A sequel to Prototype, Prototype 2, was released in April 2012. In the United States, it was the best-selling game of its release month. However, Activision considered the game a commercial failure; on 28 June 2012, the company announced a "significant reduction in staff" at Radical Entertainment that would see the studio cease development of its own games and only support other Activision studios going forward. While some reports, including that of former Radical Entertainment senior audio director Rob Bridgett, indicated that the studio had closed, Activision stated that the would remain open with the reduced staff. Activision and Radical Entertainment re-iterated this statement in September that year. The Microsoft Windows port of Prototype 2 was released in July 2012. On 15 December 2013, Radical Entertainment's incorporated status was dissolved by the Canadian government for non-compliance under section 212 of the Canadian Business Corporations Act. Its most recent credited development role was as a support studio for Destiny, released in 2014. Radical Entertainment was among the studios named in Microsoft's 2022 acquisition of Activision's parent company Activision Blizzard. Organization Radical Entertainment practiced open and regular communication between management and employees; the company's president sent an e-mail to all staff on a bi-weekly basis, and staff input on all company facets was sought, ranging from what technologies to adopt to what food was stocked in the kitchen. In addition, the chief financial officer conducted a quarterly seminar to present the company's financial performance, allowing employees to understand where the company was making and spending its revenues. The company also implemented progressive human resource management practices such as core hours, providing a salary top-up to 3-months full pay for maternity leave, and utilizing an intellectual property review process to generate new ideas from among employees. This review process, named the "Idea Review Senate", was conducted by a team of nine employees headed by creative director Stephen Van Der Mescht. Ideas that were not recommended for development were passed back to the employee, who retained all rights to the property and could develop it independently or sell it to another company. Radical Entertainment maintained an in-house research and development team directed by Dave Forsey. In September 1998, the team completed a Industrial Research Assistance Program assignment funded by a $350,000 federal grant. The project entailed several technological advances involving arbitrary topology on hierarchical surfaces, including the development of hierarchical splines in 3D Studio