Sony Just Shut Down The Best Remake Studio In Gaming. One Week After Announcing A Remake.
How do you buy a studio, waste their talent for five years, and then close them down one week after announcing the exact kind of game they should have been making the entire time?
That's not a hypothetical. That just happened. Today.
Sony has confirmed that Bluepoint Games, the legendary Austin-based studio responsible for some of the most critically acclaimed remakes in gaming history, will be shut down in March 2026. Roughly 70 employees will lose their jobs. The reason? According to PlayStation Studios CEO Hermen Hulst, it was the result of an "increasingly challenging industry environment."
And here's the thing. Last week, at the February 12th State of Play, Sony announced the God of War Trilogy Remake. A full, ground-up remake of the original three God of War games. Being handled by Santa Monica Studio.
Let that sink in.
They are shutting down the best remake studio on the planet. One week after announcing a remake. That is just insane to me.
The Timeline That Should Make Your Blood Boil
Let me walk you through how this unraveled, because when you see it all laid out, it's even worse than it sounds.
Bluepoint Games was founded in 2006. Over the next 15 years, these guys built one of the most impressive resumes in the industry. The God of War Collection. The Ico and Shadow of the Colossus Collection. The Metal Gear Solid HD Collection. Uncharted: The Nathan Drake Collection. Gravity Rush Remastered. The Shadow of the Colossus remake on PS4. And then, in 2020, they launched alongside the PlayStation 5 with the Demon's Souls remake. A game so visually stunning that it's still one of the best-looking titles on the platform five years later.
That track record? Flawless. Not a single miss. Every project they touched turned to gold. Fans trusted them so much that the entire community was begging Sony to hand them the Bloodborne remake. Begging.
So what did Sony do after acquiring them in 2021? Did they give them another beloved classic to remake? Did they leverage the thing Bluepoint was literally the best in the world at?
No.
They put them on a live-service God of War game.
I'm going to say that again as clearly as possible. Sony took a studio that had never made an original game, never built a multiplayer experience, never worked in the live-service space, and said, "Here. Build us one of the hardest types of games to get right. Oh, and base it on a franchise known exclusively for single-player storytelling."
That's bad. That's really bad.
The Live-Service Graveyard
And it gets worse. Because this wasn't some isolated decision. This was part of a much bigger, much more catastrophic strategy.
In 2022, former PlayStation CEO Jim Ryan stood in front of investors and promised 12 live-service games by March 2026. Twelve. That was the grand plan. Forget the single-player dominance that carried PlayStation through the entire PS4 generation. Forget the legacy that blew Xbox out of the water. These guys wanted to chase the Fortnite dragon.
So how did that work out?
Out of those 12 games, only one was a genuine success. Helldivers 2. And here's the kicker. Arrowhead, the studio that made Helldivers 2, isn't even a PlayStation first-party studio. They made it, hit massive numbers, and then announced they were going to self-fund their next game and leave Sony behind. The one win Sony had, and the studio walked away.
The rest of the scoreboard? It's a massacre.
Concord launched in August 2024, peaked at fewer than 700 concurrent players on Steam, and was pulled from sale in under two weeks. That's a reported $400 million loss. Firewalk Studios, the team behind it? Shut down. The Last of Us Online? Cancelled. A Twisted Metal live-service game? Cancelled. A Spider-Man live-service project? Cancelled. A Horizon MMO? Cancelled. The live-service God of War game Bluepoint was working on? Cancelled in January 2025.
Eight of the twelve cancelled before they ever saw the light of day. And the studios and teams that got dragged into this mess are paying the price with their livelihoods.
That tells you everything you need to know.
"Following A Recent Business Review"
Now let's talk about that internal message from Hermen Hulst, because this is the stuff that drives players up the wall.
Hulst, the CEO of PlayStation's Studio Business Group, sent a message to staff explaining the closure. He opened by praising how well Ghost of Yotei, Death Stranding 2, and Helldivers 2 performed. Then he pivoted to blaming industry conditions for the closure. His exact words cited "rising development costs, slowed industry growth, changing player behavior, and broader economic headwinds."
Now, to translate that into normal human language. He listed every generic corporate excuse in the book to avoid saying the truth, which is that Sony mismanaged this studio into the ground.
And you know what makes this entire thing that much more insulting?
Sony's profits are up.
Last quarter, PlayStation's operating profits rose 19%. They even raised their forecast. Group profits are up 22% year-over-year. This isn't a company in crisis. This is a company that's doing just fine financially and still chose to gut 70 people's careers because of decisions those 70 people had no part in making.
Hulst also said, "Bluepoint Games is an incredibly talented team and their technical expertise has delivered exceptional experiences for the PlayStation community." And then he shut them down. He praised them in the same breath he fired them. That's corporate speak at its finest.
Credit where credit's due, he did mention they'd try to find roles for some impacted employees within PlayStation's global studio network. But "where possible" is doing a lot of heavy lifting in that sentence, and we all know it.
The God Of War Irony
And I keep coming back to this, because it's the part that breaks my brain.
February 12th. State of Play. Sony announces the God of War Trilogy Remake. Full remakes of God of War, God of War II, and God of War III. The community goes wild. TC Carson, the original voice of Kratos, is coming back. It's being handled by Santa Monica Studio.
February 19th. One week later. Sony announces the closure of Bluepoint Games.
Bluepoint Games. The studio that co-developed God of War Ragnarok. The studio that had more experience with the God of War franchise than almost anyone outside of Santa Monica. The studio that was, by every measurable standard, the single best remake studio in the entire industry.
They didn't just shut down a random team. They shut down the exact team that should have been leading that project. Several fans on Push Square pointed this out immediately. One comment said it perfectly. "Unbelievable. Perfect Demon's Souls remake to kick off PS5, assist on God of War Ragnarok, forced on live service crap, cancel game, shut down. Horrific management from Sony."
I don't want to repeat myself, but that quote captures it. That is the timeline. That is the whole story in four beats.
This Didn't Have To Happen
Look, I'll be honest with you. I'm not someone who thinks every studio closure is a conspiracy. Sometimes projects fail. Sometimes the math doesn't work out. That's the reality of business.
But this? This wasn't market forces. This wasn't bad luck. This was a studio that never failed being handed a project outside their expertise by executives chasing a trend, having that project cancelled because the trend collapsed, and then being shut down a year later because they had nothing to show for the years they lost.
We've seen this story before. We saw it with London Studio. We saw it with Firewalk. We saw it with Neon Koi. This is the fourth PlayStation studio to close in recent years, and the pattern is the same every single time. The live-service push was a top-down decision. The studios did what they were told. The strategy failed. And the studios paid the price.
Not the executives. Not the people who greenlit twelve live-service games based on a PowerPoint slide. The developers.
There's part of me that thinks, "Maybe I'm being too harsh. Maybe there are things I don't know about what was happening inside that studio." And then I snap out of it. Because everything I do know points in one direction. Sony had a studio that was exceptional at one thing, forced them to do something completely different, and then punished them when it didn't work out.
When Hulst acquired Bluepoint in 2021, he told IGN, "It's good for them because they get to do what they love most, and it's great for us because there's even more focus by Bluepoint on what we want." What Bluepoint loved most was making world-class remakes. What Sony wanted was a live-service money printer. And now nobody gets anything.
What This Means Going Forward
Beyond the immediate tragedy, 70 people losing their jobs, a 20-year-old studio being erased, there's a bigger question hanging over all of this.
If Bluepoint can be shut down with a track record like that, who is safe?
Kotaku pointed out that this is the third recently acquired studio Sony has shuttered in less than two years. GameSpot published an editorial today calling the closure "emblematic of Sony's biggest failures during the PS5 generation." PC Gamer's headline was blunt. "Bluepoint Games is being closed as the fallout from PlayStation's disastrous pivot to live service continues."
And they're right. This is still the aftershock of a strategy that was flawed from the start. Jim Ryan set the course. Hermen Hulst is still cleaning up the wreckage. And talented developers are getting caught in the middle.
The community reaction has been brutal. And justified. Push Square's comment section is on fire. Fans are calling for Hulst's resignation. One commenter nailed it. "Dude probably has more studios closed than games released under his tenure." Another said, "PlayStation will end the generation with fewer studios than it started with."
That's where we're at right now. Sony is heading toward the PS6 era with a smaller first-party lineup than it had when the PS5 launched. Naughty Dog hasn't released an original PS5 game. Media Molecule has been silent for years. And now Bluepoint is gone forever.
Meanwhile, Capcom is absolutely killing it with remakes. The Resident Evil remakes have been massive hits both critically and commercially. Oblivion Remastered was shadow-dropped last year and sold incredibly well. The market for high-quality remakes is booming. Sony just closed the one studio that was better at making them than anyone.
I just don't get it, man.
To The 70 Developers At Bluepoint
This part isn't about Sony. This is for the people.
These aren't nameless corporate casualties. These are artists, engineers, designers, and producers who spent years of their careers building some of the most beautiful and faithful remakes gaming has ever seen. The Demon's Souls remake was a masterpiece. Shadow of the Colossus was a masterpiece. The work they did on God of War Ragnarok helped that game become one of the fastest-selling PlayStation titles in history.
They deserved better than this. They deserved a chance to do what they do best. Instead, they spent the last five years on a live-service game that was doomed by a strategy that was never theirs.
To every single one of them. Your work mattered. Your talent is undeniable. And I genuinely hope the rest of the industry recognizes what Sony apparently couldn't.
The Bottom Line
Sony acquired Bluepoint for their talent. Put them on a project that wasted it. Cancelled that project when the strategy fell apart. Left them in limbo for a year. And then shut the doors.
That's not an "increasingly challenging industry environment." That's mismanagement. End of story.
And somewhere, right now, there's a boardroom full of people greenlighting the God of War Trilogy Remake at a different studio while the team that should have been making it packs up their desks in Austin, Texas.
This didn't have to happen. And that's what makes it worse.
Sources: Bloomberg, Kotaku, GameSpot, PC Gamer, Push Square, VGC, Game Informer, Game Developer
Share this article
Comments
Related Articles

Mortal Shell 2 Looks Incredible. And It's Being Made by 30 People.
Cold Symmetry left AAA in 2017 with four developers. Mortal Shell sold 2 million copies. Now Mortal Shell 2 has 60+ handcrafted dungeons, an open world, firearms, and a team of 30. This is how indie gets it right.

"It Was Just a Placeholder." The Gaming Industry's Favorite AI Excuse Has Become a Script.
Three studios. Three apologies. The same sentence. The problem isn't AI in development. It's that nobody disclosed it until players caught them. The pattern is undeniable.

While Everyone Else Squeezes You for More, Valve Just Quietly Made Gaming Cheaper for Half the Planet
Sony raises console prices. Publishers push $70 as the new normal. Valve responds by building tools to make games more affordable in 35 currencies. The contrast tells you everything about where the industry is right now.
You May Also Like

Soulmask 1.0: Free DLC, No Price Hike, and How Early Access Should Work
No price hike. Free expansion for existing players. This is how Early Access is supposed to work.

REPLACED: Eight Years, a War, and Zero Compromises
The game was finished. The reviews were positive. They delayed it anyway.

One Guy. No Publisher. No Multiplayer. $15. Road to Vostok Just Launched and It's Already Winning.
A solo Finnish developer turned down every publisher, ported his game from Unity to Godot in 615 hours, released four free demos, and just launched a $15 hardcore survival game to 5,000+ day-one players and Very Positive Steam reviews. Full breakdown at EarlyMeta.