13] are attributing it to a poor than [18:14] expected start for the game. At [18:15] >> a time when the stock price is €10 a [18:17] share, down from over €100 a share back [18:20] [music] in 2018. How did Ubisoft get [18:22] here? How does this happen? [18:24] >> Just today, it dropped 20%. What once [18:26] traded at €94 is now trading for €9.2. [18:31] This is dire. September 3rd, 2024 was [18:35] far from a good day for Ubisoft. This [18:37] otherwise ordinary Tuesday marked the [18:39] second consecutive [music] 24-hour [18:41] period where Ubisoft shares fell [18:43] precipitously. Reuters reported the [18:45] shares were trading at their lowest [18:47] levels since 2015 and adding to their [18:49] over 30% drop since the start of 2024. X [18:53] Defiance's [music] lower than expected [18:54] performance earlier in the year [18:56] contributed to the deficit as well, [18:58] leaving the belleaguered company in a [18:59] rather precarious position. Ubisoft [19:02] still had faith in Outlaws as of July, [19:04] though given CFO Frederick Dugay's [19:06] confidence that the game would boost [19:07] second quarter net bookings. Plus, at [19:10] the time, AC Shadows' mid- November due [19:12] date appeared poised to bolster [19:14] financial recovery efforts after years [19:16] of negative cash flow driven by [19:17] recurring game cancellations and delays. [19:20] The Star Wars project's soft sales and [19:23] the ensuing stock market response [19:24] inspired at least one investor, however [19:26] minor, [music] to pen a strongly worded [19:28] letter. Slovakia based hedge fund AJ [19:31] Investments, holding less than 1% of all [19:33] shares, urged Ubisoft's board of [19:36] directors to consider selling the [19:37] company or going private. The open [19:39] letter further proposed cost cutting [19:41] measures [music] and the resignation of [19:43] CEO Eve Gimmo. Notably, the share price [19:47] suffered another sharp decline when AC [19:49] Shadows moved from November 2024 to an [19:52] early 2025 launch window. Within days of [19:55] the news, AJ Investments issued a second [19:57] letter claiming to have mustered support [19:59] from 10% of the publisher shareholders. [20:02] The late September notice read in part, [20:04] "We call on the management of Ubisoft to [20:06] allow the sale of the company to third [20:08] parties or private equity firms at a [20:10] fair price." By this point, Ubisoft HQ [20:13] had already acknowledged Star Wars [20:14] Outlaws' poor [music] performance, but [20:16] insisted support would persist unabated. [20:19] Developers were mobilizing to swiftly [20:21] implement a series of updates to polish [20:23] and improve the player experience with [20:25] hopes of appeasing a wider audience just [20:27] in time for the holiday season. If all [20:30] worked in Ubisoft's favor, the changes [20:32] could position Star Wars Outlaws as a [20:34] strong long-term performer. The [20:36] aforementioned 1.4.0 title update helped [20:39] get the ball rolling since it removed [20:41] stealth requirements, improved facial [20:43] animations, and addressed a laundry list [20:45] of bugs. Outlaws's first season [music] [20:48] pass installment arrived alongside the [20:49] patch, introducing the wildcard [20:51] narrative expansion, [music] wherein [20:53] Kest crossed paths with Lando Calissian. [20:56] And still, Outlaws struggled to attract [20:58] an audience, merely ranking 47th on [21:01] Europe's [music] bestselling games list [21:02] for 2024 and selling less than Respawn [21:05] Entertainment Star Wars Jedi Survivor, [21:08] which hit stores [music] one year prior. [21:10] A change in tactics was in order for the [21:11] sake of the company's survival. [21:15] >> Yes. So in terms of u strategic options [21:18] um yes we as as we said [music] early [21:20] January we appointed [21:22] u advisor so at the very beginning of [21:25] the month um [music] so now the process [21:28] is ongoing uh of course we can't share [21:31] uh much more than than that but we are [21:33] >> the French publisher wouldn't exactly [21:35] leave its disappointing 2024 in the past [21:38] instead 2025 opened with an unexpected [21:41] investor call during which leadership [21:43] announced the appointment of advisers [21:44] tasked with actively exploring various [21:47] strategic and capitalistic options to [21:49] unlock the full value potential of [21:51] Ubisoft assets. In March, Ubisoft [21:54] revealed the stabilization effort had [21:55] resulted in the jointly established new [21:57] gaming [music] subsidiary based on the [21:59] Assassin's Creed, Far Cry, and Tom [22:01] Clancy's Rainbow 6 properties. Chinese [22:03] tech [music] giant 10 cent, already [22:05] owning a 9.99% stake in Ubisoft, would [22:08] invest€1.16 [22:10] billion euros for a minority stake of [22:12] about 25% in the entity. Executives [22:15] claimed [music] the joint venture valued [22:16] at approximately €4 billion would [22:18] increase the quality of narrative-driven [22:20] solo experiences, expand multiplayer [22:23] offerings with increased frequency of [22:25] content release, and introduce [22:26] free-to-play touch points. Assassin's [22:29] Creed, Far Cry, and Rainbow 6 were [22:31] singled out because they constituted [22:33] three of the largest brands under the [22:34] Ubisoft umbrella. The publisher [22:36] partially addressed what this meant for [22:38] other franchises, explaining in a [22:40] statement that it planned [music] to [22:41] focus on nurturing the development of [22:43] iconic IP, including Ghost Recon and The [22:46] Division, outside of the 10-centent [22:48] backed subsidiary. As the two companies [22:51] ironed out the details behind [music] [22:52] the scenes, Massive Entertainment [22:54] continued delivering fresh Star Wars [22:56] Outlaws content. The most significant [22:58] release arriving in May 2025 with a [23:01] pirate's fortune. Like Wildcard, the [23:03] second story pack saw Kas meet a classic [23:06] character, Hondo Anaka of the Clone Wars [23:08] fame, and embark on an action-packed [23:10] adventure in local both iconic and new. [23:14] A pirate's fortune represented the last [23:15] of Outlaw's consequential content drops. [23:18] A reality that didn't mesh with the one [23:20] previously envisioned by creative [23:22] director Julian Gerity, who once told [23:24] Games Radar he hoped to support the [23:26] adventure for years, likely in a fashion [23:28] resembling AC Valhalla's multi-year road [23:30] map. Comparable to The Division 2's [23:33] production, 600 developers across 11 [23:36] studios brought the disperate parts of [23:38] Outlaws together in a 4-year time span. [23:40] They reportedly did so on a budget 30% [23:43] higher than that of Assassin's Creed [23:44] Mirage. Ubisoft hasn't disclosed sales [23:47] numbers, though insider gaming sources [23:49] alleged the title moved a poultry 1 [23:51] million units within roughly 1 month of [23:53] release, indicating a significant [23:55] financial loss when considering how [23:56] poorly Outlaws sold during its debut [23:58] year. While the future looks bleak for [24:01] this specific Star Wars tale, Ubisoft [24:03] may come out the other side of it. Worse [24:05] for wear, but still kicking nonetheless. [24:07] The new division partially owned by [24:09] 10centent began operations in October [24:11] 2025 under the name Vantage Studios and [24:14] the pair completed the investment deal [24:16] weeks later. The Chinese conglomerate [24:18] holding 26.32% [24:20] economic interest in the studio [24:21] exclusively controlled and consolidated [24:24] by Ubisoft. How the latter intends to [24:26] manage assets that exist outside the [24:28] Vantage purview remains [music] a [24:30] mystery. Ubisoft has long kept itself [24:33] afloat through arguably untenable [24:34] operations. [music] As of March 2022, [24:37] more than 20,000 people were employed at [24:39] in-house outfits around the globe, a [24:41] headcount reduced by 1,700 two years [24:44] thereafter. Pundits called the [24:46] corporation bloated even after the [24:47] rampant layoffs. Dissatisfied [24:49] shareholders like AJ Investments called [24:51] [music] it mismanaged. Thus, reason [24:53] suggests a shakeup was a long time [24:55] coming. Of course, the blame shouldn't [24:58] rest solely at the feet of Star Wars [24:59] Outlaws and Massive Entertainment, but [25:01] the commercial failure poured salt into [25:03] a festering wound. [music] The tragedy [25:05] of the KS adventure lies with the [25:07] management whose questionable [25:08] decision-making expected [music] several [25:10] risky endeavors to pull a company back [25:12] from the brink when it was already [25:14] dangerously teetering over [music] the [25:16] edge. [25:22] >> So [25:24] [music] where do we go next? [25:28] Anywhere we want. Andy. [25:35] [music] [25:48] Thank you for watching our video. We'd [25:50] like to take this time to thank by name [25:52] the generous patreons who have pledged [25:54] to our Hall of Fame reward tier. 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