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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 caught my attention because Bluepoint wasn’t some marginal outfit – it was the go‑to studio for high‑end remakes. The team that rebuilt Demon’s Souls for PS5 and brought Shadow of the Colossus back to life is being closed as part of a PlayStation consolidation. Bloomberg first reported the shutdown and Eurogamer, JeuxVideo and 3DJuegos all confirm the same messy picture: roughly 70 people affected, the studio to close in March, and the immediate trigger a cancelled Bluepoint‑built live‑service God of War project.
All three outlets underline the same immediate facts: Sony bought Bluepoint in 2021, the studio was reassigned to a live‑service God of War project that was cancelled in 2025, and a “recent business review” led to the decision to close. PlayStation boss Herman Hulst’s internal message — reported by Eurogamer — thanks Bluepoint for its “technical expertise” and says the company will look for placements for some impacted staff inside PlayStation’s global studios. That’s polite corporate language covering a blunt reality: reintegrating a niche remake team into a sprawling first‑party machine isn’t straightforward.
Bloomberg’s original reporting framed this as a consequence of Sony’s broader cost‑cutting and a corporate review. Eurogamer echoes that while adding the human context: Bluepoint made launch‑defining tech work on Demon’s Souls and legacy remasters. JeuxVideo and 3DJuegos bring the sharpest criticism, arguing this is emblematic of a PlayStation push toward games‑as‑a‑service (GaaS) that doesn’t line up with what Bluepoint does best — lovingly crafted single‑player remasters.

Where the outlets agree is significant: critical acclaim and commercial pedigree didn’t save Bluepoint. Where they offer different emphasis is telling: Eurogamer foregrounds the corporate explanation and the cancellation timeline; European outlets frame the closure as a failure of strategy and a cultural mismatch between GaaS ambitions and player appetite for premium remakes.
For PlayStation, this looks like consolidation cooked into the company’s FY26 roadmap. Rising development costs and slower growth are real pressures, but the closure highlights a bigger problem: acquisitions need coherent post‑purchase plans. Bluepoint’s core value was technical craft and preservation‑grade remakes. Reassigning that talent to a long‑running GaaS product was always a gamble — and it didn’t pay off.

For players, the immediate loss is institutional. Bluepoint’s techniques — animation polish, engine surgery, frame‑rate and fidelity wrangling for legacy titles — don’t vanish overnight. Future remasters or preservation projects in PlayStation’s portfolio will either need to be farmed out, reimagined internally, or risk a gap in quality. For fans of single‑player, auteur‑driven remasters, that’s bad news.
JeuxVideo and 3DJuegos place Bluepoint’s closure in a string of post‑acquisition struggles and studio shutdowns at PlayStation over recent years. This fits a pattern: Sony has bought multiple studios since 2021 with mixed outcomes. Some integrations have worked (Nixxes’ porting support is a clear utility), others have been rocky, and a few studios have been closed after strategic shifts. Bluepoint’s closure amplifies an uncomfortable truth for PlayStation: acquisition headlines are cheap, integration that respects craft and culture is hard and expensive.

Bluepoint’s shutdown is a brutal reminder that corporate strategy and studio identity must align. Sony’s decision is rooted in canceled projects, cost pressure, and a push toward GaaS — but it also costs PlayStation the stewardship of one of the industry’s best remaster teams. Gamers who care about high‑quality remakes should be paying attention: expertise like Bluepoint’s doesn’t get replaced by a memo.
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