Three months later, there’s still much work to be done with Google Stadia - Android

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Three months later, there’s still much work to be done with Google Stadia - Android

Google Stadia on phone

The post Three months later, there’s still much work to be done with Google Stadia appeared first on MobileSyrup.

Google Stadia on phone


When I reviewed Google Stadia in November 2019, I came away impressed with the streaming technology itself, but disappointed with the lack of games and features present at launch.

With Stadia hitting three months on the market this week, I wanted to take a look back at what Google has done with the service so far. In doing so, however, it becomes apparent just how much more work needs to be done with the streaming platform.

The good

In the interest of being fair, it certainly isn’t all bad with Stadia. As mentioned above, the actual act of streaming works well. Your mileage may vary, of course, but in my own experience, I’ve had rock-solid streams even at relatively lower connection speeds, such as on the public Wi-Fi at Toronto’s Pearson Airport.

Further, Google has done well in supporting a variety of devices. While Stadia (somewhat understandably) only ran on Pixel phones at launch, Google added support for additional Android phones from the likes of Samsung, Razer and Asus. This is in addition to existing support for TVs (via Chromecast Ultra) and the web (which recently received 4K support).

Beyond that, Google has made some significant investments into Stadia game development.

Before Google even launched the service, the company founded its first-ever Stadia Games and Entertainment in Montreal, which will focus on making exclusive games for Stadia. In December, Google acquired Montreal-based Typhoon Studios, which will, no doubt, produce exclusive titles for Stadia now that its first game — Journey to the Savage Planet — has been released.

Google Stadia Playa Vista studio

Google’s Stadia studio in Playa Vista, California

Most recently, Google opened its second Stadia Games and Entertainment studio in early March — this time in Playa Vista, California. The team will be headed up by former Sony Santa Monica studio boss Shannon Studstill (best known for PlayStation’s God of War franchise) and focus on exclusive games.

Studstill — fresh off shipping 2018’s multi-Game of the Year winning God of War — is the latest in a lineup of talented veterans that Google has brought over to Stadia. Others include Stadia chief Phil Harrison (a former vice president at PlayStation and Xbox), Stadia Games and Entertainment boss Jade Raymond (the Montreal producer of Assassin’s Creed) and Stadia Games and Entertainment Montreal head Sébastien Puel (long-running Assassin’s Creed producer). These leaders, alongside the development talent pools in Montreal and California, are a great asset to Stadia going forward.

The problem, though, is that much of everything I’ve mentioned so far is about Google making a long-term promise about Stadia. Unfortunately, Stadia leaves much to be desired when it comes to where it is now.

The bad

To start, Stadia has been lambasted for having a paltry number of games and features. At launch, Stadia had 22 games from various third-party publishers, with one title — indie horror game Gylt — being exclusive.

In the three months since, Google has only slowly trickled out just over a dozen new games to the service’s catalogue, including The Division 2Borderlands 3, Darksiders Genesis, Tom Clancy’s Ghost Recon Breakpoint and the Serious Sam Collection.  Compounding the drip of new content is that virtually none of these games have launched day-and-date on Stadia and other platforms.

One way to improve this is by offering Stadia-exclusive content, but efforts in this regard have fallen short so far. For example, Final Fantasy XV came to Stadia at launch, just under three years after the game originally debuted on consoles. As a bonus, publisher Square Enix threw in some new, Stadia-exclusive minigames, but these were ridiculed for being quite bland and janky.