Earlier this week, after warping across the galaxy for 90 hours in a sentient spacecraft,
Twitch streamer
John Wissmiller realized that
Concord was the best first-person shooter he’d played in a decade.
“The gunplay was crunchy, the movement was smooth, and the progression felt rewarding,” he says. “I was even more enthralled by the world the developers had created when I looked into the lore.”
He wasn’t alone. “One of the biggest perks about the game was the absence of toxicity within the player community,” says Kelle Dees, a content creator at
KDeesGamez. “Everything about the game was positive and inclusive.”
On Wednesday, less than two weeks after the game’s August 23 launch, Sony
announced it was taking
Concord offline and offering full refunds to anyone who had purchased it on
PlayStation 5 or PC. “While many qualities of the experience resonated with players, we also recognize that other aspects of the game and our initial launch didn’t land the way we’d intended,” wrote Ryan Ellis,
Concord’s director at Firewalk Studios, a division of Sony Interactive Entertainment.
“I was completely devastated,” Wissmiller says. “We’ve never seen a first-party title from Sony get this kind of treatment.”
In fact, we’ve never seen
any AAA video game get this kind of treatment—and that’s what could make
Concord a horrifying canary in the coal mine for gamers and game workers alike.
“It’s unprecedented for a game of this scale to be shut down so quickly,” says Liam Deane, a video game analyst at Omdia. “Usually publishers keep games that struggle at launch on life support for a while, but in
Concord’s case the launch was so bad there was clearly no way back.”
Like
Fortnite, Destiny 2, and
Valorant, Concord was meant to be a live-service game that constantly released new updates over the course of several years. But while those other games are free to play—and rely on microtransactions to make money—
Concord cost $40 up front. “It's just very difficult to break into competitive multiplayer games [and] displace the existing top titles,” says Simon Carless, an industry analyst who publishes the
GameDiscoverCo newsletter. “These are the kind of titles that players socialize with their friends in, and they're often not motivated to switch games.”
Sony hasn’t revealed how many copies of
Concordsold between August 23 and September 3, but the number of active PC players on the Steam platform
peaked at just 697 on launch day. That’s abysmally low for a major release that spent eight years in development; Sony’s previous live-service game,
Helldivers 2, had over 155,000 players on its first day, back in February, and later peaked at 458,709.
Helldivers 2, though, was a breakout hit that already had an established fanbase.
Concord, on the other hand, was a brand-new franchise that didn’t get much of a marketing push and drew the ire of “anti-woke” snivelers who complained about the game’s use of pronouns on its character selection screen.
“For big companies, it's difficult to work out what bets—and how large bets—you should make,” says Carless. “Some of the
corporate overexuberanceduring Covid and low interest rates has meant that large companies overextended, and the pullback has been—and is going to be—painful.”