Mandalorian and Grogu box office forecast dips below Solo; Rockstar says no real ads in GTA 6

Disney projects an $80 million opening for The Mandalorian and Grogu, potentially the lowest for a Disney-era Star Wars film. Rockstar's Take-Two confirms no real-world product placement in GTA 6. Plus, Sorrowos on PS5.
Three stories dominated the latest IGN Daily Fix: box office projections for the first Star Wars movie in over six years, Rockstar’s firm stance against real-world advertising in Grand Theft Auto 6, and the release of a new PlayStation 5 game from the creators of Returnal. Each reveals something about how major entertainment companies are balancing ambition, budget, and brand identity in 2025.
The Mandalorian and Grogu: A smaller opening, a better bet?
Disney has reportedly lowered its expectations for The Mandalorian and Grogu, the next Star Wars theatrical release set to hit theaters May 22 (with previews starting May 21). According to the report, the studio estimates an $80 million gross over the four-day Memorial Day weekend. That figure is less than half of what Star Wars: The Rise of Skywalker pulled in during its opening weekend back in 2019, when the franchise finale opened to $177 million.
If the projection holds, The Mandalorian and Grogu would narrowly beat — in the wrong direction — the record held by Solo: A Star Wars Story, which opened to $84 million in 2018 and remains the lowest-grossing opening for a Disney-era Star Wars film. Solo came with a troubled production history and a staggering $363 million price tag (before marketing), making it one of the most expensive films ever made. The Mandalorian and Grogu, by contrast, carries a budget of roughly $160 million, making it the cheapest Disney-produced Star Wars movie to date.
That cost difference is the real story. While $80 million is certainly less than Solo’s $84 million, the breakeven point for The Mandalorian and Grogu is dramatically lower. A film that costs half as much to produce can turn a profit with a smaller box office haul. Disney may not be aiming for a record-breaking weekend, but the calculus suggests the studio is betting on efficiency rather than spectacle.
This is also the first Star Wars movie in six and a half years — a gap that director Jon Favreau acknowledged in a recent interview with the Associated Press. “I want to make the next generation feel the way about Star Wars that I did when I saw it for the first time,” Favreau said. That sentiment speaks to the challenge: rekindling audience enthusiasm after a long hiatus and after the divisive reception of the sequel trilogy. The film has the advantage of two beloved characters — Din Djarin and Grogu, familiar to millions from the Disney+ series. Solo had the uphill battle of making audiences care about a recast Han Solo. The new film faces a different kind of pressure: convincing viewers to leave their living rooms and return to theaters for a franchise that has lived largely on streaming for years.
GTA 6: No real-world ads, by design
Grand Theft Auto 6 is expected to be one of the biggest entertainment launches in history, and with that scale comes enormous commercial interest. But Rockstar Games will not be accepting real-world product placement. Strauss Zelnick, CEO of Take-Two Interactive (Rockstar’s parent company), confirmed the decision during the Icon Gaming Conference this week.
“We need to be true to the underlying intellectual property and we need to be true to our consumers,” Zelnick said. “In the case of GTA as a property, as you know, it’s a fictional world and everything in it is fictional. We’re not even at risk of doing brand partnerships because all the brands are made up and I think that keeps us pure.”
The GTA series has always been a satire of American consumer culture, filled with obvious parodies: Sprunk for Sprite, Up-n-Atom Burger for In-N-Out, and countless others. The decision to keep real-world brands out of GTA 6 maintains the fictional coherence that makes the satire work. Placing a real Coca-Cola billboard in a game that mocks corporate excess would undercut the joke.
That said, plenty of real-world brands would love to be associated with GTA 6. What remains to be seen is whether Rockstar or Take-Two will license fictional in-game brands to real-world products as limited-edition promotions — a flip of the usual tie-in. Zelnick’s comments suggest that even that is unlikely, given his emphasis on purity of the intellectual property.
For players who value immersion, the news is a relief. GTA’s parody universe is one of its defining features; inserting real products would break the illusion in a way that few other games would suffer. Rockstar is choosing to leave money on the table to protect that creative vision.
Sorrowos: A PlayStation 5 rogue-like from the Returnal team
Rounding out the news: Sorrowos, a new PlayStation Studios title developed by the same team behind Returnal (generally understood to be Housemarque, though the source does not name the studio explicitly), has launched exclusively on PS5. The game builds on Returnal’s third-person shooter and rogue-like foundations but adds systems designed to make the experience more approachable for newcomers and more customizable for veterans.
The key new feature highlighted in the report is the Carcosa modifier system. Players can equip “protections” to make a cycle easier, or “trials” that increase difficulty while boosting loot rarity. This bifurcation allows players to dial in the challenge level on the fly — a welcome addition for those who bounced off Returnal’s unforgiving difficulty.
Between cycles, players upgrade their armor matrix to unlock stats and skills, providing a sense of permanent progression that Returnal lacked. The game also allows players who complete a biome to skip straight to the next one on subsequent cycles, reducing frustration from backtracking. The core loop still demands mastery of combat, enemy patterns, parrying, and shield mechanics — but the new flexibility should make the road to Carcosa accessible to more people.
Sorrowos is available now, rated T for Teen. It stands as the latest example of PlayStation Studios leveraging its internal talent to produce genre experiments rather than chasing blockbuster homogeneity.
What it all means
Each of these stories reflects a broader trend in entertainment: the tension between scale and authenticity. Disney is betting that a lower-budget Star Wars movie can still win hearts and wallets, even with a smaller opening. Rockstar is betting that staying true to GTA’s satirical mission is worth more than ad revenue. And Housemarque (or its unnamed successor) is betting that a more flexible rogue-like can expand the audience without diluting the challenge.
None of these bets are guaranteed. The Mandalorian and Grogu could underperform even the lowered projections. GTA 6’s avoidance of real ads might leave money on the table that competitors would happily take. Sorrowos could prove too derivative of Returnal to carve out its own identity. But in each case, the companies are making deliberate choices based on what they believe their audiences value — not what the market optimizers demand.
That’s a refreshing stance in an industry often driven by short-term revenue pressure. Whether those bets pay off will be clear in the months ahead.
Staff Writer
Zoe writes about game releases, indie titles, and gaming culture.
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