My initial concerns about Horizon Hunters Gathering possibly ruining my annual prediction have been quelled. Jason Schreier has reported that the cartoony online co-op live service game has been rebooted. Here's a gift link to his coverage at Bloomberg and here's Jason's own video on the news as well, in case that gift link stops working. The following quotes are from the Bloomberg article:
"Following poor feedback in private testing earlier this year, the plan now is to strip out the live-service component and turn it into more of a traditional cooperative multiplayer game with a story mode and a far smaller scope."
I should have seen the writing on the wall sooner when there was zero Hunters Gathering news around E3 summer game time. I didn't realize it was so dire for the entire Horizon franchise though. Back to Jason:
"But the majority of Guerrilla staff then moved to Horizon Hunters Gathering, a drastic departure from their previous titles both in gameplay and art style. A tiny team has been plotting out the next single-player Horizon game but it remains years away from completion, according to the people familiar with the studio’s plans."
I wanted to write about this news (obviously), but realized I already did last time in Wasting a Generation: Sony's Live Service Graveyard.
On the horizon, these feel like more "slam dunks" solely in regards to release. Fairgame$ is the only one I could see getting a preemptive axe, but I sort of feel like that would have already happened? Hermen Hulst will make any new Horizon game come out. Ghost of Tsushima Legends was a surprise hit and I assume Yōtei will also receive a multiplayer mode.
When you look back over the last five years of the PS5, it's like that meme of Death walking down the hall and behind each door is a live service ambition. In the wake of all this "death," what I think about is the squandered potential. How many single player games are years behind because of this pursuit? How many jobs were created and lost? What does it mean for the upcoming generation? How does the reaction now shift plans made months and years ago?
We will feel the ripple of this live service tangent for years to come.
It's hard to look at the proverbial corpses and the hundreds of millions wasted and think the live service initiative has been anything but a joke. There have been successes though in the tried-and-true games of MLB The Show and Gran Turismo 7, along with the surprise that is Helldivers 2. Not to mention the money Sony rakes in from transactions for games like Fortnite. Money talks and it has been saying these types of games are what make Sony money.
What has been a joke is Hermen Hulst's time as the Head of PlayStation Studios.
The decision to try and make prolific single-player studios into online multiplayer ones has resulted in titles not shipping, studios being shuttered, and wasted acquisitions. PlayStation Studios is not shipping and it all feels like Hermen's fault.
Perhaps the core first-party output matters less and less. A few months ago I wrote Retreating Behind the Exclusivity Wall and said this:
"This is good news. The bit that Xbox, PlayStation, and 20-year-old Max had wrong was that making everything available everywhere makes your platform less unique and desirable. Having your online multiplayer live service title be cross-platform makes total sense—those titles live and die by their community—but those single player titles are the lifeblood of the console."
But when you look at the data, it looks like not shipping exclusives isn't really hurting the PS5 or Sony's bottom line.
Sony said as much this summer in their Game & Network Services (G&NS) Segment Small Meeting Q&A Summary:
"Even though first-party software is a minority of the overall sales of SIE, it serves as a core reason why people enter the PlayStation experience. Our valuable IP franchises are important in increasing brand loyalty."
"Lifeblood of the console" my beloved first-party exclusives are not.
Here's the real beating heart of the console's existence.

Winning the PS4 generation was fortuitous as it established the PlayStation ecosystem as the place where customers' digital libraries exist. It's where the casual consumer buys and plays EA Sports, Roblox, Fortnite, Call of Duty, and Grand Theft Auto Online—it's where consumers are spending money on FIFA packs and MLB packs and Madden packs and V-Bucks and GTA dollars, etc. etc.
Being the default has won Sony money, position, and time. Seeing the cash flow from these, Sony is right to keep chasing the live service trend. Right now Sony reaps an automatic 30% on all of those microtransactions and digital game purchases. You know they salivate at the possibility of their own creation existing on that menu where all the revenue would land on their plate.
Their goal is to captivate your play time and money for games for a lifetime.
"The PlayStation Console is a Gateway to a Lifetime of Player Engagement and Value."
And Sony will keep moving toward this goal by removing the ability to own games and pursuing an all-digital future.
"At the same time, most of the value of our ecosystem is driven by third-party publishers, who benefit from our large install base, strong community engagement, and monetization tools. This supports a shift toward a true digital platform business."
Back to Hermen though and his role in managing the PlayStation Studios, which includes the live service efforts. In their G&NS presentation in 2024 there was this slide dividing up the studios owned at the time into their respective roles.

But this slide was not entirely truthful. A more accurate slide would have looked like this:1

Firesprite was working on a Twisted Metal live service game. Bluepoint was making a God of War live service game. Guerrilla was working on Horizon Hunters Gathering. Bend was making a live service game codenamed "Mirror Pond." Naughty Dog was making The Last of Us Online, while a small team was working on Intergalactic: The Heretic Prophet. When we look at this slide today, this is the result of Hermen's management.2

I added teamLFG since their inception happened after this slide, born from a split of Bungie team members. Sony also formed and shut down Dark Outlaw Games during this window of time, presumably another live service effort given the developers' Call of Duty pedigree. Do we need to relive Concord?3
This is a picture of mismanagement that goes all the way to Hermen. He has squandered money, position, and time the company built during the last two generations. I hope those higher up than Hermen have given him a similar window as to Guerrilla to prove his studio management chops. It is time for him to go.
Footnotes
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And really, I could have added Insomniac and Sucker Punch to that live service row too with their multiplayer efforts. Insomniac's was cancelled early though. While Sucker Punch has shipped a new Ghost multiplayer mode, they've already announced the end of new updates for it—two months after the mode launched. So I decided not to shuffle them around. ↩
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I would also like to acknowledge that Bungie was hit with layoffs and has ended support for Destiny 2. I just didn't know what color to make that dotted line and figured a footnote would do. ↩



