If Netflix Is the Future of Video Games, Weâre All Cooked
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Itâs a grim day for gamers. After the long holiday weekend, the U.S. video game industry is back on the clock and reckoning with yet another round of devastating layoffs. On Monday, Microsoft announced it would eliminate 4,800 jobs, including roughly 3,200 positions in its Xbox gaming division.
Executives at the company say the cuts are part of a sweeping restructuring that follows years of aggressive expansion across Microsoft-owned brands. But the news also comes just days after a different kind of existential blow hit people who still buy games on shelves.
Last week, Sony announced that beginning in January 2028 it will stop producing discs for all new PlayStation releases. Titles scheduled to launch before that cutoff date will still get their physical editions, but the future of the console wonât be rooted in traditional ownership anymore.
Thatâs been heartbreaking for some PlayStation collectors, and taken with the mass layoffs at Xbox, this particular moment paints a troubling picture for the future of video games and their production overall. Games and the people who appreciate them are being treated as increasingly disposable by the modern entertainment economy on all fronts. Thatâs a strange reversal.
Only a few years ago, Hollywood executives and Silicon Valley moguls alike were scrambling to capitalize on the seemingly limitless potential of user-driven entertainment and its higher price tag. Studios raced to adapt beloved game franchises for film and TV, while tech giants spent billions hiring the worldâs best developers to ensure their new consoles and releases could compete.
The medium was widely viewed as entertainmentâs next great growth engine. But fast forward, and this weekâs only real gaming success story belongs to⌠Netflix. Yes, while thousands of video game lovers wonder whatâs next for the art and community they adore, the planetâs foremost streamer for movies and TV is making its most visible push yet toward interactivity â delivered at home for a flat fee.
Of course, the move comes after the post-pandemic bubble burst that left most of the digital media landscape in need of a fresh strategy. But that flattening and its economic consequences are uniquely visible on the Netflix homepage today. Open the app right now and youâll find an endless feed of acquired and original content spanning multiple mediums. Video games now populate the same hub as films, TV series, podcasts, comedy specials, sporting events, animation, documentaries, and more.
The latest interactive addition is the platformâs original âUnhinged,â an ambitious horror game from Night School Studio that gives special thanks in the credits to Zach Cregger, David Fincher, and Ted Sarandos among others. Netflix purchased the beloved indie games studio in 2021, when video games looked like Hollywoodâs final frontier. But unlike Night Schoolâs earlier âOxenfreeâ â a sensitive, supernatural, coming-of-age story that now also streams on Netflix â the gruesome âUnhingedâ asks players to use their phones as controllers while helping a trapped Zoe Kravitz escape a crazed killer in her apartment.
Itâs probably the clearest vision yet for what gaming on Netflix could look like. Iâm just not convinced itâs a vision that, even in its strongest iteration, benefits the artists and audiences involved.
To be clear, Netflix making video games isnât the problem. From the streamerâs Emmy-winning âBlack Mirror: Bandersnatchâ in 2019 to the cheeky âLove Is Blindâ dating simulator available now, many of the companyâs original games crossovers are clever and worthwhile. Its other game distribution efforts arenât bad either. Netflixâs version of âOxenfreeâ feels almost indistinguishable from the game that Night School first released in 2016, while party favorites like âJackboxâ and âOvercookedâ translate surprisingly well to a service most subscribers enjoy from their couch. Netflix has also become a perfectly reasonable place to introduce subscribers to mobile games they might never think to download otherwise.
Preserving, funding, and sharing digital art is an unquestionably good thing, and that may well have been Netflixâs primary ambition when it entered the gaming space. But seeing âUnhingedâ quietly appear on my television one afternoon in 2026 â nestled between Louis C.K.âs latest stand-up special and a docuseries about the Dallas Cowboys Cheerleaders â I realized that Hollywood wasnât wrong to believe in the future of video games. But both industries may have overestimated an entertainment economy increasingly comfortable confusing quantity with quality.
âUnhingedâ has a smart hook, in theory. Your phone doubles as both the controller and the protagonistâs in-world smartphone. Buzzing with texts and incoming calls, the simulated phone in your Netflix app also works as a flashlight you have to point toward your television. There are genuine flashes of inspiration in that setup, including a moment where your phone screen appears to crack alongside the heroineâs.
Mostly, though, I felt less like I was inhabiting a scary story and more like Iâd been hired to act as this random final girlâs secretary. Rather than embodying the main character, I managed her mobile device and dutifully clicked through prompts to advance a generic stalker narrative. In âUnhinged,â players arenât really encouraged to express or challenge themselves. Instead, theyâre following instructions in an exercise thatâs ultimately caught between solid proof-of-concept and shaky gimmick.
Sure, Netflix Games are technically still in beta. But promoting and defending an art formâs core humanity isnât something you patch in later. Despite its technical ingenuity, âUnhingedâ mistakes subscriber participation for player agency in a way that suggests what customers want is becoming less relevant. Whatâs most revealing isnât any one mechanic, but what the game appears designed to normalize.
A decade ago, Night School built its reputation on intimate, character-driven experiences that trusted gamers to linger in conversations, absorb atmosphere, and make meaningful choices. âUnhingedâ feels engineered around a different set of priorities entirely, as a genre survival game thatâs instantly accessible, ultraviolent, and roughly the length of a television episode. Pair that with recognizable voices, like Kravitz and âStranger Thingsâ star Sadie Sink, and the result puts the Netflix brand above all else.
Like the widely popular streaming platform itself, âUnhingedâ treats video games like just another category of content to keep subscribers engaged between prestige period dramas and live rock-climbing events. Thatâs the unfortunate tradeoff embedded in todayâs struggling entertainment economy. As a handful of key companies position themselves as gatekeepers for every kind of audience they consider worth monetizing, the artists and stories they showcase begin to matter less than the business model delivering them. The danger then isnât Hollywood merging with video games, but both devolving into transactional markets that no longer endeavor to keep us entertained â merely subscribed.
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