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The Tragedy of Star Wars Outlaws

Transcribed Jun 28, 2026 Watch on YouTube ↗
Intermediate 13 min read For: Gamers, industry analysts, and business readers interested in video game development, corporate strategy, and the intersection of pop culture IP with financial markets.
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AI Summary

The video details the troubled development and commercial failure of Ubisoft's 'Star Wars Outlaws,' linking it to the company's broader financial crisis. It explains how the game, which aimed to offer a unique scoundrel fantasy, was undermined by technical issues at launch, leading to poor sales and contributing to a severe drop in Ubisoft's stock price, ultimately forcing a restructuring deal with Tencent.

[0:10]
Ubisoft's Financial Struggles

Years of canceled projects and delayed games that failed to meet sales expectations put Ubisoft in a precarious financial position, needing multiple wins to recover.

[1:10]
EA's Star Wars Era Disappoints

General consensus labeled Electronic Arts' decade-long exclusivity deal for Star Wars games as disappointing, with releases like Battlefront and Jedi series enjoying only varying degrees of success.

[2:33]
Lucasfilm Games Returns

In January 2021, Lucasfilm's gaming division returned as Lucasfilm Games, signaling a new strategy to work with multiple developers, ending EA's exclusivity.

[4:17]
Game Setting and Scoundrel Focus

The game is set between 'The Empire Strikes Back' and 'Return of the Jedi', a period of Empire dominance and Rebel hiding, which creative director Julian Gerity said perfectly suited a scoundrel-focused story, deliberately avoiding Jedi or Rebel themes.

[5:08]
Original Protagonist Kay Vess

The developers chose an original character, Kay Vess, a common pickpocket with a bounty on her head, rather than Han Solo, to tell a unique story with a scrappy underdog protagonist.

[5:32]
Character Design and Casting

Design details like a broken nose and scars reflected Kay's rough life. Casting Humberly Gonzalez added humor to the character. The alien companion Nyx, a new species called Merkel, was also created to support the scoundrel fantasy.

[8:43]
Recreating 70s Star Wars Aesthetic

The team developed an in-engine camera lens that replicated 1970s cinema lenses to capture the original trilogy's look, using lens flares, chromatic aberration, and camera values from 'Rogue One'.

[9:18]
Unique Open World Design

Massive Entertainment, a studio with independent roots, aimed to avoid the typical Ubisoft open-world formula. This included a reputation system with factions, and a skill progression where players learn from experts rather than using traditional upgrade trees.

[12:39]
Reveal and Initial Reactions

Announced in January 2021, the game was fully unveiled at Xbox's June 2023 showcase. Reactions were mixed, with comparisons to canceled projects and complaints about the female lead. Gameplay footage later generated cautious optimism.

[15:15]
Review Scores and Technical Issues

The review embargo lifted August 26, 2024, yielding mixed scores (mid-70s on Metacritic). Critics praised the Star Wars aesthetic and scoundrel fantasy but criticized repetitive puzzles, empty open world, bland story, and significant technical issues like broken quests and stealth glitches.

[16:40]
Early Access Disaster

Players who paid for early access were hit hardest. A patch caused PS5 save files to become corrupted, stranding players in space. The fix required starting a new save. Stealth mechanics were also broken, with unfair 'instafail' states.

[18:06]
Financial Fallout

Outlaws' poor performance caused Ubisoft's share price to fall to a near 10-year low. Analysts and investors were alarmed. A hedge fund, AJ Investments, even urged the board to consider selling the company or going private.

[21:54]
Tencent Joint Venture

In March 2025, Ubisoft announced a new subsidiary for its biggest IPs (Assassin's Creed, Far Cry, Rainbow 6). Tencent invested €1.16 billion for a minority stake, after Outlaws' failure and other strategic missteps forced a restructuring.

[23:14]
Cancelled Post-Launch Support

Despite creative director Julian Gerity hoping for support similar to Assassin's Creed Valhalla, the second story pack 'A Pirate's Fortune' in May 2025 was the last major content drop for Outlaws.

[24:58]
The Tragedy of Mismanagement

The video concludes that the tragedy isn't the game itself but Ubisoft's management, which expected risky projects like Outlaws to rescue a company already in deep trouble, blaming commercial failure on a larger pattern of mismanagement.

The tragedy of Star Wars Outlaws is not its own flaws but how Ubisoft's long-running mismanagement and risky bets left the company with no margin for error, turning a decent game into a financial disaster that accelerated a restructuring process effectively selling off its crown jewels to Tencent.

Clickbait Check

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"The title is mostly accurate; the video thoroughly details the development, critical reception, financial failure, and corporate fallout of Star Wars Outlaws, framing it as a tragedy of timing and mismanagement rather than just a bad game."

Mentioned in this Video

Study Flashcards (8)

What period in Star Wars lore does 'Star Wars Outlaws' take place in?

easy Click to reveal answer

Between The Empire Strikes Back and Return of the Jedi (i.e., after the Battle of Hoth).

4:24

Why did the developers choose this specific time period for the game?

medium Click to reveal answer

It suited the scoundrel angle because the Empire's dominance and the Rebel retreat created turmoil that was a boon for the underworld, allowing criminal syndicates to thrive.

4:36

What is the name of the protagonist in Star Wars Outlaws, and what is her backstory?

medium Click to reveal answer

Her name is Kay Vess. She is a common pickpocket from the Kanto Bight location who grew up in hardship and has a bounty on her head.

5:40

What new species of creature was invented for Outlaws as the protagonist's companion?

medium Click to reveal answer

A Merkel (originally from an unspecified rainforest planet), named Nyx.

7:13

How did Massive Entertainment replicate the visual aesthetic of the original Star Wars trilogy?

hard Click to reveal answer

They developed an in-engine camera lens that replicated 1970s cinema lenses, including lens flares, chromatic aberration, and Panavision lens vignetting.

8:49

What was the major technical issue affecting PS5 players who purchased early access after the first patch?

hard Click to reveal answer

They loaded their save files post-patch and found themselves stranded in space with no way out.

16:54

What was the main criticism regarding stealth mechanics at launch?

hard Click to reveal answer

The stealth mechanics were broken due to 'instafail' states that locked players into unfairly punishing difficulty spikes.

17:15

What was the Metacritic score range for Star Wars Outlaws across PC, PS5, and Xbox Series platforms?

medium Click to reveal answer

Mid-70s.

15:32

💡 Key Takeaways

📊

Ubisoft's Need for Wins

Establishes the high-stakes context for the entire project, explaining why one game's failure had such profound consequences.

0:10
💡

Why the Period Suits the Scoundrel

Provides crucial worldbuilding logic linking game narrative to unexplored Star Wars lore.

4:36
🔧

Recreating 70s Cinema Aesthetics

Showcases a rare, technically specific effort to authentically replicate a film era's look in a video game.

8:49
📊

Lukewarm Reviews and Technical Woes

Key turning point, objectively outlining why a promising game failed to meet commercial expectations.

15:30
⚖️

Mismanagement as the Real Tragedy

Delivers the core thesis, reframing the entire story from a bad game to a cautionary tale about corporate mismanagement.

24:58

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

The Tragedy of Star Wars Outlaws

31s

Dramatic reveal of Ubisoft's financial crisis tied to Star Wars Outlaws' failure sparks curiosity about corporate downfall.

▶ Play Clip

The Perfect Setting for a Star Wars Outlaw

50s

Educational breakdown of the game's unique setting between Empire and Jedi hooks Star Wars lore fans.

▶ Play Clip

How Outlaws Captured 1970s Star Wars Look

33s

Insight into the technical effort to replicate vintage Star Wars aesthetics appeals to film and game enthusiasts.

▶ Play Clip

First Trailer Reactions: Mixed and Skeptical

57s

Recap of the mixed and skeptical fan reactions to the first trailer draws viewers interested in gaming controversies.

▶ Play Clip

The 'Woke' Controversy Surrounding Kay

54s

The controversy over the female lead's appearance and 'woke' accusations fuels debate and attracts engagement.

▶ Play Clip

[00:10] Ubisoft needed a win. In fact, after

[00:13] years of burning through cash on

[00:14] canceled projects and repeatedly delayed

[00:16] games that failed to meet sales

[00:18] expectations, Ubisoft needed multiple

[00:21] wins.

[00:21] >> [music]

[00:21] >> Seauite executives and analysts at one

[00:24] time predicted Star Wars Outlaws would

[00:26] provide the family-owned French

[00:27] publisher with a shot at financial

[00:29] recovery. It too fell well below

[00:31] commercial expectations despite

[00:33] heralding the next epoch [music] of Star

[00:35] Wars games.

[00:39] >> Okay, get ready.

[00:43] >> For non one decade, Electronic Arts

[00:45] exclusively held the rights to develop

[00:47] and publish Star Wars branded

[00:49] interactive media. Two Battlefront

[00:51] revivals spawned from the multi-year

[00:53] agreement alongside Respawn

[00:54] Entertainment's Star Wars Jedi series

[00:56] and EA Motives dog fighting adventure

[00:58] Star Wars Squadrons. These releases

[01:01] enjoyed varying degrees of success.

[01:03] However, general consensus ultimately

[01:05] labeled the EA era disappointing at best

[01:08] and an abject failure at worst.

[01:10] >> You [ __ ] it up again. The 2021

[01:14] announcement of Outlaws then generated

[01:16] much excitement, though the anticipation

[01:18] waned as the release date drew near. Not

[01:21] even the fun of fulfilling brand

[01:23] specific space and scoundrel fantasies

[01:25] could distract from the open world

[01:26] titles various flaws. Middling review

[01:28] scores and insufficient sales made

[01:30] matters worse, complicating Ubisoft's

[01:33] highly publicized financial struggles.

[01:35] >> Um, that follows a rough [music] time

[01:37] for the company. They had issued a

[01:39] profit warning recently. They've been

[01:41] disappointed by the release of an

[01:43] important game, a Star Wars game.

[01:45] >> Again, the Assassin's Creed maker needed

[01:47] a win. After hedging its bets on space

[01:50] fairing rogues, the publisher felt

[01:51] compelled to bank on outside help for

[01:54] its continued survival.

[01:55] >> We know they're already an investor

[01:57] alongside the Gimmo [music] family. But

[01:59] would Chinese buyers be able to get

[02:01] their hands on a prized French treasure?

[02:04] >> This is the tragedy of Star [music] Wars

[02:06] Outlaws.

[02:10] >> [music]

[02:20] [music]

[02:33] >> On January 11th, 2021, [music]

[02:35] Lucasfilm's previously defunct gaming

[02:37] division returned in the form of

[02:38] Lucasfilm games. Surprising news that

[02:41] marked the first step towards expanding

[02:43] the brand footprint across video games.

[02:46] The EA exclusivity deal, which dated

[02:48] back to 2013, ended just a couple of

[02:51] days later. Senior vice president of

[02:53] games at Disney, Jean Shop, explained

[02:56] the Madden publisher would remain a very

[02:58] strategic and important partner, but

[03:00] told Wired, [music] "We did feel like

[03:02] there was room for others. Not unlike

[03:04] the Marvel games approach, Disney and

[03:06] Lucasfilm games wanted to spread the

[03:08] field by collaborating with an array of

[03:10] game creators. Enter Ubisoft and the

[03:12] crew best known for The Division,

[03:14] Massive Entertainment. During the E3

[03:17] 2018 trade show, where in Massive

[03:19] unveiled The Division 2, the studios

[03:21] then managing director, David Poffeld,

[03:24] had a run-in with Disney executives at a

[03:26] cafe out front. Massive already appeared

[03:28] on Disney's short list of potential

[03:30] future partners. Thus, the meetup

[03:32] revolved around what such a partnership

[03:34] would entail. The result, a pitch for an

[03:37] openw world adventure highlighting the

[03:38] galaxy's seed underbelly.

[03:41] Concept work began roughly one week

[03:43] before co lockdowns in early 2020.

[03:46] Senior developers took a two-e break,

[03:48] then shifted into remotely mapping out

[03:50] core ideas for the project. One constant

[03:53] remained presented throughout the

[03:54] brainstorming sessions. They would

[03:56] forego the usual Star Wars video game

[03:59] trappings of focalizing the Jedi or

[04:01] rebel forces to instead craft a hero's

[04:03] journey centering the scoundrel

[04:05] archetype. The Division 2 team putting

[04:07] its live service bonafides in the rear

[04:09] view led production efforts,

[04:11] specifically envisioning an openw world

[04:12] experience filter through the lens of

[04:14] more [music] contained storytelling.

[04:17] Lucas Film Games went beyond simply

[04:19] approving Massu Scoundro fantasy

[04:21] proposal. The former ostensibly

[04:23] determined the game's setting by

[04:24] illuminating developers about a one-year

[04:26] period in Star Wars lore sandwiched

[04:29] between The Empire Strikes Back and

[04:31] Return of the Jedi. As creative director

[04:34] Julian Gerity told Comic Book Resources,

[04:36] "This period suited the scoundrel angle

[04:38] well because it followed the Rebel

[04:40] Alliance's defeat at the Battle of Hoth.

[04:42] Such a devastating loss precipitated the

[04:45] Empire's rise in dominance, thereby

[04:47] forcing the Rebel retreat into hiding.

[04:49] The unceasing conflict between these two

[04:51] factions constituted a boon for the

[04:53] underworld. Criminal syndicates across

[04:55] the galaxy exploited the ensuing

[04:57] turmoil. Suddenly finding themselves a

[04:59] wash in wealthb buildinging

[05:01] opportunities. It made sense for an open

[05:03] world title set against this backdrop to

[05:05] track the dealings of a Han Soloike

[05:07] outlaw.

[05:08] >> Uh had a slight weapons malfunction, but

[05:11] uh everything's perfectly all right now.

[05:13] We're fine. We're all fine here now.

[05:15] Thank you. How are you? According to

[05:18] Geri though, the developers never

[05:20] considered Han Solo as a possible

[05:22] protagonist. Having decided in NASA

[05:24] ideation phases that they would pursue

[05:26] original stories with unique characters,

[05:28] a [music] brand new character would

[05:30] undertake the scrappy underdog role.

[05:32] Their backstory seated in hardship while

[05:34] their relatively standard capabilities

[05:36] promoted stealth and combat-based

[05:38] gameplay mechanics. Massive invented K

[05:41] vest to play the part of a common

[05:43] pickpocket who grew up in the Kanto bite

[05:45] location created for the last Jedi. The

[05:48] Star Wars Outlaws narrative introduced

[05:49] Kay as a troublemaker with a bounty on

[05:51] her head. Her sole chance at freedom

[05:53] reliant on the successful completion of

[05:55] an impossible heist. Much went into

[05:57] making Kay relatable and believable from

[06:00] both a character design and casting

[06:02] perspective. For the game and former

[06:04] cover story, associate art director

[06:06] Martha Yoners recalled how artist

[06:08] created nearly every facet of the

[06:10] protagonist design with intent to

[06:11] reflect her outlaw ccentric identity.

[06:14] The broken nose and scars typified a

[06:16] survivor who lived rough. Her hair pin

[06:19] proved functional and fashionable since

[06:21] it doubled as a lockpicking tool.

[06:26] >> What' we get into, buddy? In addition,

[06:28] massive targeted personality traits that

[06:31] differentiated K from other modern

[06:32] gaming protagonists whose overconfidence

[06:34] and sarcastic qualities were often not

[06:37] believable. Outlaws as wisecracking

[06:39] scoundrel needed to be an identifiably

[06:41] flawed individual at the beginning of

[06:43] their journey. Casting Jinny and Georgia

[06:45] star Humberly Gonzalez helped further

[06:47] flesh out Kay's myriad layers. The

[06:49] developers re-evaluated the character

[06:51] following Gonzalez's hiring. in

[06:53] particular adding more humor inspired by

[06:55] the gung-ho nature in her performance.

[06:57] But Outlaws wasn't a oneperson show by

[07:00] any means. Another differentiating

[07:02] factor manifested in the creation of an

[07:04] alien creature named Nyx, who assumed

[07:05] the role of the game's second [music]

[07:07] lead. Massive conceived Nyx in

[07:09] conjunction with Lucasfilm games,

[07:11] thereby inventing a new species in the

[07:13] Star Wars universe called Merkel.

[07:15] Originating from an unspecified

[07:17] rainforest planet, this axelottalike

[07:19] critter was developed to star alongside

[07:21] Caves and bring a unique take to the

[07:23] scoundrel archetype. Nyx consequently

[07:26] played the part of more than just a

[07:27] sweet and helpful pet companion. The

[07:29] Merkel could also exhibit fiercely

[07:31] protective behaviors.

[07:38] blaster.

[07:40] >> To ensure these disperate [music] traits

[07:42] pervaded the moment to moment action,

[07:44] the team molded Nyx with the properties

[07:46] of several realworld creatures. His

[07:48] helpful qualities were derived from a

[07:50] behavioral pattern seen in lemurs

[07:51] [music] and monkeys. Meanwhile, reptiles

[07:54] influenced his rougher tendencies.

[07:55] Players could dispatch the animal during

[07:57] stealth encounters [music] to distract

[07:59] guards, for example, then later have him

[08:01] sneakily activate the explosive devices

[08:03] equipped by enemy NPCs.

[08:06] Still, the crew at Massive knew that

[08:08] despite their efforts in going against

[08:09] the grain, they were facing an uphill

[08:11] battle. A one-sided battle really, given

[08:14] the public had widely reduced all

[08:16] Ubisoft openw world games to bloated

[08:18] content farms. [music] The studio went

[08:20] out of its way to change the narrative

[08:22] in Outlaw's favor by prioritizing

[08:24] meaningful interactions and worthwhile

[08:26] exploration opportunities. Yet, not even

[08:29] The Division creators could turn the

[08:30] tide in this regard.

[08:40] >> [music]

[08:43] >> Capturing the 1970s Star Wars aesthetic

[08:46] constituted a focal point for

[08:47] developers, many of whom were longtime

[08:50] fans eager to honor the series. [music]

[08:52] One way they accomplished as much rested

[08:54] in the development of an in-engine

[08:55] camera lens that replicated cinema

[08:57] lenses of the 70s. Speaking with

[09:00] gamesindustry.biz, biz. Julian Gerity

[09:02] noted the feature enabled camera

[09:03] distortion, lens flares, and a

[09:05] panovision lens vignetting chromatic

[09:07] aberration. Lucasfilm provided Rogue

[09:10] One's camera values as well, allowing

[09:12] Outlaw's designers to match the visual

[09:14] flare of the original trilogy through

[09:16] modern technology.

[09:18] Naturally, quality gameplay mechanics

[09:20] proved just as integral. Massive knew

[09:22] well the reputation of the Ubisoft house

[09:25] style, which endured years of critique

[09:27] since Assassin's Creed, Far Cry, and

[09:29] Watchd Dogs all seemed cut from the same

[09:31] cloth in some respects. But as Garity

[09:34] pointed out, Massive itself sprung from

[09:36] different roots entirely. Ubisoft had

[09:39] internally incubated most of its other

[09:40] teams, whereas the Swedish company broke

[09:43] ground independently, then found a home

[09:45] with Vendi before the 2008 Activision

[09:47] merger resulted in Ubisoft acquiring the

[09:50] studio. Such unique DNA inspired a

[09:53] relatively foreign approach to openw

[09:54] world development. For instance, instead

[09:56] of traditional upgrade trees, K's

[09:59] 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]

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