Monday, June 1, 2026

007 First Light Budget Reportedly More Than $200 Million

Developer IO Interactive's 007 First Light reportedly had a budget of more than $200 million and took seven years to make.

Behind-the-scenes details on the Denmark-based studio's latest were shared in a report by the Danish Broadcasting Corporation. According to the outlet, the James Bond video game was especially expensive to bring to life at 1.3 billion Danish krone (a little more than USD $202 million) to develop.

According to reporting from Denmark's TV 2, that makes 007 First Light the most expensive entertainment product in the country's history. IO had no comment to share regarding its reported budget when contacted by IGN.

It's worth putting that $200 million figure into context. Most of the triple-A video game budgets that make headlines do so for being in the hundreds of millions of dollars range. Bungie's recently released extraction shooter Marathon reportedly had a budget of over $250 million, for example. Concord's initial development deal was around $200 million, according to a report by Kotaku. In 2023, documents submitted as part of the Xbox Federal Trade Commission case accidentally revealed The Last of Us: Part II and Horizon Forbidden West each cost more than $200 million to develop. So, in that context, 007's $200 million seems par for the course.

Some games have astronomical budgets much bigger than 007's. For example, last year the development budgets of the Call of Duty games were revealed for the first time after a court document confirmed Activision pumped $700 million into Black Ops Cold War alone, although that was over the shooter's life cycle. At the top of the tree is GTA 6, which may well be the most expensive video game ever made; parent company Take-Two is estimated to have spent $1 billion to $1.5 billion so far on its development.

As for IO's development timeline for the new James Bond game, we already know the project was officially unveiled back in late 2020. If the Danish Broadcasting Corporation's reporting is accurate, it would mean the Hitman studio had entered some form of development on the project around one year before its reveal.

IO launched 007 First Light for PC, PlayStation 5, and Xbox Series X and S last week, May 27. It's unclear exactly what numbers the studio would need to hit to recoup its costs or how that reported $200 million budget breaks down, but we do know that it's already off to a strong start.

On May 29, just two days after its launch, IO announced the game had already managed to become its fastest-selling game ever at 1.5 million copies sold in just 24 hours. According to Alinea Analytics head of market analysis Rhys Elliot, Valve's Steam platform accounted for 500,000 copies from that number, generating about $25 million in revenue alone.

The success of 007 First Light all arrives without the help of a Nintendo Switch 2 version, which is expected to arrive later this summer. Should IO's third-person adventure game prove successful enough, it could potentially spawn a sequel, though details on that front have not been officially mentioned quite yet.

IGN called 007 First Light "amazing" in our 9/10 review. We said, "Demonstrably obsessed with bringing the Bond fantasy to life in a way no one has ever managed before, 007 First Light is the best Bond game I’ve ever played."

Our 007 First Light Guide has all the Essential Tips and Tricks you need to survive your first assignments, plus 6 Tips for Mastering Stealth so you can stay out of sight. There are plenty of achievements to unlock and collectibles to get your hands on, so check our guide to All Collectible Locations to make sure you don’t miss out. For a helping hand with your missions, head to our in-progress Walkthrough, and our guide to all the Safe Combinations and Keypad Codes.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).



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New Warhammer 40,000 Cinematic Stuns Fans With Official Look at the Emperor

Games Workshop just threw a grenade at the Warhammer 40,000 community with a stunning cinematic that shows the Emperor of the Imperium sitting on the Golden Throne — the first official look at the Master of Mankind in the current setting for years.

The Warhammer 40,000 setting is built upon a galaxy-shaking civil war that took place 10,000 years earlier, called the Horus Heresy. It ended with the Emperor finally defeating his Chaos-fueled Primarch son, Horus Lupercal, and save the Imperium of Man from destruction, but at a terrible cost: the near-death Master of Mankind was interred upon the Golden Throne as a carrion Emperor sustained by the daily sacrifice of thousands of psykers.

The iconic art of the God-Emperor by John Blanche, below, is seared into every Warhammer 40,000 lore fan’s mind. This is how the Emperor looks in the 41st millennium: grim, dark, and barely there at all.

But is this actually how the Emperor looks? We rarely see official art of the Emperor in the current setting from Games Workshop, and he’s never been depicted in an official cinematic before. Well, over the weekend, in a new trailer confirming a June 20, 2026 release date for the 11th Edition of Warhammer 40,000, that all changed.

The stunning new Warhammer 40,000 cinematic sets up the grim darkness of the far future, depicting a pilgrim’s journey from Golden Throne on Terra (called Earth in the trailer) to inevitable death on some war-torn battlefield. Throughout, we see the Emperor actually sat on the Golden Throne in various forms, or, perhaps more accurately, three faces of the Emperor: the Emperor in all his glory, the Emperor being sucked dry as he sustains Humanity even now, and the Emperor as little more than a skeleton.

These brief looks at the Emperor flash on screen, so it’s hard to make them out initially. I went through the trailer frame by frame and picked out the best shots of the Big E so you can see him for yourself in the slideshow, below.

We see the Emperor riddled with wires that resemble intestines, as a husk of a man with mere shreds of humanity left. One image shows the Emperor with flesh on his face, teeth in his skill, and an eyeball that appears to be looking directly at us, the viewer. He almost… almost… looks alive.

It’s important to note that, with pretty much everything Warhammer 40,000, there is an unreliable narrator element to this cinematic. While these are official images of the Emperor, are we simply seeing what the Emperor wants us to see? Are we seeing manifestations of the Emperor’s will? Are we even seeing the Emperor here at all? Is it all just propaganda?

In Era of Ruin, a Horus Heresy book released last year, it is suggested that the image of the God-Emperor we see in John Blanche’s art and, ergo, the images of the Carrion Emperor we see in this cinematic, are misleading. Some fans believe the book describes a very early piece of Warhammer 40,000 art found within the 1987 Rogue Trader rulebook (the 1st Edition of the Warhammer 40,000 core rulebook), which shows the Emperor in a different light, complete with blood bag, mist, wires that resemble intestines, and Custodes with black helms. That is to say, the actual Emperor is hidden behind the Emperor we see sat on what we think of as the Golden Throne, and he looks like this:

An accompanying post on the Warhammer Community website reaffirms the idea that the Emperor is everything and nothing all at once.

“The exact health and fate of the Emperor by the 41st Millennium is both vague and hotly debated,” Games Workshop said. “Is he alive? A god? Or just a rotting corpse on a throne acting as the bulb for a glorified psychic lighthouse? The trailer artfully skirts this problem by showing all of these possibilities. You’ll just have to decide for yourself.”

There have been rumblings about the Emperor being “alive,” at least in a metaphysical sense, in the current setting, based on various events that have happened either in novels or tabletop books. For example, Ultramaines boss Roboute Guilliman was saved from certain death at the hands of his Primarch brother Mortarion, the Daemon Primarch of the Death Guard Chaos Space Marines, by what most consider to be an intervention from the Emperor himself. Some fans believe Games Workshop might be setting up the Emperor’s dramatic return, however unlikely that feels.

Personally, I don’t think this cinematic is anything other than a spectacular teaser for 11th Edition, and a primer for the Warhammer 40,000 setting itself. I don’t think it suggests anything further, and certainly not the return of the Emperor. In many ways it muddies the waters further. The precise status of the Emperor is one of the biggest and most discussed ongoing mysteries in the Warhammer 40,000 universe, and this cinematic is smart in that is doubles down on the idea that this mysery can never be unraveled, as if the Emperor's true status is unknowable. I quite like it like that.

And let’s remember that Games Workshop hasn’t even got round to Roboute Guilliman and his loyalist Primarch brother Lion El'Jonson finally meeting up after the latter returned to the current setting. One step at a time, eh?

Still, the cinematic has certainly got Warhammer 40,000 lore fans talking, and there is much debate about what the images may signify, not just of the Emperor but across the cinematic. From that perspective, it’s mission accomplished.

Image credit: Games Workshop.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.



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Factorio Set for Its Last Major Update, a Decade After Launch

Factorio is set for its last major update soon, developer Wube Software has announced in a blog post.

The influential strategy game about building and creating automated factories launched on Steam in early access form in February 2016, before launching proper in August 2020. It is a huge hit for Wube, one of those eternal Steam games with addictive gameplay mechanics, complex systems, and near infinite replayability. Factorio, which has seen superb support over the years, is credited with popularising the factory-building and automation genre on PC, and retains an ‘Overwhelmingly Positive’ user review rating on Valve’s platform.

"I can’t imagine how different Steam gaming landscape would have been if there was no Factorio," John “Bucky” Buckley, communications director and publishing manager for Palworld developer Pocketpair, said in a post on social media. "Thank you for making an incredible game!"

Managing expectations on the scope of the 2.1 update, Wube said: “Generally, we are happy with the game design of Factorio and Space age. The progression is good, things are mostly well balanced (one or two exceptions), and there isn't anything we feel is majorly missing. That is to say, we didn't go into 2.1 development with grand designs of large new pieces of content or huge features.”

To that end, the 2.1 update will focus on quality-of-life improvements, add some “small” features, polish the game in some areas, and makes improvements to modding. It will not add new planets, enemies, or research trees or resource chains.

Wube will spend the next few weeks in closed beta testing, with an experimental 2.1 release set for the end of June. “Once released, we will have the usual bugfixing, before our summer vacations start in July,” the developer added. “Importantly, we plan to keep 2.1 as experimental over the whole summer (I.E, not mark it stable), so that mod authors will have plenty of time to update.”

Long-term, though, 2.1 signals the end of major updates for Factorio.

“We envision 2.1 as our last major update of Factorio, and we will shift the focus onto long term support,” Wube explained. “So things like bug fixes, platform support/compatibility, modding features, etc. Other than that we feel we've reached a good place to conclude the active gameplay development.”

So, an end of an era for Factorio, but Wube is already working on other projects. Just don’t expect to hear about them for a while (“honestly there will not be anything to share for a long time”).

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.



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Hot on the Heels of Katsuhiro Harada's Exit From Bandai Namco, the Director of Tekken 7 and 8 Has Left Too

Kohei 'Nakatsu' Ikeda, game director on Tekken 7 and 8, has left Bandai Namco after 20 years at the company.

His exit comes hot on the heels of Tekken legend Katsuhiro Harada’s exit to form a new video game company.

“There were joyful moments, and many difficult ones as well,” Ikeda said in a farewell message posted on social media. “There were times when we celebrated together, and times when I received passionate criticism and encouragement. Yet every one of those moments helped push both myself and the Tekken Project forward.”

Ikeda didn’t say what he plans to do next, but most fans are speculating that he is set to rejoin Harada at his new venture, VS Studio, which has partnered with SNK Corporation.

The Tekken community is now left wondering what’s in store for the fighting game franchise. Just last week Bandai Namco delighted fans by announcing Yujiro Hanma from the Baki manga and anime franchise as the guest character of the Tekken 8 Season 3 Pass, which ends early 2027 with his arrival. But with both Harada and now Ikeda out of Bandai Namco, will fans get a Tekken 9? If so, what might it look like?

Certainly, Tekken fans have had a rough relationship with Bandai Namco in recent years, criticising various aspects of the game and balance changes. Harada has spoken publicly about his difficult relationship with both the Tekken franchise and Bandai Namco, stepping in multiple times on social media to respond to fan concern, including the time he addressed a row over the sale of premium stage DLC.

“Makes me worried about the fate of Tekken 9,” said one concerned fan, responding to Ikeda’s departure. “The franchise might have to take a bit of a break after this game,” another suggested. “This game has definitely been a nightmare for developers AND players.”

Bandai Namco itself has yet to say what’s in store for Tekken beyond Tekken 8 Season 3.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.



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Saturday, May 30, 2026

Rayman Origins Remaster Leak Reveals First Details About Enhanced Edition from Ubisoft

Ubisoft seems to have another leak problem, as what appears to be a remastered version of Rayman Origins has appeared on the Xbox Store – and it's only $2,000.

Nintendo Everything caught and shared a Microsoft listing for an unannounced game called Rayman Origins: Enhanced Edition before it was pulled offline yesterday. Along with a few screenshots, the page revealed the promise of 4K resolution, 60fps, and modern enhancements.

Although there may be some fans willing to pay the $1,999 for Ubisoft's classic platformer, the price tag is almost certainly an error or placeholder number. Considering the page has been taken down, we'll probably see a corrected price when an official announcement eventually arrives.

Rayman Origins brought the floating mascot back to the world 2D gameplay when it launched in 2011 for the Nintendo Wii, PlayStation 3, and Xbox 360. Although PC, PlayStation Vita, and Nintendo 3DS versions rolled out in the years that followed, the title has remained a bit stuck when it comes to its presence on consoles.

Elsewhere in the leaked description for Rayman Origins: Enhanced Edition is the mention of "60 hidden Relics," which were previously only available on the Vita version of the game. Potential platforms remain a mystery, but should Ubisoft announce Rayman Origins: Enhanced Edition, there's a good chance players with modern hardware will get to relive the classic 15 years after its original release.

The Rayman Origins leak follows another slip-up for the character from that saw first details about the unannounced Rayman Legends Retold tumble onto the internet earlier this week. This title is said to be a remake of Ubisoft's 2013 video game and is expected to launch this October.

For now, we do not know how the publisher plans to address Rayman Origins: Enhanced Edition or when it may release. With events like Summer Game Fest just around the corner and more leaks popping up every day, we can only hope to hear an update soon. In the meantime, you can read IGN's original 9.5/10 Rayman Origins review. You can also read about the Rayman 30th Anniversary Edition that may have leaked in January.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).



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Stop Killing Games Gains Momentum After Bill Passes California State Assembly Vote

The Stop Killing Games movement has reached yet another major milestone after a bill protecting games from being pulled offline passed a California State Assembly vote.

As announced in a video posted by California State Assembly Member Chris Ward on the Stop Killing Games YouTube channel, bill AB-1921, also known as the Protect Our Games Act, has officially passed with a vote of 43-16. A campaign volunteer shared the news in a Reddit post, confirming that it passed with "strong Democratic support and two Republican yes votes," with opposing votes breaking down with one Democrat and 15 Republican votes.

It marks an important moment for Stop Killing Games, which has backed the bill as part of its ongoing fight for video game preservation.

"It's over in the state senate now, and we're going to be able to debate that in committee in the month of June," Ward said. "The idea came to be from a constituent in San Diego who is tired of seeing their game shut down after recent purchases. So, if you live in California, be sure to contact your state senator and tell them as a gamer or developer why you care and this matters to you. We're fighting for your consumer protection and making sure that you have a full right and enjoyment to these games."

As detailed by Stop Killing Games, the bill AB-1921 would require game companies to provide 60 days' notice before shutting down support for server-dependent games and then either offer a method for owners to play affected games afterwards or provide refunds. The former could be achieved through community servers or offline access of some kind.

These ideas are nothing new for Stop Killing Games. YouTuber Ross Scott began the consumer movement in April 2024 in the wake of the news that Ubisoft would delist and pull its open-world racing game, The Crew, offline, leaving owners without access. The goal of the movement is to keep games, good and bad, alive in an industry that has signaled a trend toward keeping players from accessing experiences. Recent examples include Concord, Anthem, and Highguard.

Stop Killing Games' European Citizens' initiative reached 1 million unverified signatures back in July 2025 and went on to secure 1.3 million signatures in January of this year. European politicians debated its goals for game preservation earlier this month and expected to deliver a reply in the coming weeks.

As explained by Ward, there is much work to be done before Stop Killing Games achieves its goal to keep games running after a publisher tries to pull the plug. Meanwhile, Sony recently announced it would delist and shut down PlayStation 5 title Destruction AllStars. Publisher 2K announced it would delist and shut down online functionality for Lego 2K Drive a few weeks ago.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).



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Friday, May 29, 2026

Exclusive Interview: How Music Shaped the World of Zenless Zone Zero

When HoYoverse drops a new game, players have come to expect sweeping, high-fantasy orchestral arrangements and space-opera symphonies. But Zenless Zone Zero completely shatters that playbook, swapping out concert halls for the gritty, high-energy pulse of underground club culture and vintage aesthetics. From the lo-fi chill of Sixth Street to the high-octane EDM pounding through the Hollows, New Eridu’s music rises above most video game soundtracks as the driving heartbeat of the entire experience.

Behind this pivot into funk, acid jazz, and electronic sub-genres is Yang Wutao and the tight-knit team of producers and composers known as Sān-Z Studio. Operating more like a collective of late-night crate-diggers than traditional gaming composers, Sān-Z Studio's philosophy is fiercely straightforward: prioritize raw emotion over industry trends. Whether collaborating with global electronic icons like Tiësto or capturing the quiet, solitary headspace of a single character, the team approaches every track as a standalone piece of art meant to exist outside the boundaries of the game.

With the game's highly anticipated physical soundtrack dropping on vinyl via Laced Records on April 29th, fans are getting a tactile, analog way to bring a piece of the game's world into their own living rooms. IGN sat down with Yang Wutao to discuss the creation of the music for Zenless Zone Zero.

IGN: One of the standout features of Zenless Zone Zero is how every Agent feels very unique. When you'ree developing the character EPs, what's the internal process for selecting a genre to match an Agent's DNA? For example, how did you land on EDM?

Yang Wutao: Music exists to express emotion — otherwise it's just sound. So we've never had a "genre selection" process when it comes to character EPs. There's only ever one question: who is this character, and what do they want to say?

The IP team gives us a foundation, but we'll continue to dig deeper from there. We'll figure out things that aren't written into the lore, but a real person would naturally have. For example, nobody told us what Yanagi thinks about on her commute home, but she's so busy, so used to taking care of everyone else, that I naturally found myself wondering: when she's walking home alone, what's going through her mind? That's the moment I wanted to capture. Caesar looks tough on the outside, but she's a Pisces, someone who's genuinely sensitive underneath. So we leaned into that side of her. Burnice is wild and full of energy, so EDM's explosive feel just made sense.

We don't really think along the lines of, "Oh, this genre is trending, let's use it." Emotion comes first, and the genre follows. Once we're clear on who the character really is, the sound will naturally find itself.

After hearing me say all this, maybe go back and give all the EPs another listen — you might even spot a few cases where we fell flat in terms of expression.

IGN: We've seen the game collaborate with massive names like Tiësto and partner with festivals like Creamfields. It's clear that club culture is baked into the game's soul. How does the energy of dance music influence the design aesthetic and music?

Yang Wutao: It's the other way around, actually. Electronic music didn't shape Zenless Zone Zero, but rather, it's more like a group of like-minded people came together, and what we made just naturally turned out this way. That's exactly why collaborating with DJs like Tiësto felt like a natural extension of what we were already doing.

EDM fits this game because it's inherently energetic. It has no lyrics, not a lot of melody, and is built on loops. But through verses, build-ups, drops, and other sorts of unconventional sound design, it affects us emotionally. You don't need to understand it, you just need to feel it. That's exactly the kind of experience Zenless Zone Zero wants to give players.

And honestly, a lot of games in the industry are going orchestral. We didn't want to go down that road — we wanted to be fundamentally different. The project team and our producers gave us the space to do that, and we ran with that direction.

The results proved it was the right call. Whether it was Creamfields in the UK, ZZZ FES here in China, or ZLive events in Japan, US, and other locations, we didn't have any flashy high-tech stage setups. We just played the music, and the crowd went wild. That's not us being impressive, it's just the energy that electronic music carries on its own. It has this thing where it puts you in the zone right then and there.

IGN:The character EPs often feel like they belong on a festival stage rather than a traditional game soundtrack. When you're in the studio, are you approaching these tracks as video game music or are you trying to write a standalone pop or rock song that could be a hit on the radio?

Yang Wutao: While in the studio, we've never once asked ourselves, "Is this game music or a pop single?" That framing just isn't part of our initial considerations at all.

We only ever start from one place: does this music have emotion, does it have energy, and is it well-made? When a piece of music really lands, it stops being purely functional — it becomes a song. The game has hundreds of tracks, and some of their respective scenes are short, so some tracks are more for utility. And that's fine. But character EPs are different — those are the ones where we hold ourselves to the highest standard.

Of course, we also recognize that the game and the music elevate and complement each other. The fact that ZZZ's music has reached so many people and resonated the way it has, that wouldn't have happened without the game as a platform, and we're genuinely grateful for that.

But we have a bigger goal in mind: if someday someone who doesn't play Zenless Zone Zero, or even someone who has no connection to this ACG world at all, hears the music and loves it purely on its own terms — that's the biggest sort of validation we can get. If we get there, great. If not, we keep working. Simple as that.

IGN:The Hyper Commission OSTs cover a massive amount of ground. How does the team divvy up the workload between composers and ensure the music feels cohesive? Specifically, how do you distinguish the vibe of daily life on Sixth Street from the high-stakes, chaotic energy of gameplay inside the Hollows?

Yang Wutao: The overall cohesion is honestly more of a natural byproduct than something we deliberately engineered.

ZZZ's art direction has a very strong sense of identity. From the moment I first saw it, the vibe hit me immediately, and I knew right away that electronic music had to be the foundation. But electronic music itself has a lot of branches. The chill daily life on Sixth Street and the pressure of combat inside the Hollows call for completely different sub-genres. Whatever feeling a scene gives you, that's the direction the music goes.

It was just me in the beginning, so I tried to cover as many styles as possible while staying within the category of electronic music — and that's probably how the "wide ranged but still cohesive" effect came about naturally. As the team grew, everyone who joined was a musician and understood the principles, and the foundation carried on. Even in later versions where we've explored some non-electronic directions, the core scenes and combat music have stayed true to what was set from the start — so it never drifts too far.

The workflow is pretty simple: when tasks come in, we split them up, everyone does their thing, and then we critique each other's work. We're direct with one another, and we trust one another. Sometimes the feedback is brutal, but that's exactly how you end up with music that actually has character.

IGN:New Eridu has such a distinct visual language, from the streetwear to the retro-tech. What kind of references is the development team handing the music department? Are you looking at fashion and street art just as much as you are looking at musical scores to find the right sound?

Yang Wutao: Honestly, there's no formal reference-sharing process. The art team just sends a few images our way, such as character designs or character/scenic drafts, and from those we pretty much get a feel of what to do.

But the deeper reason why that works is: that kind of understanding wasn't built overnight. It exists because we were already the same kind of people to begin with. The music team, the art team, the UI team — we're friends outside of work, gravitate toward the same things, and our tastes line up. Sometimes, even a look is all it takes.

We don't deliberately study or research street art or fashion trends. But we live pretty down-to-earth lives — and that life is part of street culture itself. We understand the atmosphere not because we consciously observe it from the outside, but because we're already inside it. So when New Eridu's visual language is sitting right in front of us, we don't need it explained — because that feeling is something carved into our bones.

You could almost think of it this way: we're New Eridu residents ourselves — just a group of close friends working different jobs.

IGN: Battle music in Zenless Zone Zero has a very specific sound to it. What was the core directive for the combat themes?

Yang Wutao: If I had to name one core principle, it's that the music has to be alive. The foundational style was established a long time ago, and as long as we're not straying wildly from it, we actually encourage everyone to make whatever they want to make. I'd much rather each musician bring their own personality, preferences, taste — even their life experiences — into the work. Because only then does the music actually come alive, instead of just being sound that sits underneath the action.

Take Hugo's combat track for example: it's very rock, very metal, totally different from the electronic feel of our main storyline. But it's alive and has a personality. The moment you hear it, you know who made it.

When each musician brings something that's genuinely theirs, the combat music will have a soul of its own. To us, that matters a whole lot more than stylistic consistency.

IGN:New Eridu is obsessed with "old tech" VHS tapes, CRT monitors, and of course, vinyl. Does this retro-future aesthetic influence your production techniques?

Yang Wutao: VHS tapes, CRTs, vinyl records — these are very specific visual symbols that are instantly recognizable. But music is abstract. You can't play a note that "draws out an image" of a CRT monitor. So rather than saying this aesthetic style influenced our production techniques, I'd say it triggered a kind of feeling in us — an impulse to go back and find the sounds we remember.

Our team spans different generations, so everyone's definition and relationship with "retro" is a little different. But that's actually a strength — it gives us a wider pool of memories to draw from. Someone might associate it with the grainy texture of lo-fi hip-hop; someone else might think of jazz or bossa nova; someone else could be hearing the musical quality of 90s anime. Put those things together and you get a kind of retro that feels layered and rich rather than flat.

So the aesthetic's influence on us is less about "technique" and more about "what feeling are we trying to express." Technique is in service of expression, and expression is our core. We hope to use the tools of today to bring back the sounds each of us heard growing up, and give them a home in New Eridu.

IGN: In-game, players spend a lot of time at Bardic Needle tuning Drive Discs. Music isn't just background noise in Zenless Zone Zero, it's a mechanic for character progression. Did the lore surrounding Elfy and her record store change how you viewed the soundtrack's role for the player?

Yang Wutao: I don't think it's the Bardic Needle's function that changed how we see music. If anything, it's the opposite — This design confirmed what we'd been doing all along.

The fact that the Bardic Needle works as a concept within the game's world says something: the citizens of New Eridu see music the same way we do. It's not just ambiance — it's tied to how a character grows.

That said, the worldbuilding doesn't really affect how we actually make the music on a technical level. We still approach things from the scene itself. The Bardic Needle as a space — all those plants, Elfy's whole aesthetic — naturally made me think of South American vibes. But she carries herself with such elegance, a little different from the passionate, high-energy feel of samba, so bossa nova was our choice. That's how the track "Tipsy Muse" came about.

The scene convinces us, not the lore or worldbuilding. They, however, did make us feel like the music matters to New Eridu, and that counts for something.

IGN: The genre transitions in Zenless Zone Zero are incredibly seamless. How did you compose the music in such a way that it could transition between very different atmospheres?

Yang Wutao: Honestly, we don't actually think the transitions are that seamless ourselves.

Zenless Zone Zero is a live-service game, and it can't have the kind of cohesion a standalone single-player game can. A standalone game has a whole experience based on a complete world from start to finish, so the style can stay consistent throughout. But we go lo-fi one moment, electronic the next, then rock after that — there's actually quite a bit of jumping between versions and modules. We're very aware of that.

But the reason players might still feel okay about it is probably this: every piece of music we write for a module is matched to that specific scene and those specific characters. It's not just sound we're creating to fill in a gap — it's the sound that belongs in that moment. As long as every piece lands where it should, even a big stylistic jump doesn't feel jarring, because every transition has a reason behind it.

So rather than saying we designed some kind of "seamless transition system," it's more that we just tried, in each individual moment, to get that scene's music right.

IGN: miHoYo is known for the orchestral sweeps of Genshin Impact and the space-opera feel of Honkai: Star Rail. Zenless feels like a sharp pivot toward Funk, Hip-Hop, and Acid Jazz. Were there specific artists or eras that helped define the game's musical identity?

Yang Wutao: Most games build their soundtracks around mainstream scoring, with standout moments in select individual tracks. ZZZ instead took a different approach: the overall tone is deliberately non-mainstream, and we've actually done some more "conventional" music in certain EPs as a kind of contrast — so people get to hear something that sounds a bit more "normal" too. So when people call it a bold pivot, we never really thought of it that way. We're just this group of people, and what we make naturally ends up sounding like this.

That's also why ZZZ's musical range is so broad. It wasn't a deliberate choice — it's just that each of us has completely different influences. Fortunately, our producer Zhenyu Li trusted us enough to give us the freedom to express ourselves, which is why all of this could be implemented. Even now, we're still exploring new directions — there's a lot we haven't gotten around to trying yet.

IGN: With the vinyl soundtrack dropping on April 29th, fans are getting a tactile way to experience the music. Are there any tracks on this record that you feel specifically benefit from the vinyl format?

Yang Wutao: With vinyl, it's really more about the collectibility and ritualization. The moment you hold it in your hands and put it on a turntable is a completely different experience from listening through earbuds while scrolling on your phone — it's not about audio quality, it's that the act itself carries a kind of weight. We're really stoked to be working with Laced Records to bring this to players.

As a vinyl record can only hold so much, our logic for the track selection was simple: this record is for the players, so we pick the songs that mean the most to them. Whatever tracks people have had on repeat, those are the ones we selected.

At the end of the day, it's something meant to be kept and collected. Music is abstract, it floats in the air — but this record makes it into something you can put on a shelf, give to a friend, pull out ten years from now and still remember exactly how you felt the first time. That in itself, we think, is worth something.



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