Immortality, the latest game from Her Story and Telling Lies creator Sam Barlow, is set to hit Xbox Series consoles, Game Pass and PC this summer. Like its predecessors, Immortality is shot in full-motion video and uses interactive cinematic scenes as a main mechanic. However, unlike the previous games, Immortality has a distinct horror vibe, not just psychological thrill.
The game is broken into three parts, each one a mysterious, unreleased movie starring the actress Marissa Marcel. Marcel disappeared after filming wrapped on these movies, and players have to investigate the lost footage to figure out what happened to her. The movies are Ambrosio (1968), Minsky (1970) and Two of Everything (1999).
Barlow revealed the Immortality trilogy back in 2020 and released a teaser in June 2021, though details about the game have remained scarce. Today’s new trailer, which debuted during the ID@Xbox showcase on Twitch, was the first real dive into the game — and it looks delicious.
Barlow brought on three screenwriters to help with the Immortality script, Allan Scott (Queen’s Gambit), Amelia Gray (Mr. Robot) and Barry Gifford (Lost Highway). It looks like the game will come to additional consoles down the line, as Barlow said on Twitter, “Other platforms to be announced.”
Therapy has an engagement problem. Despite the benefits of treatment plans and at-home exercises, people generally resist anything that feels like work, and this impedes the mental-health recovery process across the board. Clinicians have attempted to bridge this gap with various devices and reward systems, but still, it’s often incredibly difficult to motivate patients to help themselves.
Video games have the opposite problem. Players can spend hours immersed in a single digital experience, seated in one spot and lost in their own world, but they’re often branded as “lazy” for this behavior. Video games are widely viewed as a waste of time, even with growing research demonstrating the psychological benefits of play.
So, why not smash these industries together and see what happens? DeepWell Digital Therapeutics is a new video game publisher and developer from Devolver Digital co-founder Mike Wilson and medical device creator Ryan Douglas, and their goal is to alter the way people think about games and mental health. The DeepWell DTx advisory council includes more than 40 medical researchers, doctors and veteran game developers, including Tom Hall (Doom), Zoe Flower (Hellbent Games), Rami Ismail (Nuclear Throne), Lorne Lanning (Oddworld) and American McGee (American McGee’s Alice).
“We fight with engagement all the time,” Douglas said. He worked for years with light therapy and other interventions designed to treat anxiety, depression and stress, but said accessibility and participation were constant battles. “And these [game developers] had cracked that code at a level that they were really hitting hard neurological reward centers in the brain, in a way that the availability to effectively change what people do and think in certain times of mental illness was vastly improved over anything I’d seen before.”
DeepWell DTx isn’t about gamifying therapy tools or building digital experiences based on strict medical templates. Instead, the studio will analyze existing games for potential mental health benefits and, in some cases, work with interested developers to enhance these mechanics. The team will then secure approvals from regulators for these games to treat mental health issues including PTSD, anxiety, depression, OCD and addiction.
This is where Douglas’ expertise comes in. He’s the founder and former CEO of medical device company Nextern and he’s secured FDA approval for more than 25 medical devices over the past 15 years; he knows how to navigate this regulatory process and he sees games as a natural fit. He and Wilson started working on DeepWell about 18 months ago, in the middle of the COVID-19 pandemic.
“There’s a very specific regulatory pathway for this work,” Douglas said. “So, a couple key things — agencies have done a lot of work in the last couple years to figure out how software as a medical device and specifically digital therapeutics are going to work. The FDA has been collaborative in that work. And then in this emergency time, there has been more opportunity to do the work that we need to do to get these in people’s hands as quickly as possible. It’s arduous but not impossible.”
Additionally, DeepWell DTx will provide a framework for players to recognize these benefits as they play — whether that’s a label on the game’s storefront, a welcome screen or another digital signal — allowing them to adjust their mindset before pressing start.
“We’re super excited largely because of some intellectual property Ryan filed long before he met me, a couple years before he met me,” Wilson said. “We believe we’ve got a system built to enable game developers — eventually other media creators, as well — to work their magic and in a way that is already quite beneficial.”
It takes one whole minute before Wilson drops the phrase “digital psychedelics” into the conversation. This is kind of his thing; he’s an evangelist for psychedelics, with endless stories about Burning Man and the personal, therapeutic benefits he’s reaped from trips. Psychedelic therapy was a starting point for Wilson and Douglas, and they’re looking to mimic the perspective-shifting, calming effects of these substances through accessible digital experiences. They’re focused on alleviating a mental health crisis that was exacerbated by the global quarantine, using tools that people already have and naturally reach for.
“While it might not be as powerful as sitting with a macro dose of mushrooms and a couple of therapists, it might not be one session or two sessions or three, but it is an adjunct therapy that is good for you, that you might be way more likely to engage in and that the whole world has access to, even if they don’t have access to health care,” Wilson said. “These will be interventions that are helpful to people that are just paying regular game prices.”
Literally every game is up for review from the DeepWell DTx crew, from platformers and narrative adventures to RPGs and shooters, and interested developers can apply starting today. There’s also an in-house development arm of the DeepWell beast, and its first game is already halfway through development, with a few others in pre-production. The first DeepWell games are due to start rolling out in 2023.
Despite months of silence and years of delays, Overwatch 2 is definitely still a thing and Blizzard finally has a substantial update to share. The beta for the sequel’s 5-on-5 PvP mode will go live in late April on PC, and interested players are able to sign up today via the official site.
This test is a big deal for the franchise, considering the current Overwatch PvP standard is 6-on-6. The beta includes 5-on-5 battles, four fresh maps, the new Push mode, upgraded heroes (Orisa, Doomfist, Bastion and Sombra), a revamped ping system and the new character, Sojourn. A closed alpha for Overwatch 2 PvP launched today for Blizzard employees, Overwatch League pros and small groups of other, special players.
This is all good news for PvP mode, but in terms of PvE, it’s cause for pause. Blizzard apparently needs more time to work through the sequel’s PvE mode, and that’s why it’s breaking out PvP — a known quantity — for testing first.
“We are changing our release strategy by decoupling Overwatch 2’s PvP and PvE experiences from one another to get new PvP content into your hands sooner, while we continue to work on PvE,” the Overwatch team said in its update today. Breezing past the terrible sound of “decoupling,” it seems like Blizzard is having more difficulty implementing its new PvE mode than anticipated.
Game Director Aaron Keller said in his video update that there will be additional PvP public beta tests throughout the year, and he promised to provide more frequent updates about Overwatch 2 in the future.
“We recognize we haven’t communicated well, haven’t kept you up to date, and honestly, we’ve let you down when it comes to delivering Overwatch content,” Keller said, with not a lie in sight.
In November, former PlayStation IT security analyst Emma Majo filed a lawsuit against Sony, claiming the company discriminated against women at an institutional level. Majo alleged she was fired because she spoke up about gender bias at the studio, noting she was terminated shortly after submitting a signed statement to management detailing sexism she experienced there.
Majo later filed the paperwork to turn her case into a class-action lawsuit, and just last month Sony attempted to have the whole thing thrown out, claiming her allegations were too vague to stand up to legal scrutiny. Plus, Sony’s lawyers said, no other women were stepping forward with similar claims.
Today, eight additional women joined the lawsuit against Sony. The new plaintiffs are current and former employees, and only one of them has chosen to remain anonymous. One plaintiff, Marie Harrington, worked at Sony for 17 years and eventually became a senior director of program management and chief of staff to senior VP of engineering George Cacciopo.
“When I left Sony, I told the SVP and the Director of HR Rachel Ghadban in the Rancho Bernardo office that the reason I was leaving was systemic sexism against females,” Harrington said in a court statement. “The Director of HR simply said, ‘I understand.’ She did not ask for any more information. I had spoken with the Director of HR many times before about sexism against females.”
Harrington claimed women were overlooked for promotions, and said that during annual review sessions, Sony Interactive Entertainment engineering leaders rarely discussed female employees as potential “high performers.” She said that in their April 2019 session, only four of the 70 employees under review were women, and while all of the men in this group were marked as high performers, just two of the women were.
“Further, when two of the females were discussed, managers spent time discussing the fact that they have families,” Harrington’s statement reads. “Family status was never discussed for any males.”
The remaining women shared similar stories in their statements, with the common theme being a lack of opportunity for female employees to advance and systemic favoritism toward male employees. The plaintiffs claimed male leaders at Sony made derogatory comments including, “you just need to marry rich,” and, “I find that in general, women can’t take criticism.”
One plaintiff alleged that while on a work trip to E3, her superior tricked her into having drinks with him at the hotel bar, hit on her even after she declined, and told other employees that “he was going to try to ‘hit that.'” Another plaintiff shared a story about a gender equality meeting at Sony that had a five-person panel, all of them men.
The lawsuit against Sony comes at a time of reckoning for many major video game studios, including Activision Blizzard, Ubisoft and Riot Games. Activision Blizzard is facing a lawsuit and multiple investigations into claims of institutional sexism, sexual harassment and gender discrimination, while Ubisoft has long faced similar allegations from former and current employees. Riot Games paid $100 million in December to settle a class-action lawsuit over workplace sexual harassment and discrimination.
Sony has not yet responded to the latest movement in the class-action lawsuit, though it denies Majo’s claims of gender discrimination. The company has requested the lawsuit be dismissed, and that will be decided in a hearing in April.
Sony’s State of Play livestream today was short on major news, but there was one surprising nugget: Returnal is getting a beefy update on March 22nd. Returnal: Ascension adds co-op capabilities and a new survival mode to the game, and it’ll be completely free.
Returnal is a PlayStation 5 exclusive developed by Housemarque. It’s a roguelike shooter where players are trapped in a time loop on a hostile alien planet, and it gets a lot of things right, including massive enemies and a punishing reward system. As a PS5 exclusive, Returnal makes good use of the DualSense controller’s haptics and Sony’s 3D audio tech.
Ascension will be Returnal‘s 3.0 update. The game’s 2.0 update in October 2021 added photo mode and a suspension option that allowed players to save their progress mid-run, but only under certain conditions. It is a roguelike, after all.