TIME Video Games

Microsoft Claims Xbox One Sales Doubled Since Price Cut


But since Microsoft won't release unit sales figures, we have no way of gauging what that claim actually means

The Xbox One’s price drop from $499 to $399 in early June is apparently paying dividends: Microsoft says in an Xbox Wire post that Xbox One sales have more than doubled since the company began selling a Kinect-less version of its flagship games console on June 9.

The “more than double” claim is based on undisclosed May sales, and Microsoft says its data stems from sold-through units, meaning purchases, not just units shipped to stores. The company adds that Xbox 360 growth is “solid” as well.

The update comes in advance of NPD’s June video game sales figures, due later today. The XBox One slashed prices earlier this summer to parity with Sony’s PlayStation 4, which also retails at $399.

Since NPD stopped providing unit sales breakdowns years ago, and Microsoft didn’t provide specific May figures, it’s impossible to gauge or even much guess at what “more than double” means. Microsoft could have sold a dozen Xbox Ones in May (making June’s take a whopping 24!), or it could have sold half a million. All we know for sure, taking Microsoft at its word, is that Xbox One sales are up.

The last these companies talked unit sales specifics (around the end of March), Sony said it had sold-through some 7 million PS4s *, Nintendo that it had sold-through just over 6 million Wii Us, with Microsoft bringing up the rear at around 5 million Xbox Ones shipped to stores.

* Edge apparently reported in early July that Sony had sold 9 million PS4s, but Sony has not confirmed.

TIME Video Games

This Former Dictator Is Suing the Call of Duty Makers

Manuel Noriega of Panama says the game used his image without permission

The former dictator of Panama is not happy with how he looks in the popular Call of Duty: Black Ops II video game.

Manuel Noriega filed suit Tuesday against video game developer Activision Blizzard, according to the New York Times. The 80-year-old former dictator, who is currently in jail in Panama for money laundering, claims the video game company used his image without his permission.

The suit was filed in Los Angeles County Superior Court and alleges that Call of Duty wrongly depicted Noriega as a “kidnapper, murderer and enemy of the state,” according to the Times. Noriega is seeking lost profits and damages.

Noriega was the dictator of Panama from 1983 until 1989, when the U.S. invaded the country to overthrow him and bring him back to America for trial. He was convicted in Miami of turning his country into a hub for Colombian cocaine traffickers and sentenced to 30 years in prison. Noriega has also been convicted in Panama of embezzlement, corruption and ordering the murder of political prisoners.

An Activision spokesperson declined to comment on the suit. A lawyer for Noriega, Graham B. LippSmith, was not immediately available to comment.


TIME Video Games

Survival Game The Long Dark Coming to Steam in September

You won't go gently into The Long Dark, but you can go early.

You can finally lay hands on The Long Dark this September, Windows and Mac users. Developer Hinterlands just confirmed the game will be playable in prerelease form by way of Steam Early Access — a program whereby developers can sell unfinished versions of their projects in advance of final code. Buyers pay to be testers, though feedback isn’t required (some people just want a peek behind the curtain early, and this lets them have it for a price).

The game, Kickstarted last October to the tune of a quarter million bucks, was estimated to arrive in October 2014. The final release is currently set for “later in 2014.”


No, the game’s title has nothing to do with “The Long Dark,” a Babylon 5 episode about a phantom space creature that chows on cryonic explorers (I mention it only because that’s what comes up if you scan Wikipedia for the game). The Long Dark is rather a first-person survival simulation set somewhere in the “Northern wilderness” after a global disaster.

Speaking as a frequent visitor to said wilderness, how a post-apocalyptic version might differ from what it feels like to camp or hike through northern Minnesota, northern Wisconsin or Michigan’s upper peninsula (or heck, any part of Canada) today, I have to wonder. Anyone who’s done so knows how disconnected parts of those places can seem right now, no need for a holocaust’s helping hand.

On the other hand, there’s something unmistakably romantic about being in the middle of cold, dead, godforsaken nowhere, the day fading to dusk and then blackness, the raw elements (and your hierarchy of human needs) scraping at the door. It’s part of what draws us to tabula rasa tales, that confluence of isolation, beauty, primitivism, terror and possibility. That’s the vein The Long Dark seems to be tapping, anyway.


As setups go, The Long Dark‘s is part of a storied tradition of survivalist fiction and films. If you’ve seen Revolution, the gist isn’t so different: a “geomagnetic event” comes along and knocks out the lights, the power, everything. Food and water are in short supply. And you’re not completely alone: there’s the wildlife to consider, and then you’ll wind up bumping into other survivors, resorting, one assumes, to the kinds of disquieting things survivors do.

The new trailer above is just a few panning long shots of the lovely-looking scenery — sunsets and starry, starry skies and an ocean of snow shrouding the world. The art team’s apparently going for a look somewhere between the austere geometric angularity of a game like Mirror’s Edge and the saturation-cranked colorific vibrance of Blizzard’s World of Warcraft.


The final version will incorporate two play modes: sandbox and story. Sandbox mode starts the clock ticking and drops you into a non-narrative resource management game (you have to manage body temperature, caloric intake, thirst, fatigue, windchill and so forth), while Story mode has you playing episodically as bush pilot Will Mackenzie after crashing into the wilderness (the crash is caused by the geomagnetic disaster), trying to figure out what happened and why. Sandbox mode is what you get if you sign up for Early Access, whereas Story mode won’t be available until launch to keep it from spoiling early.

TIME Video Games

Adam West Will Play Adam West in Lego Batman 3

The celebrity octogenarian just popped up playing his bespectacled self in Traveller's Tales's forthcoming Batman three-quel.

Adam West won’t be in the new Batman vs. Superman flick, as far as I know anyway, but he will show up in Traveller’s Tales’s Lego Batman 3: Beyond Gotham when that game ships for every system under the sun later this year.

The LEGO Batman team confirmed the pop icon’s presence via Twitter:

Traveller’s Tales has yet to make a genuinely bad Lego game, and that’s saying something. They keep churning out the same Lego game (more or less), it’s true, making these installments more like confectionaries you want to indulge sparingly. That’s another way of saying if you’ve never played a Lego Batman game, this one may be worth paying attention to.

West joins a voice cast that includes Troy Baker and Travis Willingham (reprising roles as Batman and Superman, respectively) as well as several others, comprising more than 150 DC characters in all. According to Warner Bros., West will also join the Lego Batman 3 panel at San Diego Comic-Con on July 27.

TIME Video Games

Watch Sony’s ‘Everything You Need to Know About the Destiny Beta’ Video

We're t-minus two days and counting to Bungie's Destiny beta kickoff.

Make that less than two days, technically speaking: The beta unlocks at 10:00 a.m. PT this Thursday, July 17. The codes to download the beta for the timed-exclusive PlayStation version — both PS4 and PS3 — are due at some point earlier on Thursday as well.

Since Sony has dibs on the beta’s initial go this week through next Tuesday (Xbox One and Xbox 360 owners are allowed in on July 23), the company’s celebrating with an informational roundup video.

“I think people will be surprised by how much content is in the beta,” says the game’s lead designer Lars Bakken.

“It’ll be an incredible moment for us, and really the first time we can see a huge population of players come in and really tell us what they think about it,” adds community head Eric Osborne. “So it’s exciting but it’s also nerve-wracking. It’s going to be a really fun moment.”

In others words, the video’s more a “We’re really excited to tell you how excited we are for two minutes plus gameplay footage and dramatic music.” For everything you really need to know, see here.

Incidentally, is that an Xbox 360 gamepad (in a Sony video) I spy with my little eye at 0:32?

MORE: TIME’s Destiny Interview

TIME Video Games

LeapFrog’s Latest Idea Is LeapTV, a Wii-Like Video Game System for Kids

LeapTV is LeapFrog's bid to hop into the set-top video game market, but with a system aimed squarely -- and solely -- at children aged 3 to 8.

LeapFrog, the company you may know for its popular line of computerized children’s toys like My Pal Scout or the Leapster handheld game system, says it’s getting into the video game space in a big way later this year with a new set-top box it’s calling LeapTV.

In short, LeapFrog’s pitching LeapTV as a video game console designed specifically for post-toddlers and pre-tweens.

No, not another musclebound device engineered to spar with the likes of Sony’s PlayStation 4 or Microsoft’s Xbox One, but something nearer Nintendo’s Wii, power-wise, with a similar focus on motion controls.

When I spoke with LeapFrog about LeapTV last week during an online-guided presentation, the spokesperson described LeapTV as an education-oriented games system, where the games adapt to your child’s play abilities. It’s designed to offer reasonably advanced graphics for the age group it’s targeting — 3- to 8-year-olds — while punching financially somewhere between a light and middleweight entertainment box: LeapTV systems will run $150 when they go on sale this holiday.

The idea behind LeapTV sounds simple enough and maybe even a little head-scratchingly obvious: If you’re the parent of young children, aged somewhere between post-toddlerhood and pre-tween, and they’re clamoring to play video games, what do you give them?


Chances are you hand them a tablet or smartphone today. Maybe you curate the content on your own “grownup” game systems (PC, console). Or perhaps you simply hand them a Nintendo 3DS — arguably the de facto child-angled handheld gaming portal at the moment.

But LeapFrog sees a deficit between today’s all-encompassing game systems (including the 3DS) and the sort of kid-friendly, kids-only gaming frontier it views as yet-to-be conquered. Ergo LeapTV, a device it boldly calls “the best first video game experience for children.”

Why introduce a set-top console for kids in 2014? It sounds counterintuitive, given expectations about mobile device growth (tablets are expected to outsell PCs by next year). Besides, LeapFrog already sells a handheld gaming system (Leapster) as well as a tablet (the LeapPad Explorer). Why not double down on those devices?

LeapFrog’s answer is Nintendo-like: because tablets and phones can’t provide the kind of large scale, full-body, fully active experiences living room game systems cater to. Furthermore, the company wants to control the vertical as well as the horizontal: Nintendo builds its own game hardware and software in part because it views gaming as a holistic endeavor. If you want to craft novel experiences soup to nuts, you need to be both the delivery mechanism and the thing it’s delivering.

Take LeapTV’s unusual Bluetooth controller. You wouldn’t mistake it for a Wii Remote or a traditional gamepad, though it harbors DNA from both, supplemented by its own innovative wrinkle: The handlebars are movable, allowing you to transform it from a boomerang-like gamepad you hold with both hands, into a sword-like pointer you swing with one. The intent, says LeapFrog, is to give kids a range of ways to interact with the system’s games while keeping the interface as simple and compact as possible (no dangling Wii Nunchuk cables, in other words). There’s even a Kinect-like angle: LeapTV employs a motion-sensing camera that supports full body tracking with multiple players, too.

When I asked Leap if LeapTV ran Android — the presumptive partner for so many set-top startups these days — the spokesperson told me the operating system is proprietary to LeapFrog. Whether that means proprietary from the ground up or a custom roll of something already extant wasn’t clear, but what is clear is that Leap wants LeapTV to be perceived as a LeapFrog-concocted product, not another adjunct of someone else’s ecosystem.

The device itself is physically unimposing: a squat, frisbee-like gray and neon-green cylinder — it almost looks like a pint-sized UFO — that sits vertically in a small stand and weighs just over a pound. Under the hood, it’s packing a 1GHz processor (manufacturer unidentified), 1 GB of DDR3 memory, 16GB of flash storage, 1 USB port for the 640-by-480 color camera, Ethernet and HDMI ports (it’ll output up to 720p), and 802.11n Wi-Fi. The $150 asking price includes the camera (with an adjustable TV mount), a 6-foot HDMI cable, the controller (it requires AA batteries, and LeapFrog claims 25 hours per cycle) and one downloadable game — something called Pet Play World — that you get after registering the device.

My question, as the parent of a toddler — and doubtless one early childhood researchers are going to have — is how do we know the content on a device like LeapTV meets educational standards? When LeapTV ships, LeapFrog says it’ll offer access to a library of more than 100 game cartridges, game downloads and videos. Questions of quality aside, how are parents supposed to know any of that content’s genuinely educational?

When I asked LeapFrog about this, the spokesperson told me the company has a team of early childhood experts involved from the get-go with every piece of content created for LeapTV. It’s calling all of those apps “educator-approved” and describes LeapTV’s library as a “best‐in‐class educational curriculum.”


That, of course, could mean any number of things. There’s no ESRB-like ratings system for video games in LeapFrog’s 3-to-8 childhood range (the ESRB lumps everything 10-and-under into a generic “Early Childhood” category). You’re essentially taking LeapFrog’s word, and it’s a word even LeapFrog can only give with so much certainty. Longitudinal research into early childhood interaction with video games, much less ones devised for educational purposes, is still in its infancy. As this 2012 Pearson study on gaming in education puts it, “Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support.” A device like LeapTV, whatever its merits, is setting sail in largely uncharted waters.

On paper, LeapTV sounds alluring: a device that draws upon thousands of skills in subjects like reading, math and science, and where its apps unfold based on your child’s age, then scale their challenges dynamically based on your child’s abilities. And in theory, it could fill a significant, highly specific games-related gap no one’s really tried to yet. The question is how apt LeapFrog’s approach ends up being, and for the answer to that, only time and further research will do.

TIME Video Games

Tekken 7 Exists, and This Isn’t What It Looks Like

We'll know more about the game at Comic-Con on July 25, says Bandai Namco.

Story-related teaser trailers for games about strategically (or not-so-strategically) mashing gamepad buttons probably aren’t going to do it for you, so think of this more as someone saying “Tekken 7 is real!” for approximately one-and-a-half minutes.

That’s how long the announcement/teaser trailer for Tekken 7 is. After watching it, you’ll know the seventh installment in this venerable fighting series exists, but alas, nothing of what it looks like.

Bandai Namco confirmed that a leaked version of the trailer was in fact legit by posting the official version. The trailer makes it clear we’re to learn more about the game — which uses Epic’s Unreal Engine 4 — at Comic-Con on July 25.

We don’t have a release timeframe yet, nor do we know which systems Bandai Namco’s targeting, but it’s probably not unsafe, given Unreal Engine 4’s March 2014 debut, to presume it’ll at least be available on PS4 and Xbox One. Also of note, not that it’s wildly significant: this is the first fighting game announced using Epic’s new Unreal tech. Given how animation-focused fighting games tend to be, since by nature they can afford to spend lavishly on the fighter models, when Bandai Namco finally shows this thing in action, here’s hoping it knocks our socks off.

TIME Video Games

Answered: 10 Questions About the First Destiny Beta

The beta for Bungie's Destiny -- a massively multiplayer online shooter with Halo DNA -- arrives on July 17.

Bungie’s preliminary Destiny beta soirée kicks off this Thursday, transforming the end of July into more than just a showcase for Naughty Dog’s The Last of Us PlayStation 4 remaster.

To help everyone get ready, especially if you’re just tuning in, I’ve cobbled together the essentials from various Bungie news posts, FAQs and press releases, including a late-breaking (though unverified) tidbit that outlines what might be in the beta, content-wise.

How do I get into the beta?

You need a code and one of the following systems: PS3, PS4, Xbox 360 or Xbox One. How do you get a code? By preordering the game from one of the retailers listed on this page. And once you have a code, you have to redeem it here before the beta launch period.

Bungie’s handing out codes in packs of threes in hopes that you’ll invite your friends (since the game’s raison d’être at this point seems to be cooperative play). And bear in mind that beta codes are platform-specific: If you want to play on both PS4 and Xbox One, or even Xbox One and Xbox 360, you’ll need to pre-order each version separately.

When does it go live?

July 17, 2014 at 10:00 a.m. PT, though that’s only for PlayStation 3 and 4 owners, who have until a July 21 maintenance break to play.

Why for PlayStation first?

Because Sony cut Bungie a nice big check? Who knows, but Sony locked up the whole “play it here first” thing and clearly wants gamers to think of the PlayStation 4 as Destiny‘s lead platform. It’s not, of course, and this beta business is just a timed exclusive.

What about Xbox owners?

Bungie plans to take Destiny offline for maintenance on both July 21 and 22, after the initial PlayStation-only beta wraps.

On July 23 at 10:00 a.m. PT, it’ll turn the beta back on, this time for every platform the game’s being developed for: PS3 to PS4 and Xbox 360 to Xbox One. Note that Bungie has made it clear that the Xbox versions will require Xbox Live, while the PlayStation versions will somewhat cryptically require PlayStation Plus “for some activities.”

Bungie says it’ll begin emailing PlayStation players their Destiny Beta access/download codes on July 17, followed by Xbox players on July 23.

And it ends for everyone when?

July 27 at 11:59 p.m. PT.

Is it compatible with all PS3 and Xbox 360 systems?

Good question, because it’s actually not: the Destiny beta will run on all PS3 and Xbox 360 systems save the following four “due to Destiny’s hard drive requirement.”

  • Xbox 360 Arcade
  • Xbox 360 4GB
  • Xbox 360 Core
  • PlayStation 3 12GB

What do you mean, “first” beta?

Let me confuse you some more. The beta launching on July 17 isn’t really the first beta — unless, that is, you believe the polished, perfectly playable “First Look Alpha” that dropped during E3 2014 a few weeks ago was really an alpha. Alphas, back when that word meant something development-wise, were barely playable frameworks, not slick, virtually bug-free experiences. That, and games usually hit that mark a year or more — not a few months — before their launch date.

Semantics aside, my guess, bearing in mind that it’s no more than a guess, is that Bungie’s going to run some kind of final test, stress or otherwise, in the weeks leading up to the game’s official September 9 release.

What’s in the beta? What am I actually playing here?

We don’t know officially, but a Reddit user (though Reddit, so mind the gap) claims to have laid hands on a GameStop dispatch to its employees that lays out a few details.

According to the Reddit user, the letter says the beta will include four story-related chapters, four competitive multiplayer maps, one cooperative strike mission and “a huge world to explore with your own unique Guardian.”

That said, Bungie says the beta will have five play modes: Tower (“third-person social space”), Story (“play through some of Destiny’s epic story campaign”), Crucible (“competitive multiplayer”), Strike (“Form a Fireteam and infiltrate an enemy stronghold”) and Explore (“Explore the wild frontier in this free roam mode”).

How stable is the game at this point?

Your guess is as good as mine. The “alpha” seemed pretty stable to me. But Bungie’s going to be meddling in the background, possibly breaking things just to see what happens. As the developer wrote in its weekly news update last Friday: “The Destiny Beta is a test. Make no mistake. This isn’t some circus stunt. This is science – and you’re the lab rat.” Followed by:

We’d love to tell you that everything will go according to plan, but that wouldn’t be any fun. That wouldn’t teach us a thing. Even if the Beta is working perfectly, one of the alpha-geeks in the operations center is gonna kick it to see if it still works. Fortunately, we’ll be going to great lengths to keep you informed and keep you in the game.

In other words: expect a bit of turbulence, clear air or otherwise.

Where can I keep tabs on Bungie’s official beta status updates?

Pay attention to the developer’s @BungieHelp Twitter account as well as help.bungie.net, which Bungie says will get “a serious facelift” when the beta launches this week. And if you’d like to see what your comrades in arms are saying or to pick the brains of its volunteer “Mentors,” Bungie recommends keeping an eye on its support forum.

TIME Opinion

Here’s Hoping No Man’s Sky Isn’t the Next Elder Scrolls: Arena

How deep can a sci-fi game about "exploration and survival in an infinite procedurally generated universe" really be?

I want to think well of No Many’s Sky, a game — at least I think it’s a game — about ripping off into an infinitely big, infinitely procedural, infinitely beautiful universe and doing, well, we’re not sure exactly what yet.

Exploring? Check. Cataloging other species? Maybe. Dogfighting in a spaceship? Perhaps. Wondering a lot what the point of No Man’s Sky is? Sounds like it.

If you want to know a little more, GameSpot’s just done a superlative series of videos on the game — each about 10 minutes long — and gleaned a few more details from Guildford-based developer Hello Games. You can find those videos clustered here.

The promise of No Man’s Sky isn’t so much that it looks amazing, like a reified Roger Dean painting, but the moment in that initial surprise reveal trailer back in 2013 where, down on an otherworldly planet, someone swims out of a sparkling azure ocean, strides across a beach bounded by crimson and gold grass and climbs into an X-Wing-like spaceship (without the wings). The canopy pops down, the music kicks up, and the ship rockets into the sky…then flies out of that sky and into starlit orbital space, bustling with asteroids and plasma-trailed fighters and Brobdingnagian capital ships, all of that rendered as one balletic, seamless sequence — a beautifully choreographed wish-fulfillment tease.

That go-anywhere, do-anything premise may be one of the oldest and most anticipated and most often broken promises on the books. Games have been making it for decades, this notion that a video game (or whatever you want to call these things now, as they pull against that term’s shackles) can be a portal to another world — a place as real as reality, and as lovely, dark and deep.

But we know it’s still a false promise in 2014, how easy it is to shatter the illusion when you brush against the simulated world’s facades. And so playing massively-single-player games that purport to simulate towns or cities or worlds or universes requires a psychological ingredient without which the games wouldn’t work: projection. Humans are masters of interpolation, and to play a game that’s partly a world-building exercise on its own terms, you have to suspend entire mountain ranges of disbelief.

We’ve come parsecs over the decades, graphics-wise, but made very little headway in world-building games when it comes to genuinely simulating said worlds. The occupants of The Elder Scrolls: Skyrim are only slightly smarter (if prettier) signposts and semaphores than the ones we pinballed between in The Elder Scrolls: Arena 20 years ago. The guards in Assassin’s Creed IV are mostly brain-dead obstacles you have to puzzle past — weaponized dots on a map not so different from the ones we slunk past in Castle Wolfenstein or the original Metal Gear. The juking, jiving citizens wandering the streets of Los Santos in Grand Theft Auto V are props you’re meant to experience in passing, if at all: jostle or walk on by, pull out a gun and threaten or simply ignore.

It’s the cost of doing business given today’s technological limitations: build the stage, staff it with actors roughly as versatile as brainless animatronics, then let you wander around a sandbox filled with sand you’re only allowed to sculpt into a handful of things. Today’s go-anywhere, do-anything games are far nearer souped-up Choose-Your-Own-Adventures than the sort of idealized virtual reality experiences involving at least Turing test-passable encounters we’ve been dreaming about (in books and movies and games) for decades. They’re the sum of their mechanics (racing, shooting, flying, this or that mini-game, etc.) and little else.

To be fair, No Man’s Sky isn’t promising the moon (or at least not that sort of moon). Hello Games hasn’t created some exotic form of in-game artificial life, or devised a way to let you literally do whatever you like in the game (say become an interplanetary rock star, or a solitary backwater spinner of clay pots), or — and I say this presumptively but assuredly — found a way to eliminate the telling facades. No Man’s Sky will have limits, and I’d wager they’ll be as profound in the end at the micro level as the game claims to scale at the macro one.

But will it be any fun to play? That’s the question, once you’ve throttled any pretense of it being a game about letting you do whatever you like. What do you do in No Man’s Sky, and what makes it worth doing? Will that list of to-dos, once they’ve been enumerated, wind up looking like so many others? A lot of the novelty of Bethesda’s The Elder Scrolls: Arena vanished, for instance, once you smacked into its procedural seams and wound up surrendering to its rail-like “go to this dungeon, get this widget” story rhythms.

Will No Man’s Sky end up in the same shortfall trap? Will I care once I’ve cataloged my 134th kind-of-sort-of-dinosaur-thingy? Splashed around in my 532nd alien ocean? Destroyed my 43rd capital ship? Collected my umpteenth bounty?

Hello Games doesn’t want to say what the point of the game is. I admire their reluctance to, but I’m also worried about their reluctance to. I’d like to think there’s a rabbit in the hat (or maybe a whole bunch of rabbits waiting to pop out), but I’m a skeptic. I’ve been here too many times before. I want to believe No Man’s Sky‘s going to be more than just a pretty bauble of a game, but history and hindsight haven’t been kind to dreamers when it comes to open-ended games.

I suppose that’s what No Many’s Sky has going for it most at this point, having fired our imaginations. We’re still in the dreaming stage, and between now and the game’s unspecified future release, there’s still hope.

TIME Video Games

Watch Dogs Has Shipped 8 Million Copies to Date, Says Ubisoft

The Montreuil, France-headquartered international games developer reports record first quarter revenue, thanks in part to bumper sales of its newest gaming IP.

This is what lots of buildup and unparalleled anticipation will buy you: 8 million copies shipped of a game that’s really not too shabby, but at the same time nothing like the breakthrough event Ubisoft pitched it as in the lengthy lead-up to its debut. (I reviewed the game here.)

Ubisoft just announced the figure in its first quarter 2014-15 sales report. Note that’s 8 million copies shipped, not sold, but still indicative of the game’s popularity — it sold over 4 million copies during its first week on shelves, so wildly successful by any measure. Watch Dogs launched on May 27 for Windows, PS4, Xbox One, PS3 and Xbox 360, and a Wii U version is due later this year.

And it sounds like everything else is coming up roses for the company, financially: Ubisoft reports it had record first quarter sales of €360 million ($490 million), up 374% over the same period last year and notably higher than Ubisoft’s declared €310 million target. Ubisoft also cited strong digital sales growth — up 149% to €84 million ($114 million) thanks in part to Watch Dogs, but also the company’s free-to-play mobile games as well as standalone others like Trials Fusion, Child of Light (reviewed here) and Valiant Hearts: The Great War.

The company’s second quarter outlook is to do €85 million in sales ($116 million), and full-year sales of €1.4 billion ($1.9 billion) — the latter’s just a confidence update and the company upholding an already-announced target. The company’s key releases this calendar year remain Assassin’s Creed Unity (October 28), The Crew (November 11) and Far Cry 4 (November 18).

In any case, the chances we won’t see a Watch Dogs 2 are now infinitely less than zero.

Your browser is out of date. Please update your browser at http://update.microsoft.com