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A Former Doom Producer Called Halo a “Dried Husk.” The Worst Part Is He’s Right

Ex-Doom producer Andrew Willis says Halo is becoming "a dried husk of a product" and blames the "financialisation" of AAA. We're tired because we already knew.

Ryuu RenCo-Founder
4 min read September 19, 2026
A Former Doom Producer Called Halo a “Dried Husk.” The Worst Part Is He’s Right

A dried husk of a product that everyone now just associates with slop. That is
a former Doom producer, Andrew Willis, describing where he thinks Halo is
headed, and reading it did not make us angry so much as tired, because deep
down we already knew.

We knew. That is the grim bit.

Willis was pointing at something bigger than one green space marine. His word
for it is “financialisation,” which sounds like the title of a LinkedIn
seminar you would pay money to avoid, but it describes a thing we have all
watched happen in slow motion across a decade: the money people quietly elbow
the creative people out of the room, and then start steering the whole
franchise by spreadsheet, chasing next quarter’s number instead of next year’s
great game, and once that switch flips you can feel it in everything the
series touches, in the safe sequels and the battle passes and the roadmaps
that talk about “engagement” where they used to talk about levels. He calls it
a cycle. He is right that it is a cycle. We have watched it eat things we
genuinely loved, and we are watching it circle a few more right now with that
same slow, patient, budget-approved hunger.

And Halo is the perfect, painful example, because of what it used to be. This
was the reason people bought an Xbox. Singular. The system-seller, the thing
your mate had that made you save up for one too, the split-screen that
swallowed entire weekends and a worrying number of school nights. “Mid-tier”
is not a phrase you should ever be able to aim at Halo. The fact that it now
lands, that it does not even feel unfair, is the whole tragedy folded into two
words.

And it is not alone up on the shelf of the hollowed-out. We could all reel off
the list without thinking hard: the shooters that became storefronts, the RPGs
that quietly turned into “live services,” the sequels that felt less like a
new game and more like the last one wearing this year’s monetisation. Some of
them we still boot up out of habit and a stubborn kind of hope, telling
ourselves the next big update will bring the old feeling back. It rarely does,
because the thing we are missing was never a feature they can patch back in.
It was a set of priorities they stopped having, and you cannot download those.

Here is the part that actually stings. None of this is because the developers
got worse. The people making these games are as talented as they have ever
been, probably more so. The rot sits above them, in the layer that decides a
beloved series should be a dependable revenue stream first and a great game
somewhere after that, and no amount of gorgeous art or clever level design
survives a boardroom that has already decided what the game is for.

It is not a skill problem. It is a priorities problem.

We do not have a tidy fix to sell you, because there is not one. Studios do
not get un-financialised by a single good launch, and one angry ex-producer
with a vivid turn of phrase does not change a balance sheet. But we can at
least refuse to call a husk a harvest, and we can keep throwing our money and
our evenings at the teams still making games like they mean them. Plenty of
them still exist. That is the only vote any of us actually gets in this, so
spend it like it counts, because to somebody pouring their whole heart into
something right now, it counts more than you would think.

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Ryuu Ren

Co-Founder · United Kingdom

Co-founder of Max Level Gamer. Strategy nut and story-driven RPG obsessive, the kind who will happily lose a whole weekend to a good campaign. Always gaming, rarely finished.

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