I don't believe that, half of Baldur success was because it was Baldur and gained massive hype for that. Larian's credit was delivering to that hype (mostly), but if you were following the development, literally the main fear from fanbase was precisely because it was Larian making that - Divinity 2 was very far from universal acclaim in the niche. And this here look extremely suspicous even if it was just about the next game, but no DLC, no expansions, not to mention that continuing the success is an 1st iron commandment in entire industry, nobody stops doing that unless there is no possibility.
There's a lot going inside we don't know because no company would just release such turbulences publicly.
I think the company sees this as an opportunity to use the spotlight they now have to publicize their own IP. I suppose we can only wait and see what they do next.
This really reminds me of the latest wendover video. It seems like large companies see small studios as an investment and take any chance to cash out and fire everyone as soon as it’s hurting their short term profits.
AAA gaming is doomed, it has been irreversibly tainted by capitalism and I don't think it can recover. Indie games are where it's at, typically higher quality and much cheaper. It's shameful how terrible most AAA games are nowadays because they have to put in excuses for microtransactions. It's depressing but I think we're truly entering a golden age for indies and other smaller budget games.
I've been playing the Hades 2 beta recently, and I keep thinking about how incredible it is that this game is already better than any AAA title I've played in the last like 8 years. And it's still in beta and made by just 23 people. Call of Duty, FIFA and the like will keep the big studios running for a while, but indie has definitely overtaken the industry and I'm all for it.
All that talk about how Xbox is investing in the Japanese market and then they close the one prominent Japanese studio that they own. The same one that, as the article points out, made Hi-Fi Rush which was "a break out hit". What the hell, Microsoft.
They made Redfall, it doesn’t matter if their last game was Super Mario Galaxy. Releasing a single bad flop like that and all of a sudden you need to split the $127 profit with your 60 employees that just spent 5 years making a pile of micro-transactional shovelware.
Prey retroactively devaluaed Dishonored for me - as amazing as those were at their time, Prey showed what really could be obtained from the formula, and perfected every aspect of it.
It's far more different than BioShock. BioShock is imo a linear shooter I never understood the "immersive sim" tag for BioShock. But Prey is non linear within a space station. You can break away from the main task whenever you want and investigate other things which all play into the main story. You can play Prey 10-20 times and have a different journey each time if you try. The Gloo Gun, Mimicry, etc are all things that allow you to play differently each time and find unique new paths. Talos 1 is chock full of details. The only similarity with BioShock is the reveal, the wrench, and some minor combat similarities. But it's far more than that.
It's for sure not the same as BioShock, with traversal and exploration the biggest difference, but it has similar vibes, at least as far as I have played. And at least in comparison with Dishonored.
You're (mostly) alone in a giant, isolated station where a terrible disaster has happened, and must inject yourself with magic goo to be able to handle it's warped former inhabitants. There's definitely more of a stealth vibe than in Bioshock, but the feeling was similar for me.
In contrast, Dishonored takes place all over a crowded city with regular interactions between NPC's which you can manipulate from the shadows. Most enemies can be killed or KO'd very straightforwardly, and there's just much more of a revenge power fantasy about it.
But I digress. I can understand the comparisons to Dishonored, they just aren't that similar in my mind.
Arkane games are always those games that require the "click" to enjoy.
I started every single Arkane title and stopped it for months before the world and what not pulled me back. That second time I finally get it and enjoy the hell out of the game more than before.
Should have called it Neuroshock as it would have been a great tie with the other "shock" immersive sims
We were still reeling the loss of Prey 2 and the political duplicity that may or may not have happened with Bethesda and Human Head which resulted in the cancellation.
Tango closed cause it was the one of the only studios under Zenimax that wasn't currently making a game with "executive producer: Todd Howard" squirted all over it
I said what I said. That's just the thing: I don't want them dead anymore. I want them deprived of power, deprived of agency, and forced to watch the world they ruined actually repaired. Alive.
I just heard a podcast from 'better offline' titled 'how managers are breaking the internet' and he calls these kinds of things 'the rot economy', kind of like enshitification but it happens when some completely disconnected suit takes over projects from passionate developers and brings the whole thing to the ground with their 'line must go up' mentality.
Not even that, but usually this comes with the actual big target on your back: Being publicly traded.
Now of course, you can be publicly traded without being a big corp, and you can be a big corp that is held privately. But usually these big corpos are the ones that are on the stock market, and yes, the moment that happens everything becomes secondary to your actual responsibility: To the shareholders. Line must go up! And an easy one is to fire more workers.
Unless I'm not seeing something, game production is expensive. Most studios are 1-2 bad games away from closing their doors. Games are expensive as hell to produce and as much as it sucks the "going public" option is sometimes the only way to go.
It's easy to forget but most small (1-3 people) team indie devs probably aren't even working a salary. They split the earnings from the game and either live off of that or reinvest it into their company but the moment salaries need to get paid, or office space needs to be used (not really necessary for small teams) that's when expenses get insanely high. I'm not a business person but I can understand why you'd want to "trim the fat" (I don't support it at all but to play devil's advocate, I can see the logic despite the flaws). Growth means structure, and structure means expense.
No. I mean someone with ethics and morals and just wants to sell something for a single price and be done.
There’s a reason Minecraft and Factorio get a lot of love. It’s because you pay once and you’re done. Yet they still make new things. Although Mojang is going that way.
It's crazy though, they plopped HFH on the store the day it was announced with no marketing push, it became a critical and audience darling and execs said it was a breakout hit.
What else do you need to stay alive in this industry? Insomniac made one of the best selling games of the year and got rewarded by getting 10% of its workforce cut.
I wonder if a number of those people playing it day 1 on gamepass affected their numbers, because there's no way they didn't account for GP downloads...
Maybe it didn't bring enough new GP subscribers in addition to sales...?