Jump to content

Compulsion Games: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
No edit summary
m Reverted 1 edit by PaulUsuloo (talk) to last revision by IceWelder
 
(31 intermediate revisions by 20 users not shown)
Line 9: Line 9:
| founded = {{Start date and age|df=yes|2009}}
| founded = {{Start date and age|df=yes|2009}}
| founder = Guillaume Provost
| founder = Guillaume Provost
| hq_location = [[Saint-Henri, Montreal|Saint-Henri]]
| hq_location = [[Westmount]]
| hq_location_city = [[Montreal]]
| hq_location_city = Montreal
| hq_location_country = Canada
| hq_location_country = Canada
| key_people = {{Unbulleted list|Guillaume Provost ([[studio head]])|David Sears (creative director)<ref>{{cite web |url=https://wccftech.com/we-happy-few-devs-trying-to-maintain-creativity-at-microsoft-isnt-as-hard-as-people-think-it-is/ |title=David Sears, creative director of Compulsion Games, and his studio, talk about the acquisition of Microsoft |first=Uros |last=Pavlovic |date=20 December 2019 |website=Wccftech |access-date=January 14, 2021 |archive-date=10 January 2021 |archive-url=https://web.archive.org/web/20210110101453/https://wccftech.com/we-happy-few-devs-trying-to-maintain-creativity-at-microsoft-isnt-as-hard-as-people-think-it-is/ |url-status=live }}</ref>}}
| key_people = {{Unbulleted list|Guillaume Provost ([[studio head]])|David Sears ([[creative director]])<ref>{{cite web |url=https://wccftech.com/we-happy-few-devs-trying-to-maintain-creativity-at-microsoft-isnt-as-hard-as-people-think-it-is/ |title=David Sears, creative director of Compulsion Games, and his studio, talk about the acquisition of Microsoft |first=Uros |last=Pavlovic |date=20 December 2019 |website=Wccftech |access-date=January 14, 2021 |archive-date=10 January 2021 |archive-url=https://web.archive.org/web/20210110101453/https://wccftech.com/we-happy-few-devs-trying-to-maintain-creativity-at-microsoft-isnt-as-hard-as-people-think-it-is/ |url-status=live }}</ref>|Whitney Clayton ([[art director]])<ref>{{cite web |url=https://montrealgazette.com/news/local-news/montreals-compulsion-games-acquired-by-microsoft|title=Microsoft picks up Montreal's Compulsion Games: 'We get to just create'|first=Christopher|last=Curtis|date=28 June 2018|website=Montreal Gazette|access-date=October 16, 2023}}</ref>}}
| products = {{unbulleted list|''[[Contrast (video game)|Contrast]]''|''[[We Happy Few]]''}}
| products = {{unbulleted list|''[[Contrast (video game)|Contrast]]''|''[[We Happy Few]]''|''[[South of Midnight]]}}
| num_employees = 80<ref>{{cite web |url=https://www.gamereactor.eu/compulsion-has-doubled-in-size-and-is-developing-a-third-person-game/ |title=Compulsion has doubled in size and is developing a third person game |first=Jonas |last=Mäki |date=10 September 2021 |website=[[Gamereactor]] |access-date=11 September 2021}}</ref>
| num_employees = 80<ref>{{cite web |url=https://www.gamereactor.eu/compulsion-has-doubled-in-size-and-is-developing-a-third-person-game/ |title=Compulsion has doubled in size and is developing a third person game |first=Jonas |last=Mäki |date=10 September 2021 |website=[[Gamereactor]] |access-date=11 September 2021}}</ref>
| num_employees_year = 2021
| num_employees_year = 2021
| parent = [[Xbox Game Studios]] (2018–present)
| parent = [[Xbox Game Studios]] (2018–present)
| website = {{URL|https://compulsiongames.com/|compulsiongames.com}}
| website = {{URL|https://compulsiongames.com/}}
}}
}}


Line 23: Line 23:


== History ==
== History ==
Compulsion Games was founded in [[Montreal]] in 2009 by Guillaume Provost, who had previously worked for [[Arkane Studios]].<ref>{{cite web |url=https://www.gamesradar.com/8-rising-indie-developers-watch/ |title=8 rising indie developers to watch |first=Henry |last=Gilbert |date=14 August 2013 |website=[[GamesRadar+]] |access-date=July 5, 2019 |archive-date=17 January 2019 |archive-url=https://web.archive.org/web/20190117231038/https://www.gamesradar.com/8-rising-indie-developers-watch/ |url-status=live }}</ref> To raise funds for their first game, the team of Compulsion Games worked on external projects, including ''[[Darksiders]]'', ''Dungeon & Dragons: Daggerdale'', ''Bagelburg: The Bagelening'', and ''Arthur Christmas: Elf Run''.<ref>{{cite web |url=https://www.playstationlifestyle.net/2018/05/24/we-happy-few-australian-classification-board-ban-related-to-drugs/ |title=We Happy Few Slapped With Aussie Classification Board Ban |first=Uros |last=Pavlovic |date=24 May 2018 |website=[[PlayStation LifeStyle]] |access-date=July 5, 2019 |archive-date=9 February 2019 |archive-url=https://web.archive.org/web/20190209180105/https://www.playstationlifestyle.net/2018/05/24/we-happy-few-australian-classification-board-ban-related-to-drugs/ |url-status=live }}</ref>
Compulsion Games was founded in [[Montreal]] in 2009 by Guillaume Provost, who had previously worked for [[Arkane Studios]].<ref>{{cite web |url=https://www.gamesradar.com/8-rising-indie-developers-watch/ |title=8 rising indie developers to watch |first=Henry |last=Gilbert |date=14 August 2013 |website=[[GamesRadar+]] |access-date=July 5, 2019 |archive-date=17 January 2019 |archive-url=https://web.archive.org/web/20190117231038/https://www.gamesradar.com/8-rising-indie-developers-watch/ |url-status=live }}</ref> To raise funds for their first game, the team of Compulsion Games worked on external projects, including ''[[Darksiders]]'', ''Dungeon & Dragons: Daggerdale'', and ''Arthur Christmas: Elf Run''.<ref>{{cite web |url=https://www.playstationlifestyle.net/2018/05/24/we-happy-few-australian-classification-board-ban-related-to-drugs/ |title=We Happy Few Slapped With Aussie Classification Board Ban |first=Uros |last=Pavlovic |date=24 May 2018 |website=[[PlayStation LifeStyle]] |access-date=July 5, 2019 |archive-date=9 February 2019 |archive-url=https://web.archive.org/web/20190209180105/https://www.playstationlifestyle.net/2018/05/24/we-happy-few-australian-classification-board-ban-related-to-drugs/ |url-status=live }}</ref>


At [[E3 2018]], Microsoft announced they entered into an agreement to acquire Compulsion Games, which would become part of Microsoft Studios (now known as [[Xbox Game Studios]]).<ref>{{cite web |url=https://venturebeat.com/2018/06/10/microsoft-game-studios-just-added-five-new-studios-including-ninja-theory/ |title=Microsoft Game Studios just added five new studios including Ninja Theory |first=Jeff |last=Grubb |date=10 June 2018 |archive-url=https://web.archive.org/web/20180610210145/https://venturebeat.com/2018/06/10/microsoft-game-studios-just-added-five-new-studios-including-ninja-theory/ |archive-date=10 June 2018 |url-status=live|access-date=July 5, 2019}}</ref> At the time of the acquisition, Compulsion Games had 40 employees.<ref name="Saint Henri">{{cite web |url=https://gematsu.com/2018/06/microsoft-acquires-undead-labs-playground-games-ninja-theory-and-compulsion-games |title=Microsoft acquires Undead Labs, Playground Games, Ninja Theory, and Compulsion Games |first=Sal |last=Romano |date=10 June 2018 |website=Gematsu |access-date=July 5, 2019 |archive-date=9 February 2019 |archive-url=https://web.archive.org/web/20190209123913/https://gematsu.com/2018/06/microsoft-acquires-undead-labs-playground-games-ninja-theory-and-compulsion-games |url-status=live }}</ref> By October 2021, the studio had further doubled its staff since the release of ''We Happy Few'', and was working on a narrative, third-person perspective game, though would avoid some missteps from ''We Happy Few'', such as using roguelike elements or an early access approach.<ref>{{cite web | url = https://www.videogameschronicle.com/news/xboxs-compulsion-games-is-working-on-a-third-person-single-player-game/ | title = Xbox's Compulsion Games is working on a 'third-person single player game' | first = Jordan | last = Middler | date = 17 October 2021 | accessdate = 17 October 2021 | work = [[Video Game Chronicle]] }}</ref>
At [[E3 2018]], Microsoft announced they entered into an agreement to acquire Compulsion Games, which would become part of Microsoft Studios (now known as [[Xbox Game Studios]]).<ref>{{cite web |url=https://venturebeat.com/2018/06/10/microsoft-game-studios-just-added-five-new-studios-including-ninja-theory/ |title=Microsoft Game Studios just added five new studios including Ninja Theory |first=Jeff |last=Grubb |date=10 June 2018 |archive-url=https://web.archive.org/web/20180610210145/https://venturebeat.com/2018/06/10/microsoft-game-studios-just-added-five-new-studios-including-ninja-theory/ |archive-date=10 June 2018 |url-status=live|access-date=July 5, 2019}}</ref> At the time of the acquisition, Compulsion Games had 40 employees.<ref name="Saint Henri">{{cite web |url=https://gematsu.com/2018/06/microsoft-acquires-undead-labs-playground-games-ninja-theory-and-compulsion-games |title=Microsoft acquires Undead Labs, Playground Games, Ninja Theory, and Compulsion Games |first=Sal |last=Romano |date=10 June 2018 |website=Gematsu |access-date=July 5, 2019 |archive-date=9 February 2019 |archive-url=https://web.archive.org/web/20190209123913/https://gematsu.com/2018/06/microsoft-acquires-undead-labs-playground-games-ninja-theory-and-compulsion-games |url-status=live }}</ref> By October 2021, the studio had further doubled its staff since the release of ''We Happy Few'', and was working on a narrative, third-person perspective game, though would avoid some missteps from ''We Happy Few'', such as using roguelike elements or an early access approach.<ref>{{cite web | url = https://www.videogameschronicle.com/news/xboxs-compulsion-games-is-working-on-a-third-person-single-player-game/ | title = Xbox's Compulsion Games is working on a 'third-person single player game' | first = Jordan | last = Middler | date = 17 October 2021 | accessdate = 17 October 2021 | work = [[Video Games Chronicle]] }}</ref>


== Games developed ==
== Games developed ==
Line 33: Line 33:
!Title
!Title
!Platform(s)
!Platform(s)
!Publisher
|-
|-
|2013
|2013
|''[[Contrast (video game)|Contrast]]''
|''[[Contrast (video game)|Contrast]]''
|[[Microsoft Windows]], [[PlayStation 4|PlayStation 4,]] [[PlayStation 3]], [[Xbox One]], [[Xbox 360]]
|[[Microsoft Windows]], [[PlayStation 4]], [[PlayStation 3]], [[Xbox One]], [[Xbox 360]]
|[[Focus Entertainment]]
|-
|-
|2018
|2018
|[[We Happy Few]]
|''[[We Happy Few]]''
|[[Linux]], Microsoft Windows, PlayStation, 4 Xbox One
|[[Linux]], Microsoft Windows, PlayStation 4, Xbox One
|[[Gearbox Software|Gearbox Publishing]]
|-
|-
|2025
|TBA
|''South of Midnight''
|''[[South of Midnight]]''
|Microsoft Windows, [[Xbox Series X and Series S|Xbox Series X/S]]
|Microsoft Windows, [[Xbox Series X and Series S|Xbox Series X/S]]
|[[Xbox Game Studios]]
|}
|}


=== ''Contrast'' (2013) ===
=== ''Contrast'' (2013) ===
''[[Contrast (video game)|Contrast]]'' is a twilight adventure suspended in [[Belle Époque]] magics and [[Art Nouveau]] esthetics, with a [[film noir]] atmosphere and haunting soundtrack (''Shadow Music: A Soundtrack to Contrast''). ''Contrast'' is set in the 1920s, blending influences from the 1920s [[Burlesque]] and [[Vaudeville]] era with some more classic film-noir elements from the 1940s.<ref>{{cite magazine |url=https://www.gameinformer.com/games/contrast/b/pc/archive/2013/04/04/diving-in-and-out-of-shadows.aspx |title=Contrast: Diving In And Out Of Shadows |first=Ben |last=Reeves |date=4 April 2013 |magazine=[[Game Informer]] |access-date=July 5, 2019 |archive-date=10 August 2018 |archive-url=https://web.archive.org/web/20180810235505/https://www.gameinformer.com/games/contrast/b/pc/archive/2013/04/04/diving-in-and-out-of-shadows.aspx |url-status=live }}</ref> The player controls Dawn, the imaginary friend of a little girl, Didi, who has the power to turn into her own shadow. She can do this any time, provided there is a lit area where Dawn's shadow can be seen. The original gameplay is based on the interplay of shadows and lights; Dawn has the ability to transit from the colourful [[3D computer graphics|3D]] world of the streets of [[Paris]] into the two-dimensional world of shadows, flattening herself on the walls of buildings or rooms. The player can face unusual [[2D computer graphics|2D]] platform levels, provided the presence of favourable sources of light that can be moved to solve the puzzles. Provost worked with [[Valve Corporation|Valve]] around the time that the original video game ''[[Portal (video game)|Portal]]'' was released, and was inspired by how the ''[[Portal (video game series)|Portal]]'' series encouraged people to think about space in different ways. The idea of 2D shadow/3D world interaction came to him in a coffee shop in France, and seemed to be a great way of exploring new puzzle mechanics. The film noir world, and the narrative, flowed from this concept.
''[[Contrast (video game)|Contrast]]'' is a twilight adventure suspended in [[Belle Époque]] magics and [[Art Nouveau]] esthetics, with a [[film noir]] atmosphere and haunting soundtrack (''Shadow Music: A Soundtrack to Contrast''). ''Contrast'' is set in the 1920s, blending influences from the 1920s [[Burlesque]] and [[Vaudeville]] era with some more classic film-noir elements from the 1940s.<ref>{{cite magazine |url=https://www.gameinformer.com/games/contrast/b/pc/archive/2013/04/04/diving-in-and-out-of-shadows.aspx |title=Contrast: Diving In And Out Of Shadows |first=Ben |last=Reeves |date=4 April 2013 |magazine=[[Game Informer]] |access-date=July 5, 2019 |archive-date=10 August 2018 |archive-url=https://web.archive.org/web/20180810235505/https://www.gameinformer.com/games/contrast/b/pc/archive/2013/04/04/diving-in-and-out-of-shadows.aspx |url-status=dead }}</ref> The player controls Dawn, the imaginary friend of a little girl, Didi, who has the power to turn into her own shadow. She can do this any time, provided there is a lit area where Dawn's shadow can be seen. The original gameplay is based on the interplay of shadows and lights; Dawn has the ability to transit from the colourful [[3D computer graphics|3D]] world of the streets of [[Paris]] into the two-dimensional world of shadows, flattening herself on the walls of buildings or rooms. The player can face unusual [[2D computer graphics|2D]] platform levels, provided the presence of favourable sources of light that can be moved to solve the puzzles. Provost worked with [[Valve Corporation|Valve]] around the time that the original video game ''[[Portal (video game)|Portal]]'' was released, and was inspired by how the ''[[Portal (video game series)|Portal]]'' series encouraged people to think about space in different ways. The idea of 2D shadow/3D world interaction came to him in a coffee shop in France, and seemed to be a great way of exploring new puzzle mechanics. The film noir world, and the narrative, flowed from this concept.


=== ''We Happy Few'' (2018) ===
=== ''We Happy Few'' (2018) ===
Line 54: Line 58:


===''South of Midnight''===
===''South of Midnight''===
South of Midnight is an upcoming action-adventure video game developed by Compulsion Games. Set in the atmospheric backdrop of the American Deep South, blending a narrative with unique art direction and deep thematic gameplay elements. Described as a "wide linear" game, South of Midnight features some explorable areas that are gated, requiring players to complete the story in each region before progressing to the next.<ref>{{Cite web |last=Games |first=Compulsion |title=South of Midnight |url=https://str.compulsiongames.com/games/south-of-midnight |access-date=2023-06-13 |website=Compulsion Games |language=en}}</ref>{{expand section|date=June 2023}}
[[South of Midnight]] is an upcoming [[Third-person view|Third-person]] action-adventure video game developed by Compulsion Games. Set in the atmospheric backdrop of the American Deep South, blending a narrative with unique art direction and deep thematic gameplay elements. Described as a "wide linear" game, South of Midnight features some explorable areas that are gated, requiring players to complete the story in each region before progressing to the next.<ref>{{Cite web |last=Games |first=Compulsion |title=South of Midnight |url=https://compulsiongames.com/games/south-of-midnight/ |access-date=2023-06-13 |website=Compulsion Games |language=en}}</ref>

The game uses magical realism as a way to quickly draw the player into its world. Taking inspiration from European, Caribbean and African storytelling, Compulsion engages its audience into a location not often seen in games of this scale. The player controls a "weaver" named Hazel who repairs tears in the grand tapestry behind all of existence. The magic system is based around textiles with the player being able to weave strands of reality into useful tools and weapons to ward off creatures that have escaped through the tears.<ref>{{Cite web |author=Joe Skrebels|date=2023-06-11 |title=South of Midnight: The Hidden Details in that Gorgeous Reveal Trailer – Exclusive Interview |url=https://news.xbox.com/en-us/2023/06/11/south-of-midnight-interview-details/ |access-date=2023-12-22 |website=Xbox Wire |language=en-US}}</ref>


== References ==
== References ==

Latest revision as of 23:09, 18 August 2024

Compulsion Games Inc.
Company typeSubsidiary
IndustryVideo games
Founded2009; 15 years ago (2009)
FounderGuillaume Provost
HeadquartersWestmount,
Montreal
,
Canada
Key people
Products
Number of employees
80[3] (2021)
ParentXbox Game Studios (2018–present)
Websitecompulsiongames.com

Compulsion Games Inc. is a Canadian video game developer and a studio of Xbox Game Studios based in Montreal. Established in 2009 by ex-Arkane Studios developer Guillaume Provost, the studio developed the 2013 puzzle-platform game Contrast and the 2018 survival horror game We Happy Few.

History

[edit]

Compulsion Games was founded in Montreal in 2009 by Guillaume Provost, who had previously worked for Arkane Studios.[4] To raise funds for their first game, the team of Compulsion Games worked on external projects, including Darksiders, Dungeon & Dragons: Daggerdale, and Arthur Christmas: Elf Run.[5]

At E3 2018, Microsoft announced they entered into an agreement to acquire Compulsion Games, which would become part of Microsoft Studios (now known as Xbox Game Studios).[6] At the time of the acquisition, Compulsion Games had 40 employees.[7] By October 2021, the studio had further doubled its staff since the release of We Happy Few, and was working on a narrative, third-person perspective game, though would avoid some missteps from We Happy Few, such as using roguelike elements or an early access approach.[8]

Games developed

[edit]
Year Title Platform(s) Publisher
2013 Contrast Microsoft Windows, PlayStation 4, PlayStation 3, Xbox One, Xbox 360 Focus Entertainment
2018 We Happy Few Linux, Microsoft Windows, PlayStation 4, Xbox One Gearbox Publishing
2025 South of Midnight Microsoft Windows, Xbox Series X/S Xbox Game Studios

Contrast (2013)

[edit]

Contrast is a twilight adventure suspended in Belle Époque magics and Art Nouveau esthetics, with a film noir atmosphere and haunting soundtrack (Shadow Music: A Soundtrack to Contrast). Contrast is set in the 1920s, blending influences from the 1920s Burlesque and Vaudeville era with some more classic film-noir elements from the 1940s.[9] The player controls Dawn, the imaginary friend of a little girl, Didi, who has the power to turn into her own shadow. She can do this any time, provided there is a lit area where Dawn's shadow can be seen. The original gameplay is based on the interplay of shadows and lights; Dawn has the ability to transit from the colourful 3D world of the streets of Paris into the two-dimensional world of shadows, flattening herself on the walls of buildings or rooms. The player can face unusual 2D platform levels, provided the presence of favourable sources of light that can be moved to solve the puzzles. Provost worked with Valve around the time that the original video game Portal was released, and was inspired by how the Portal series encouraged people to think about space in different ways. The idea of 2D shadow/3D world interaction came to him in a coffee shop in France, and seemed to be a great way of exploring new puzzle mechanics. The film noir world, and the narrative, flowed from this concept.

We Happy Few (2018)

[edit]

We Happy Few is a "cheerful" dystopia set in a fictional English city, Wellington Wells, which is inspired by the psychedelic London of the '60s. It is about a retrofuturistic-fashioned society formed following an alternate timeline of events within World War II, which is on the verge of collapse in the mid-1960s. The residents of the city, seeking to forget an unspeakable horror they committed, began taking a hallucinogenic drug called "Joy" that brings them euphoria, but also leaves them easily controlled and lacking morality and understanding. Players control one of three characters, who becomes dubbed as a "Downer" after choosing to stop using Joy, and must try to survive long enough to complete something important and personal to themselves, all while trying to escape the city before the impending social collapse. Played from a first-person perspective, the game combines role-playing, survival, and light roguelike elements, with the developers focused on creating a story with strong narratives, gameplay underlined by a sense of paranoia, and decisions having moral grey areas and weight that influence and affect later parts of the game. This peculiar mix of laughter and dystopia, another "contrast" after the lights and shadows of the previous title, is inspired by the film Brazil by Terry Gilliam, in turn inspired by the quintessential dystopian novel, George Orwell's Nineteen Eighty-Four. In the first trailers, traces of Stanley Kubrick's film A Clockwork Orange can be recognized. The aesthetic resembles BioShock because Compulsion Games seems particularly linked to the Art Deco style, also present in Contrast. The world of We Happy Few is procedurally generated.[10]

South of Midnight

[edit]

South of Midnight is an upcoming Third-person action-adventure video game developed by Compulsion Games. Set in the atmospheric backdrop of the American Deep South, blending a narrative with unique art direction and deep thematic gameplay elements. Described as a "wide linear" game, South of Midnight features some explorable areas that are gated, requiring players to complete the story in each region before progressing to the next.[11]

The game uses magical realism as a way to quickly draw the player into its world. Taking inspiration from European, Caribbean and African storytelling, Compulsion engages its audience into a location not often seen in games of this scale. The player controls a "weaver" named Hazel who repairs tears in the grand tapestry behind all of existence. The magic system is based around textiles with the player being able to weave strands of reality into useful tools and weapons to ward off creatures that have escaped through the tears.[12]

References

[edit]
  1. ^ Pavlovic, Uros (20 December 2019). "David Sears, creative director of Compulsion Games, and his studio, talk about the acquisition of Microsoft". Wccftech. Archived from the original on 10 January 2021. Retrieved 14 January 2021.
  2. ^ Curtis, Christopher (28 June 2018). "Microsoft picks up Montreal's Compulsion Games: 'We get to just create'". Montreal Gazette. Retrieved 16 October 2023.
  3. ^ Mäki, Jonas (10 September 2021). "Compulsion has doubled in size and is developing a third person game". Gamereactor. Retrieved 11 September 2021.
  4. ^ Gilbert, Henry (14 August 2013). "8 rising indie developers to watch". GamesRadar+. Archived from the original on 17 January 2019. Retrieved 5 July 2019.
  5. ^ Pavlovic, Uros (24 May 2018). "We Happy Few Slapped With Aussie Classification Board Ban". PlayStation LifeStyle. Archived from the original on 9 February 2019. Retrieved 5 July 2019.
  6. ^ Grubb, Jeff (10 June 2018). "Microsoft Game Studios just added five new studios including Ninja Theory". Archived from the original on 10 June 2018. Retrieved 5 July 2019.
  7. ^ Romano, Sal (10 June 2018). "Microsoft acquires Undead Labs, Playground Games, Ninja Theory, and Compulsion Games". Gematsu. Archived from the original on 9 February 2019. Retrieved 5 July 2019.
  8. ^ Middler, Jordan (17 October 2021). "Xbox's Compulsion Games is working on a 'third-person single player game'". Video Games Chronicle. Retrieved 17 October 2021.
  9. ^ Reeves, Ben (4 April 2013). "Contrast: Diving In And Out Of Shadows". Game Informer. Archived from the original on 10 August 2018. Retrieved 5 July 2019.
  10. ^ Clayton, Whitney (2017). "You Look Smashing: Procedural Art Direction of 'We Happy Few'". GDC Vault. Archived from the original on 9 August 2018. Retrieved 5 July 2019.
  11. ^ Games, Compulsion. "South of Midnight". Compulsion Games. Retrieved 13 June 2023.
  12. ^ Joe Skrebels (11 June 2023). "South of Midnight: The Hidden Details in that Gorgeous Reveal Trailer – Exclusive Interview". Xbox Wire. Retrieved 22 December 2023.
[edit]