Warner Bros. Discovery's sudden removal of several Cartoon Network and Adult Swim games from digital storefronts has sparked significant fan backlash. The delistings, affecting titles like Steven Universe: Save the Light and Samurai Jack: Battle Through Time, occurred without explanation. Gamers are now unable to legally purchase these popular titles.
This action is consistent with Warner Bros. Discovery's recent cost-cutting measures, which have included shelving films and removing content from streaming services. A similar incident in March 2024 saw the threatened delisting of several Adult Swim games, some of which were ultimately spared due to public pressure. However, this latest wave of removals, affecting at least six games, has left fans frustrated and disappointed.
The delistings, noted by Wario64 on Twitter, involved a range of titles across various platforms, including Steam and the Nintendo eShop. All affected games displayed a message indicating their removal from sale after December 23rd, 2024. The removed titles include:
Delisted Cartoon Network & Adult Swim Games:
- Adventure Time: Finn and Jake's Epic Quest
- Adventure Time: Magic Man's Head Games
- OK K.O.! Let's Play Heroes
- Samurai Jack: Battle Through Time
- Steven Universe: Save the Light
- Steven Universe: Unleash the Light
While some Cartoon Network Games remain available (e.g., Cartoon Network Journeys VR), the lack of communication from Warner Bros. Discovery, Cartoon Network Games, and Adult Swim Games regarding the reasons for these delistings has fueled fan anger. The removal of Samurai Jack: Battle Through Time is particularly controversial, as it contained canonical content crucial to the show's narrative.
The oldest game affected, Adventure Time: Finn and Jake's Epic Quest, debuted in April 2014. Other titles, such as Steven Universe: Save the Light and OK K.O.! Let's Play Heroes, were released in 2018, while Steven Universe: Unleash the Light launched in 2021. This incident highlights the ongoing concerns surrounding the preservation of digital games and the impact of corporate decisions on fans and gamers.