GTA 6 Company "Exploring" AI To Help Make Games "Smarter" And Possibly Bring Down Costs
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๐ŸŽฎ GTA๐ŸŽฎ Grand Theft Auto

GTA 6 Company "Exploring" AI To Help Make Games "Smarter" And Possibly Bring Down Costs

GameSpot ยป All News RSS Feedโœ Eddie Makuchโฑ 3 min read(4 months ago)

Overview & Key Takeaways

Grand Theft Auto 6 could be one of the most expensive games ever in terms of its budget, and this kind of investment may only be sustainable for a small group of games, Take-Two CEO Strauss Zelnick said in an interview.

Speaking to Bloomberg, Zelnick giant investments only make sense for "massive blockbusters," and "that's super hard to do." Of course, GTA 6 is expected to be one of those games, but the industry overall is in for even tougher times ahead if production costs keep ramping up.

"We certainly can't deal with exponential growth--we probably can't even deal with linear growth--in production costs," he said. "So everyone puts pressure on everyone, ourselves included. But on balance, we want to make bigger hits, and we're prepared to take appropriate risks to do so."

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Grand Theft Auto 6 could be one of the most expensive games ever in terms of its budget, and this kind of investment may only be sustainable for a small group of games, Take-Two CEO Strauss Zelnick said in an interview.

Speaking to Bloomberg, Zelnick giant investments only make sense for "massive blockbusters," and "that's super hard to do." Of course, GTA 6 is expected to be one of those games, but the industry overall is in for even tougher times ahead if production costs keep ramping up.

"We certainly can't deal with exponential growth--we probably can't even deal with linear growth--in production costs," he said. "So everyone puts pressure on everyone, ourselves included. But on balance, we want to make bigger hits, and we're prepared to take appropriate risks to do so."

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GTA is Take-Two's biggest franchise, but the company has other big-name brands like BioShock and Borderlands. Zelnick said "there really is" a ceiling in terms of how much those brands could grow if costs do not come down. "It really means that we're going to have to be smarter about how we do things or certain titles can't get made," he said.

Zelnick went on to say that Take-Two is "exploring" if AI could "help us get there," but he said "technology" is a better word to use when talking about what may help the company drive efficiencies and potentially bring down development costs.

"Certainly, our bet is not going to be to give consumers less. Our bet is not going to be make games lighter, shorter, worse," he said. "I'm hopeful that we can create more efficiencies with technology. We'll see."

Before this, Zelnick said GTA 6 was an "expensive" game to make, though Take-Two has not offered any specifics about the game's budget. Zelnick said his ambition is to give developers "unlimited" financial and creative resources. On the subject of AI-driven cost savings, Zelnick said Take-Two has not observed this yet, and it may never.

Zelnick and many others in the field have been making the case that game production costs are unsustainable and that something has to change or the pain that the video game industry is going through will only get worse. To help cover what are no doubt massive production costs for GTA 6, many are wondering if Rockstar is going to charge more than $70 for the game. That remains to be seen, but a Bank of America stock analyst recently said Rockstar should charge $80 for GTA 6 to help convince other publishers to raise prices for their own games to make the market more sustainable.

GTA 6 launches on November 19 for PS5 and Xbox Series X|S. It's not coming to PC at launch because PC is not the "core" market for the game.

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CD Projekt Red Is Still Raking In The Cash As We Wait For The Witcher 4๐ŸŽฎ Multi-platform

CD Projekt Red Is Still Raking In The Cash As We Wait For The Witcher 4

CD Projekt Red has released its latest earnings report for the first half of 2026, and in short, it was a banger of a period for the company, and things are only expected to improve with many big-name releases on the horizon. For the January-July period, CD Projekt Red generated 435 million PLN ($116.4 million USD) in revenue, which was up 23% year-over-year. Additionally, the company posted a net profit of 249 million PLN ($66.6 million USD), which was up 37% year-over-year. Total net profitability for the company was a very impressive 57%. Management said in its report that these strong results were driven in part by "strong sales" of The Witcher and Cyberpunk games. Additionally, CD Projekt said it benefitted nicely from licensing revenue, a category that is becoming more and more important to the company. The company specifically called out licensing deals that Cyberpunk 2077 had with games like Wuthering Waves and Apex Legends this year. Additionally, the company pointed out how well Cyberpunk TCG did on Kickstarter. It would appear that CD Projekt's revenues are only set to grow further in the time ahead. That's because the studio has a lot of big games and content on tap, including The Witcher 3 Remastered this year(https://www.gamespot.com/articles/the-witcher-3-remastered-is-adding-dozens-of-upgrades-and-it-might-be-free-for-you/), The Witcher 3's Songs of the Past expansion in 2027(https://www.gamespot.com/articles/the-witcher-3-songs-of-the-past-is-a-mystery-centered-on-dandelion/), and then The Witcher 4 in 2028(https://www.gamespot.com/articles/witcher-4-release-window-narrowed-down-to-2028/).

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Long-Delayed Prison Architect 2 Gets Exciting Update After Two Years Of Mostly Silence๐ŸŽฎ Multi-platform

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Prison Architect 2--a very highly anticipated sequel--was originally scheduled to launch way back in 2024. The game was delayed to September of that year before later being delayed indefinitely, but after more than two years of waiting, we finally have a sign that it could be approaching a new release date: another beta test. Following a beta back in April--which was the first official update from Paradox(https://forum.paradoxplaza.com/forum/forums/prison-architect-2.1166/) on the game since it was delayed in 2024--Prison Architect 2 will hold another closed beta for September. The sign-up sheet(https://docs.google.com/forms/d/e/1FAIpQLSdbYUyKHRR46WulUbmTzZ0l3UHIQIP3qeW1XIIG9TqJwp9rPA/viewform), which is now closed, asks a few different questions of potential testers. The most important is if they are willing to sign an NDA, so don't expect news to come out of the closed beta. https://www.youtube.com/watch?v=zF6Celg50vM The actual playtest will run from September 9-15, but it's unclear if the closed beta will be followed by an open beta later down the line. Back in August of 2024, Paradox said "we need more time to improve both the game's performance and its content," offering refunds(https://forum.paradoxplaza.com/forum/developer-diary/prison-architect-2-delayed-release.1697795/) to those who preorders and not committing to a new release date. The game hasn't been available to purchase since then, which could lead to people thinking it was canceled. Above, you can see a video of what the game looked like back then. It's been well over a decade since the original Prison Architect released. In addition to PC, it's available on Xbox, PlayStation, and iOS. Prison Architect 2 is planned to launch for PS5 and Xbox Series X|S alongside PC.

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A Real-Life Romance (And The Love Of Fans) Fueled A Classic NES Remake๐Ÿ–ฅ PC, Multi-platform

A Real-Life Romance (And The Love Of Fans) Fueled A Classic NES Remake

With headlines dominated by stories of buyouts, layoffs, employee mistreatment, and crunch, it's easy to think that game development is a constant parade of misery and strife. But the vast majority of developers still make games out of genuine love for the medium--and feel deeply connected to their teammates. The surprise announcement of a Steam remake of NES cult classic Battle of Olympus(https://store.steampowered.com/app/5013380/TheBattleOfOlympus/) showcases the joyful side of game development: a project born of an idea that blossomed into a real-life romance, decade-long careers, and gratitude for the fans who have kept the game in peoples' minds. https://www.youtube.com/watch?v=W6cLmT6oNg The Battle of Olympus is a side-scrolling action-RPG released in 1988 by Broderbund for the NES. The visuals and gameplay take a lot of cues from Zelda II, though with a Greek mythology-inspired story and setting and a pretty solid challenge level throughout. It's been described as "a hidden gem" of the NES library many times, often overshadowed by similar titles, but beloved by those who enjoyed it. Notably, The Battle of Olympus was developed in Japan by a very small developer named Infinity. How small? Well, the game's credits list a whopping three different people--Yukio Horimoto, Reiko Oshida, and Kazuo Sawa. Yukio and Reiko were the two main collaborators, with Yukio handling programming, Reiko on art design, and the pair working together on the game's story. As it turns out, the project would lead the two to discover their connection to each other, and they would marry soon after--making it very fitting that The Battle of Olympus's Japanese subtitle is "The Legend of Love." Infinity would grow and continue work as a contract developer, porting titles from series like Ultima and Doom to various platforms while also releasing original work like GameCube fan-favorite Ribbit King. However, it now appears that Yukio and Reiko are ready to retire, and they want to do so by re-releasing the game that both brought them together and put Infinity on the map. But, as the YouTube video announcement emphasizes, this wouldn't have happened without the decades of support from fans of The Battle of Olympus, who continue to support the game through videos, streaming, and discussion. It's hard not to watch the announcement video with a smile on your face, with Reiko happily describing the game's development, what it means to them, and how much fan support has touched them over such a long time. In a sea of depressing news, sometimes we need a love story to remind us why games can be so great.

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