The remake of ‘Prince of Persia’ aimed to be the turning point for Ubisoft. It has been canceled along with other titles

There are games that are not only played, they are remembered. ‘Prince of Persia: The Sands of Time‘ belongs to that category and for years was one of Ubisoft’s calling cards in its most inspired stage. Its remake, announced after a streak of ups and downsaimed to serve as a bridge between that legacy and a new stage for the company. What its cancellation reveals is just the opposite. Ubisoft is going through a period of harsh changeswith delays, cuts and decisions that reflect the extent to which the group is reviewing priorities to adapt to a tighter economic and creative scenario. The announcement came todayJanuary 21, coinciding with the presentation of financial results, and marks a turning point in the group’s strategy. Ubisoft announced a “reset” on a global scale that includes a new creative structure, a deep review of its game portfolio and an adjustment to the size of the organization. The company places these decisions in a more demanding market context, with higher costs and a “more selective” AAA. according to your own diagnosis. The stated objective is to gain agility, accelerate decision-making and guide the business towards what it defines as a more player-centered model. Cascading cancellations and delays. The restructuring has immediate consequences on the catalog. Ubisoft confirmed the cancellation of six games in development, including Prince of ‘Persia: The Sands of Time Remake‘, along with three new unannounced IPs and a mobile project. In addition, the company has decided to delay another seven titles to, as it explains, ensure that its new quality thresholds are met. One of those games, initially scheduled for fiscal year 2026, now moves to 2027, a move that directly impacts its short- and medium-term planning. A new internal map by brands and genres. One of the most profound changes affects how Ubisoft is organized internally. The company is reorganizing its production model to group its teams into five “Creative Houses”, each focused on specific franchises and genres, and supported by a “Creative Network” of studios to support production. The first brings together brands such as ‘Assassin’s Creed’, ‘Far Cry’ and ‘Rainbow Six’, while others group together sagas such as ‘The Division’, ‘Ghost Recon’ or ‘Splinter Cell’. ‘Prince of Persia’ is integrated into the fourth of these units, along with Rayman, Anno or Beyond Good & Evil, with its own leadership and greater creative autonomy. Beyond the canceled or delayed games, the restructuring implies profound changes in the company itself. Ubisoft has reiterated its intention to close studios, reorganize teams and reduce costs continuously over the coming years. In its plan, the company sets a reduction in its cost base of at least one hundred million euros by the end of its 2025-2026 financial year, and adds another two hundred million additional euros to be cut over the following two years. The group admits that the process will be difficult, but presents it as a necessary step to regain stability in a market that is increasingly less tolerant of errors. A new creative focus for the coming years. Looking ahead to this stage, Ubisoft states that it will concentrate its efforts on large open worlds and games as a service. At the same time, he has indicated that he will accelerate investments in “player-oriented generative AI”, a formulation with which he points to uses aimed directly at the player, without yet specifying how it will translate into specific titles. The company also recognizes that the revision of its roadmap will have effects on the release schedule and its financial forecasts. It is, in practice, the price assumed for the model change. Images | Ubisoft In Xataka | Sony has come up with something taboo in the world of video games: that AI starts playing for you when you crash

Sam Altman’s biometric project aimed to scan a billion eyes. It has not even reached 2%

World, Sam Altman’s ambitious project for verify human identity using iris scanshas managed to register 17.5 million people since its public launch in 2023. A figure that, although it may seem impressive, it barely represents 2% of its initial goal of one billion users. a promise. Altman’s idea was to create a global network of digital identity verified by ocular biometrics. To do this, users have to appear before a spherical device called Orb which scans your irises and generates a unique digital code, the World ID. In exchange, they can access an application with various services while also receiving cryptocurrency tokens. worldcoinwhich is currently worth about 60 euro cents per unit. “He is creating the disease, but he also wants to create the cure,” claimed a former employee of the company told Business Insider. Regulation. The project has run into a wall of institutional rejection. Just like share The medium, Spain, Hong Kong, Portugal, Indonesia, Germany and Brazil have imposed vetoes, suspensions or precautionary orders, while in Kenya it was banned a month after the launch. German authorities concluded last year that data protection measures “would not be sufficient to implement an appropriate level of security against cybercriminals or state attackers.” In October, the Philippines issued a cease-and-desist order, Colombia ordered to halt operations and delete data, and Thailand conducted raids arresting suspects for operating a digital asset business without a license. according to Business Insider. On the other hand, the Chinese Ministry of State Security warned that collecting iris data for cryptocurrencies could pose a threat to national security. A questioned model. Beyond the legal obstacles, some experts consulted in the middle they have questioned the viability of the project. Nick Maynard, vice president of fintech research at Juniper Research, said that “I don’t see a definitive use case that they have solved that is going to generate significant traction. They need a real purpose to exist, and that is not entirely clear yet.” The corporate structure is also complex, as Tools for Humanity (based in San Francisco and Munich) develops the technology; the World Foundation, from the Cayman Islands, controls the project; and World Assets Limited, in the British Virgin Islands, manages the token distribution. At the moment, the company has raised $240 million from investors such as Andreessen Horowitz, Bain Capital and Khosla Ventures, at a valuation of $2.5 billion. The expansion strategy. According to former employees who have contacted with Business Insider, the company opted for an aggressive growth strategy in emerging markets, prioritizing countries where the promise of free cryptocurrencies generated traction among economically vulnerable populations. In Mexico, local operators had to cover the majority of costs for scanning locations, although Tools for Humanity paid the rent for a year. In Argentina, external organizers they even sent buses with people who traveled to be scanned in exchange for money. Image: World Luis Ruben De Valadéz, who worked as head of operations in Mexico, commented to the media that had to raise about 100,000 Mexican pesos (about 4,705.75 euros at the exchange rate) from family and friends to open seven stores in Mexico City. As he shared, independent operators charged commission in Worldcoin, and it was common for exchange houses to emerge near Orbs stations where users immediately exchanged their tokens to obtain cash. The monetization dilemma. The company does not charge users to access its platforms, and its CEO Alex Blania has promised that they will not become data brokers. The company is known to earn revenue from verification fees (World ID fees) when external applications use its services. They also earn income through a program that allows them to rent or buy their own Orbs, and from processing fees on their World Chain blockchain. However, a former employee revealed The company expressed doubts about whether these fees would generate profits on their own, indicating that the financial future would depend above all on the continued flow of capital from investors. “I have trouble seeing it as a business. There is no incentive to buy or lease an Orb beyond making money by scanning tons of eyes, and for users it is to get more coins,” commented Martha Bennett, vice president and principal analyst at Forrester, told Business Insider. Bet on alliances. To accelerate growth, World announced partnerships with established companies. There is a pilot program with Match Group to verify Tinder users in Japan, and agreements with Stripe, Visa and the gaming company Razer. According to reported Semafor, Reddit was also in talks to use its verification services. Nikhil Bhatia, professor of finance at the University of Southern California and specialized in cryptocurrencies, commented to Business Insider that “it is difficult to judge something that is a crypto with a market capitalization of 2 billion as anything more than experimental or a fad. Worldcoin is not a contender in any way as a currency or asset against the dollar or Bitcoin.” And now what. The company has announced its intention to reach 100 million registrations over the next year, according to sources cited by the New York Post. But the road is full of questions. If you continue to require people to physically show up at your offices to have their eyes scanned, scalability could become complex. And if regulatory problems persist in the most populated markets in the world, it will be even more difficult for the company. World faces something common in many technological projects: with a powerful futuristic vision and plenty of capital, it does not seem to have a product that solves an immediate problem for the majority of users nor a clearly profitable business model. At the moment many people need to be convinced. In Xataka | The question is not whether AI will succeed in creating works of art. The question is whether we will consider them as such

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