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Demon's Souls
Entirely rebuilt from the ground up and masterfully enhanced, Demon's Souls is a remake of the 2009 release that introduces the horrors of a fog-laden, dark fa…
This hit me because Bluepoint wasn’t a faceless contractor: it was the rare mid‑sized studio that actually elevated old games into must‑play modern releases. Their Demon’s Souls and Shadow of the Colossus remakes weren’t just prettier ports – they were technical and design statements that proved single‑player craftsmanship still has economic and cultural value. So seeing PlayStation close the studio, reportedly affecting roughly 70 people and taking effect in March 2026, is more than another corporate reshuffle – it’s a sign of how Sony is prioritizing certain strategies over specialist talent.
Multiple outlets (Eurogamer, JeuxVideo, 3DJuegos, citing Bloomberg reporting) say Sony decided to shutter Bluepoint following a recent business review. PlayStation’s internal messaging — leaked and summarized across coverage — praises Bluepoint’s “exceptional” technical work but frames the shutdown as a response to industry headwinds: rising development costs and slower growth. The studio was acquired by Sony in 2021 and, after helping with God of War Ragnarok, was reassigned to develop a live‑service God of War title that was cancelled in January 2025. According to the reporting, Bluepoint spent the last year pitching internally for new projects without success.
On paper this looks like classic corporate triage: keep teams that fit the growth model, cut those that don’t. Sony’s recent public emphasis on games‑as‑a‑service (GaaS) — a plan that, per reporting, included dozens of live‑service ambitions — meant studios were being evaluated on how well they could be repurposed into ongoing‑revenue engines. Bluepoint’s pedigree is single‑player fidelity and technical polish. Reassigning them to a live‑service God of War was an awkward fit; when that project was cancelled, there wasn’t a clear place for the studio in Sony’s prioritised slate.

Industry sources and commentators have framed this as part of a wider pattern: development costs are up, the market isn’t growing as fast, and platforms are tightening their rosters. Bluepoint’s closure follows others inside PlayStation’s orbit in recent years, which feeds into the narrative that acquisitions aren’t a guaranteed safety net.
For players, the immediate loss is obvious: a proven workshop for classic titles disappears. Bluepoint’s remakes sold well — Shadow of the Colossus and Demon’s Souls were both commercial and critical hits — and the studio’s technical skill set (engine work, art direction, performance tuning) is rare. That talent doesn’t vanish, but it scatters; the coherence of a dedicated remaster/remake house is harder to reconstitute inside a corporation focused on ongoing monetisation.

It also dims hopes for certain fan fantasies. Bluepoint was often cited as an ideal candidate for high‑profile remakes people whisper about (Bloodborne included). With the studio gone, the path for those projects becomes murkier unless Sony clearly signals a revived commitment to single‑player remasters.
Sources consistently report the closure timing, impact size, and the cancelled God of War live‑service project; there’s little public contradiction between outlets. What remains uncertain are the internal pitch details and why no replacement projects were approved. The story that’s emerged is less about Bluepoint failing and more about a mismatch between what a studio does best and what its parent company decided it needed to do.

PlayStation is closing Bluepoint in March 2026 after a cancelled live‑service God of War project and a year of unsuccessful pitches. This isn’t just another layoff — it’s the end of one of the best modern remake shops, and a worrying sign that single‑player craft can be deprioritised in a live‑service era. Watch Sony’s next moves to know whether this was a cold business calculation or a misstep they’ll try to reverse.
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