As it happens, the ex-Guerrilla managing director will probably escape most of the blame here, as ire will instead be directed at disliked executive Jim Ryan , who departed the company earlier in the year. However, Ryan would have only been responsible for signing the cheques in this excruciating incident – this was Hulst’s baby through and through.
Image: Push Square
He said as much in 2023, when PlayStation acquired developer Firewalk Studios . “We continue to be impressed by the team’s ambitions to build a modern multiplayer game that connects players in new and innovative ways,” the Dutchman wrote on the PS Blog . Concord would go on to connect players in new and innovative ways, of course – as it was met with a level of disdain and indifference on a scale we’ve never seen before. Analysts suggest the title may have sold as few as 25,000 copies , undoubtedly making it PlayStation’s biggest ever bomb. Even forgotten forays like Kill Strain lasted six or so months.
It’s worrying that Sony allowed this product to reach the market at all. There would have been focus testing and extensive analysis behind-the-scenes, and apparently no one on a six-or-seven figure salary was able to pick up on the problems. The platform holder, instead, doubled down: spare a thought for poor upcoming Amazon Prime television show Secret Levels , which has an entire episode inspired by the universe of Concord. The release will have been offline for three months by the time that airs.
Pay your respects to Haven, too, the Canadian studio behind the widely disliked Fairgame$ – another title signed by Hulst. This co-operative shooter was announced alongside Concord last year, and was criticised much harder than Firewalk’s FPS. It simply can’t reach market without an extensive post-mortem; whoever has been championing these projects internally is going to need to take a long, hard look at the direction they’re steering the company because this ain’t it.
In fact, with the exception of Helldivers 2 , the firm’s whole live service push looks like it’s in tatters right now. Pulling the plug on Concord this quickly, without any rescue attempt, will have consequences. Why should you trust Sony with your money and, more importantly, your time when it axes releases so ruthlessly? Yes, this underlines just how profoundly awful the sci-fi shooter has performed, but it’s a stench that will stick to all of the firm’s future multiplayer products – especially those that have turbulent starts.
Firewalk says that it’s exploring its options, but that’s a euphemism and we’re sad to say the studio will likely be shut down. While we hate to see talented developers out of work, we don’t think the developer itself can entirely be absolved of the blame. To our knowledge it made the experience it wanted to make, and that doesn’t automatically entitle it to success.
But this game is symptomatic of wider problems within the PlayStation hierarchy. Hulst’s rapid rise to the top is giving us pause, especially when his hit rate thus far includes the acquisition of self-destructing studio Bungie and the biggest flop in PS Studios history. He, along with his advisors and subordinates, have a lot of soul searching to do over the coming days.
Sony needs a cash cow, because its single player games are costing too much and taking too long to make. The mistake it’s made is trying to force the initiative on a fanbase that’s disconnected after years of being kept in the dark. For the enthusiasts reading Push Square , Concord is more than just an uneventful hero shooter: it’s emblematic of an organisation at odds with the demands of its most committed players.
Astro Bot’s inevitable acclaim will help heal wounds this week, but the soul searching must continue behind-the-scenes: PlayStation needs to find a way to fix the frayed relationship with its fans, otherwise we don’t see this tug-of-war with its most engaged players coming to an end.
What lessons do you think PlayStation needs to learn from Concord? Does it need to up its communication with enthusiasts? Should it lessen the emphasis on live service – and how will it account for spiralling budgets and escalating development cycles if it does? What do you think this means for Fairgame$, Marathon , and other upcoming projects? Unpack it all in the comments section below.