Majesco–Starbreeze Next-Gen Deal 2004: From Riddick to The Darkness
On November 2, 2004, Majesco announced a development agreement with Swedish studio Starbreeze for an unnamed action game intended for the next generation of console hardware.
The announcement came at an unusually important moment for both companies.
Starbreeze had just emerged from the success of The Chronicles of Riddick: Escape from Butcher Bay, one of 2004's most unexpectedly acclaimed Xbox releases. Majesco, meanwhile, was trying to move beyond the value-priced and handheld software that had historically formed an important part of its business and establish itself as a publisher capable of funding ambitious premium console projects.
The game was initially secret.
Contemporary observers even wondered whether Starbreeze's new Majesco project might be connected to a recently mentioned sequel to Riddick.
It was not.
The mysterious production eventually became The Darkness, an adaptation of Top Cow's supernatural crime comic. Majesco intended the game to help lead its expansion into next-generation consoles.
But the partnership also became a record of how quickly Majesco's strategy changed. By December 2005, before The Darkness was finished, Majesco sold its rights and obligations connected to the project as the company retreated from the premium console market. Development continued under 2K Games, and Starbreeze eventually released The Darkness in 2007.
The historical chain is therefore unusually revealing:
Riddick success → Starbreeze gains negotiating power → Majesco next-generation agreement → The Darkness begins development → Majesco's premium strategy reverses → rights transferred to 2K → Starbreeze finishes the game.
This page preserves that specific corporate and development relationship as part of the Majesco Games Archive.

Modern archive illustration representing Majesco's 2004 next-generation development agreement with Starbreeze and the project that became The Darkness. This is a contemporary archival reconstruction, not original Majesco promotional artwork.
The Majesco–Starbreeze Deal at a Glance
| Companies | Majesco and Starbreeze |
|---|---|
| Early Letter of Intent | August 2004 |
| Majesco Publicly Revealed | November 2, 2004 |
| Initial Project Description | Large action game for next-generation console platforms |
| Developer | Starbreeze |
| Original Publisher | Majesco |
| Project Eventually Revealed As | The Darkness |
| Licensed Property | Top Cow's The Darkness |
| Original Target | Next-generation consoles, planned for 2006 |
| Contract Structure | Fixed development compensation plus royalties after a sales threshold |
| Starbreeze Production Impact | Approximately two years of company-wide workload plus new hiring |
| Majesco Exit | December 2005 |
| Successor Publisher | 2K Games |
| Final Game Release | 2007 |
Riddick Changed Starbreeze's Position Almost Overnight
To understand why the Majesco agreement mattered, it is necessary to understand what had just happened to Starbreeze.
The Chronicles of Riddick: Escape from Butcher Bay launched for Xbox in June 2004. Expectations surrounding a licensed movie game were relatively modest, but the finished product earned unusually strong reviews and attracted more commercial attention than expected.
GameSpot reported that the Xbox version sold approximately 110,000 copies during its first three weeks and was projected at the time to pass 250,000 units.
The July 2004 GameSpot report on Riddick's performance also noted that the game's success was already encouraging discussion of additional versions and a possible sequel.
More important for Starbreeze, the game changed how publishers viewed the studio.
On August 9, Starbreeze CEO Johan Kristiansson announced that the company had signed a letter of intent with an unnamed American publisher for an unnamed next-generation game.
The contemporary GameSpot report recorded Kristiansson explaining that many leading publishers had approached Starbreeze after Riddick and that the studio had gained enough negotiating leverage to choose among several projects.
This was a significant reversal.
Starbreeze was no longer merely searching for work.
Publishers were competing for access to the developer that had just produced one of the year's surprise successes.
Starbreeze Had Recently Come Through a Difficult Restructuring
The timing becomes even more important when viewed through Starbreeze's own financial records.
The studio's 2003–2004 annual report describes a period of restructuring following earlier project disruptions and financial pressure.
The company had reduced staff, dealt with disputes connected to previous projects and worked to create a more stable financial base.
Riddick helped change that trajectory.
The same annual report describes both the additional PC work for Riddick and the large new Majesco production as major events that strengthened the company's future production base.
The Starbreeze 2003–2004 Annual Report says the Majesco assignment would provide work for a production team for at least two years.
The agreement was therefore important not only because of the name of the publisher or the future game.
It arrived when Starbreeze was converting the acclaim surrounding Riddick into longer-term production security.
August 2004: The Publisher Was Still a Mystery
The first public version of the deal did not identify Majesco.
Starbreeze announced only that it had signed a letter of intent with an American publisher for a next-generation console game.
No title was provided.
No specific console was provided.
And the agreement had not yet been finalized.
Kristiansson said the companies expected to complete negotiations during the following months.
This distinction matters because later knowledge of The Darkness can make the chronology appear more obvious than it actually was.
In August 2004, the public knew:
Starbreeze + unnamed U.S. publisher + unnamed next-generation project.
Nothing more was firmly established.
November 2, 2004: The Mystery Publisher Was Majesco
On November 2, the missing company name was revealed.
Majesco announced that it had signed Starbreeze to develop a game for the next generation of console systems.
The November 2 GameSpot report described the agreement while emphasizing Starbreeze's new reputation following Riddick.
The actual project remained secret.
Starbreeze praised Majesco's reputation among developers and described the publisher as a company willing to work with studios as part of a unified production team rather than treating development purely as an outsourced transaction.
For Majesco, securing Starbreeze represented something different.
The publisher had landed one of the most talked-about independent development teams of 2004 for a project aimed specifically at hardware that had not yet entered the consumer market.
The Contract Was Large Enough to Reshape Starbreeze
Starbreeze's annual report provides a much clearer picture of the size of the agreement than the original press coverage.
The company described the Majesco project as a large action game for next-generation gaming platforms.
The commercial structure included:
- fixed compensation for development work;
- royalty payments after a specified sales threshold;
- approximately two years of workload for the company;
- additional recruitment;
- and a development budget described as substantially larger than Starbreeze's earlier assignments.
The report does not disclose the exact development budget for the project.
That distinction is important.
There is no reliable basis for inventing a dollar figure for Majesco's investment.
What Starbreeze itself confirms is enough: the project was materially larger than the studio's previous contracts and significant enough to affect staffing across the company.
Starbreeze Began Hiring Around the New Production
The Majesco contract also left a visible organizational footprint.
Starbreeze reported new hiring during autumn 2004 to secure production capacity for its newly acquired projects.
Recruitment included:
- programmers;
- level designers;
- texture artists;
- character designers;
- and concept artists.
This is useful evidence because it separates the deal from a purely promotional announcement.
The project was affecting the studio's actual production organization.
Later Starbreeze annual reports would make the continuity even clearer by stating that development of The Darkness began in autumn 2004 with Majesco as publisher.
Majesco Was Trying to Become a Different Kind of Publisher
The Starbreeze agreement also belongs inside a larger transformation taking place at Majesco.
The company had substantial experience with value-priced software and handheld publishing. Historical releases such as HSX: HyperSonic.Xtreme illustrate one side of that older strategy.
By 2004 and early 2005, Majesco was assembling a much more ambitious portfolio.
The publisher took over Psychonauts, secured the rights behind what became Jaws Unleashed, continued building the BloodRayne franchise and entered new development relationships with studios such as Planet Moon and Starbreeze.
GameSpot described the company's January 2005 activity as evidence of a new strategy beginning to bear fruit, specifically citing Psychonauts, Jaws, Starbreeze and the Planet Moon PSP agreement. The GameSpot interview with Majesco executives shows how aggressively the company was attempting to work with recognized creative studios across both handheld and future console hardware.
The Starbreeze project therefore represented more than another game in the catalog.
It was evidence that Majesco intended to compete for premium next-generation productions.
Was Majesco Funding the Riddick Sequel?
For a short period, that was a reasonable question.
Only two weeks after the Majesco deal became public, Vin Diesel said that a sequel to Escape from Butcher Bay was being developed.
The identity of the developer was not disclosed.
GameSpot immediately noted the obvious possibility: Starbreeze had just signed a Majesco next-generation agreement, so could the two announcements be connected?
The November 18, 2004 GameSpot report explicitly raised that question while acknowledging that there was no answer yet.
This is an important piece of contemporary context.
Today, the project lineage is known.
In November 2004, it was not.
The Majesco project had no announced name, and Starbreeze's recent success was almost completely associated with Riddick.
Speculation around another Riddick game was therefore understandable — but it should not be rewritten as fact.
The Majesco Project Was Not the Riddick Sequel
The mystery was resolved in the following months.
The next-generation production being developed for Majesco was The Darkness, based on the Top Cow comic series.
The property followed Jackie Estacado, a Mafia hitman who gains supernatural powers collectively known as the Darkness.
Its mixture of crime, violence, supernatural abilities and heavy use of shadow made Starbreeze an unusually logical development choice after Riddick.
Riddick had already demonstrated the studio's ability to create dark, atmospheric environments, sophisticated lighting and immersive first-person action.
The Darkness offered a property in which light and shadow were not merely visual presentation.
They were part of the fiction itself.
March 2005: Majesco Officially Confirms The Darkness
On March 21, 2005, Majesco formally announced The Darkness for next-generation consoles.
The contemporary Majesco press release preserved by Nintendo World Report identified:
- Starbreeze as developer;
- Majesco as publisher;
- Top Cow's The Darkness as the licensed property;
- a planned 2006 release;
- next-generation console platforms;
- first- and third-person nonlinear gameplay;
- single-player and online multiplayer;
- and Starbreeze's next-generation engine.
The announcement also described The Darkness as a project that would spearhead Majesco's growing next-generation lineup.
That language is important.
Majesco was not treating the Starbreeze production as an experimental side project.
It was being positioned near the front of the publisher's next-generation strategy.
The Darkness Was Intended as One of Majesco's First Next-Gen Titles
Majesco president Jesse Sutton described the partnership as an opportunity to combine Starbreeze's development talent and technology with an established comic property.
The timing placed the company unusually early in the transition.
When the initial agreement was announced in November 2004, neither Xbox 360 nor PlayStation 3 had yet reached consumers.
Majesco was committing to expensive future hardware before the next-generation console market had fully formed.
That made the agreement strategically important and financially more exposed than many of the company's older value-oriented releases.
It also illustrates just how far Majesco was attempting to reposition itself.
The publisher that could release a ten-dollar racing game was now funding a large multi-year production from the studio behind one of the most technologically praised Xbox games of 2004.
The Project Connected Starbreeze With Top Cow and Paul Jenkins
The production relationship extended beyond Majesco and Starbreeze.
Union Entertainment packaged the deal around the Top Cow property.
Comic writer Paul Jenkins, closely associated with The Darkness, was brought in to provide game story and dialogue.
This meant the project combined several layers:
Top Cow intellectual property → Union Entertainment packaging → Paul Jenkins story work → Starbreeze technology and development → Majesco publishing and financing.
The resulting production was considerably more structured than a simple license handed to a developer for adaptation.
Development of The Darkness Really Did Begin Under Majesco
One of the most important historical points is easy to lose because Majesco's logo does not appear on the final 2007 release.
The project was not merely announced under Majesco and then started later under another publisher.
Starbreeze's later corporate histories state explicitly that development of The Darkness began in autumn 2004 with Majesco as publisher.
The Starbreeze 2007–2008 Annual Report preserves the production lineage directly.
This makes Majesco's historical role much clearer:
Majesco initiated and financed the early next-generation production that eventually became the released game.
It simply did not remain publisher long enough to bring that production to market.
The Deal Became a Symbol of Majesco's Premium-Console Ambition
By early 2005, Majesco's catalog contained several projects illustrating the company's attempt to compete at a higher level of development spending and market visibility.
Psychonauts represented a critically prestigious project from Double Fine.
Jaws Unleashed brought a major film license into the portfolio.
Infected represented an original PSP concept built around new wireless ideas.
BloodRayne 2 extended one of Majesco's more recognizable action properties.
The Starbreeze contract was arguably the clearest forward-looking bet of the group because it was specifically aimed at hardware that represented the next console generation.
The project therefore became a useful marker of Majesco's peak ambition.
Then the Strategy Began to Break
During 2005, Majesco's premium-console strategy produced results well below expectations.
High-profile releases did not generate the retail performance the company had hoped for, and Majesco's financial position deteriorated sharply.
The problems can also be followed through the company's historical reporting around Majesco's 2005 financial results and Advent Rising delay, which belongs to the same broader period of increasing risk and pressure.
By the end of the year, Majesco began reducing its exposure to expensive future console projects.
The Darkness was caught directly in that reversal.
December 2005: Majesco Sold The Darkness
On December 13, 2005, Majesco announced that it had sold all of its rights and obligations associated with The Darkness and Ghost Rider to another publisher.
The combined transaction generated $8 million for Majesco.
The GameSpot report on the December 2005 transaction described the sale as part of a difficult year in which Majesco's stock and premium-game strategy had both come under serious pressure.
Game Developer independently reported that the transaction transferred Majesco's relevant agreements with the licensors and developers along with the project rights.
See the Game Developer report on the sale.
The Darkness had gone from intended next-generation flagship to an asset Majesco was willing to relinquish before launch.
Majesco's Premium-Console Experiment Was Ending
The sale was not an isolated portfolio adjustment.
In January 2006, Majesco publicly explained that it was retreating from premium console development after the strategy failed to meet expectations.
Revenue had fallen sharply, expensive future projects were sold or canceled, and the company announced a renewed focus on value-priced and handheld games.
The January 2006 GameSpot financial report preserves Majesco president Jesse Sutton's explanation that value software and handheld games historically represented company strengths and required lower development and marketing investment.
The reversal produces a striking historical symmetry:
Majesco's older strength: lower-risk value and handheld software
2004–2005 experiment: premium and next-generation console projects
2006 response: return toward lower-investment value and handheld publishing.
The Starbreeze deal sits almost exactly at the center of that arc.
2K Games Took Over The Darkness
The buyer was initially unnamed.
On March 3, 2006, 2K Games publicly confirmed that it had taken over publishing of The Darkness.
The GameSpot report announcing 2K as the new publisher confirmed that Starbreeze remained the developer.
The development team did not need to restart the project.
Starbreeze's own 2005–2006 annual report says Majesco sold all rights connected to the ongoing production to 2K and that the new publisher subsequently gave the studio additional production time and budget.
See the Starbreeze 2005–2006 Annual Report.
The corporate ownership of the project changed.
The underlying Starbreeze production continued.
The Game Majesco Started but Never Published
The Darkness was eventually released in 2007 for Xbox 360 and PlayStation 3 under 2K Games.
That creates an unusual archive problem.
If the finished retail product alone is examined, Majesco appears absent.
If the development history is examined, Majesco is central.
Starbreeze itself continued to describe the game in later annual reports as a production that began in autumn 2004 together with Majesco before being transferred to 2K.
The correct historical description is therefore not:
“Majesco published The Darkness.”
It did not.
The more accurate description is:
Majesco initiated and originally published the development project that became The Darkness, then transferred the project before commercial release.
That distinction is the core reason this event deserves its own historical record.
Why the 2004 Deal Matters in Majesco's History
The Majesco–Starbreeze agreement captures a brief period in which both companies were moving rapidly upward in ambition.
Starbreeze had just transformed its reputation through Riddick and could suddenly choose among competing publishers.
Majesco had enough confidence in its expanding strategy to secure the studio for a large multi-year next-generation production.
The contract was large enough to affect Starbreeze's staffing, development budget and production planning.
The resulting game was intended to help lead Majesco into the next console generation.
And then, within little more than a year, Majesco's corporate strategy changed so dramatically that the company sold the project before it was finished.
The timeline can be summarized as:
Riddick success → August 2004 letter of intent → November 2004 Majesco deal → The Darkness development begins → March 2005 official reveal → December 2005 rights sale → 2K takeover → 2007 release.
Few individual Majesco projects illustrate both the height of the company's premium-console ambitions and the speed of its retreat as clearly as this one.
Historical Sources and Surviving References
This reconstruction prioritizes contemporary reporting and Starbreeze's own corporate filings, which provide unusually detailed evidence about the scale, timing and eventual transfer of the project.
- GameSpot — Starbreeze Planning Next-Generation Console Game, August 9, 2004. Records the original letter of intent with an unnamed U.S. publisher and Starbreeze's improved negotiating position following Riddick.
- ```
- Starbreeze 2003–2004 Annual Report. Documents the Majesco project as a large next-generation action production with fixed compensation, sales royalties, two years of workload, additional hiring and a substantially larger development budget than earlier assignments.
- GameSpot — Majesco and Starbreeze Sign Next-Gen Dev Deal, November 2, 2004. Contemporary public confirmation that Majesco was the previously unnamed publisher.
- GameSpot — Butcher Bay Sequel in the Works, November 18, 2004. Captures contemporary uncertainty over whether Starbreeze's new Majesco relationship could be connected to the Riddick sequel mentioned by Vin Diesel.
- Nintendo World Report — The Darkness Comes to Next-Gen Consoles, March 21, 2005. Preserves Majesco's official announcement identifying The Darkness as the Starbreeze project and positioning it as part of the company's growing next-generation lineup.
- GameSpot — Majesco Sells Off Ghost Rider, Darkness, December 13, 2005. Documents Majesco's $8 million sale of the two projects during the publisher's financial reversal.
- Game Developer — Majesco Sells The Darkness and Ghost Rider, December 2005. Confirms that the transaction covered Majesco's associated rights, obligations, licensor agreements and developer agreements.
- GameSpot — Majesco Retreats From Premium Console Games, January 2006. Documents the company's decision to return its focus toward lower-investment value and handheld products.
- GameSpot — 2K Games Takes Over The Darkness, March 3, 2006. Identifies 2K as the successor publisher while Starbreeze remained developer.
- Starbreeze 2005–2006 Annual Report. Confirms that Majesco transferred the ongoing production to 2K and that Starbreeze received additional production time and budget after the takeover.
- Starbreeze 2007–2008 Annual Report. Explicitly records that development of The Darkness began in autumn 2004 together with Majesco before the project was later transferred to 2K.
- ```
Preserving the Majesco–Starbreeze Deal in the Majesco Games Archive
This historical record is not simply about a game Majesco once planned to publish.
It preserves a business relationship that had measurable consequences for both companies.
Riddick's success gave Starbreeze enough leverage to choose among interested publishers. Majesco secured the studio for a large project that provided roughly two years of production workload and required additional hiring. That production became The Darkness and was intended to help carry Majesco into the next generation of consoles.
The relationship then became equally important for the opposite reason.
When Majesco's premium-console strategy failed to meet expectations, The Darkness became one of the projects sold as the company reduced development risk and returned toward lower-cost publishing.
Yet the production survived the publisher transition.
Starbreeze continued development with 2K and ultimately completed a game whose origins remained rooted in the Majesco agreement signed during autumn 2004.
The historical entity chain is therefore:
Starbreeze → Riddick success → Majesco next-gen agreement → The Darkness development → Majesco strategic reversal → 2K acquisition → final Starbreeze release.
This page preserves that specific corporate-development relationship within the Majesco Games Archive.
Related records include the Majesco Press Archive, Psychonauts, Jaws Unleashed, Infected, BloodRayne 2, HSX: HyperSonic.Xtreme and Majesco's Q1 2005 Results and Advent Rising Delay.
MajescoGames.com Today
MajescoGames.com is now independently operated. Selected records associated with the domain's earlier Majesco era are preserved for historical reference, while the current website focuses on browser gaming with Escape Road as its primary game experience.
Visit MajescoGames.com to explore the current site.