bloomberg.com

Cocopanda, do games w Xbox Drops Work on ‘Contraband’ Video Game After Four Years

This is why selling out to Microsoft is culture death.

nore, do games w Xbox Drops Work on ‘Contraband’ Video Game After Four Years

EEE

MilitantAtheist, do games w Next ‘BioShock’ Game Changes Leaders After Development Turmoil

Needs to be a massive multiplayer live games as a service product. /s

wraithcoop, do games w Next ‘BioShock’ Game Changes Leaders After Development Turmoil

Gotta milk the franchise for all it’s worth until there’s nothing left

simple,
@simple@piefed.social avatar

They haven't released anything in 12 years, how is this milking the franchise

wraithcoop, (edited )

Hello fellow kids, remember the BioShock game series? Now you can buy more, now with added Circus of Value™ boosts! $4.99 to unlock a new exclusive ability!

Just let a series be, not everything needs endless sequels. Come up with something new.

DrSteveBrule,

I thought BioShock Infinite felt like something new compared to the first two.

AceFuzzLord,

One of my gripes with that game is the singular ending for the main game. Otherwise it definitely feels new compared to the original.

redhorsejacket,

Idk, I suppose you can argue that the binary morality system of the first BioShock was integral to the franchise identity, considering the time it came out and all, but I don’t hate that Infinite has one definitive ending to the story it wanted to tell. In fact, given the game’s emphasis on tropes and meta commentary, I’d imagine that setting a story in a universe with infinite possibilities and then removing the “choice” from the player to influence the ending was done deliberately. However, it’s been a decade since I played it, so I could certainly be misremembering some details.

Godort, do games w Next BioShock Game Suffers From More Development Hell After Failing an Executive Review

The game’s narrative was identified as an area that was particularly in need of improvement and will be revamped in the coming months

I really don’t trust executives to be the arbiters of what is considered good narrative. I hope they didn’t just kneecap the writing because it wouldn’t appeal to as many people as possible.

TranscendentalEmpire,

Yeah, especially with today’s political climate. If the other BioShock games came out today they would be labeled anti-american and woke.

Cethin,

To be fair, they are largely anti-american and woke, but in a good way. Woke is good, and America has some fucking issues. If you’re choosing to be not woke or actively pro-america, then you might be doing something wrong.

absquatulate,

It’s TakeTwo - you know they did. Bioshock was a complete arc and died with Irrational. Whatever this zombie project is, I expect it won’t live up to the name, but they’ll slap it on anyway because goshdarnit executives just can’t help milking a franchise dry instead of innovating.

NotSteve_,

Not saying you're wrong but I do feel like there's still so much of the universe to explore, even if the main arc is complete. I would love to learn more about Rapture

Cethin,

With the right team willing to take risks, I agree. There’s still so much it could explore. I doubt this is that though.

p03locke,
@p03locke@lemmy.dbzer0.com avatar

I didn’t even like the Bioshock Infinite DLCs. I thought it ended perfectly with the original Infinite ending.

Long video, but B4Brandoss articulated why much better than I could.

ArchmageAzor, do games w Next BioShock Game Suffers From More Development Hell After Failing an Executive Review
@ArchmageAzor@lemmy.world avatar

If it’s a AAA game then I have no trust in it to deliver a good product. Watch them turn it into art deco Call of Duty.

PerfectDark, do games w Next BioShock Game Suffers From More Development Hell After Failing an Executive Review
@PerfectDark@lemmy.world avatar

I’ve been addicted to Bioshock for so many years now. I do a yearly-ish replay of them (Infinite is my fav, which some consider sacrilege) and always hoped for more. They’re perfect Steam Deck games.

For now, I think the upcoming Judas will be a more dependable game to look forward to:

https://lemmy.world/pictrs/image/63091971-e200-49dc-83c8-893547f85bfa.jpeg

A disintegrating starship. A desperate escape plan.

You are the mysterious and troubled Judas. Your only hope for survival is to make or break alliances with your worst enemies. Will you work together to fix what you broke – or will you leave it to burn?

Judas is a narrative FPS developed by Ghost Story Games, a studio led by Ken Levine, Creative Director of System Shock 2, BioShock, and BioShock Infinite.

Steam page right here, if you wanna wishlist it

VerilyFemme,

Unrelated, but sick fucking username

Cethin,

Throw the System Shock remakes into your replay. They’re Bioshock in all but name, except you get more freedom (that decreases steadily over time with each game in this “series”).

Coelacanth,
@Coelacanth@feddit.nu avatar

Don’t mind me if I do wishlist that, that looks interesting actually.

I’m excited to finally get to Infinite, I own it but my backlog priority keeps getting reshuffled. I’ll get to it this year (I think).

Blackmist,

Yeah, if Ken’s not involved then it’s not Bioshock. It’s going to be the most generic shooter you’ve ever seen.

RizzRustbolt, do games w Next BioShock Game Suffers From More Development Hell After Failing an Executive Review

Probably not enough live service content.

litchralee, do trains w Union Pacific and Norfolk Southern merging under 85 billion deal

In my dreams, regulators would require UP and NS to divest older or redundant ROW so that publicly-owned transit systems can repurpose them for passenger rail services. Even so much as a single-track minor branch line could be reinvigorated with high-floor DMUs while maintaining freight access in the off-hours, such as with SMART in San Francisco area. And in the long run, electrification without UP’s typical objections to overhead wires could enable performant EMUs like with CalTrain.

But like I said, all this is only “in my dreams”…

scrubbles,
!deleted6348 avatar

Fully agree. In a civilized modern country the government would own the rails (because, I mean obviously it would) and operators would put out timetables and requests for trains - all managed by the government. Just like the UK and most other countries, the government is in charge of maintaining the rails, keeping them safe, and expansion, while the operators do what they do best - they manage their schedules and try to squeeze the most profit out of it.

It’s a win-win, private industry doesn’t have to worry about safety or maintenance beyond their own vehicles, they work with the government on scheduling, and passenger rail would get a resurgence because adding new train lines and stops would just be a matter of starting a new operator.

If you thought of a new commuter line that you think would benefit a region, it wouldn’t be trying to convince Amtrak to do it - you could literally raise the money and start your own operator, lease some vehicles, and then literally just start running your train line operated on government tracks. Just as the semis do on the interstate system, just like airlines do.

litchralee, (edited )

In a civilized modern country the government would own the rails

I agree with the sentiment, but also have to mention some implementation quirks that should be addressed along the way.

Just like the UK

I personally find the UK to be something of mixed bag. Yes, they do have Network Rail managing the fixed infrastructure for the national rail system, but they’ve bungled the working model with a half-hearted attempt at semi-privati(s)ation with franchise operators for different rail segments. And while that problem has flared and simmered since the 80s, attempts to fully open the network for any operator (aka open access) runs into the age-old problem of too much demand.

Open access – which should absolutely be a starting point of any regulated monopoly, government owned or not – comes with the challenge where if every train operator wants to run their own London to Edinburgh service, then very quickly, the East Coast Main Line and West Coast Main Line are going to be booked up, leaving scant capacity for local service. Obviously, a high-speed corridor between Scotland and England would solve that particular issue, but the central challenge remains one of finding balance: local vs long-distance express, minimum train speeds, freight capacity, first-class vs economy vs sleepers. Open-access is open like a door, but even the widest doors enter to a limited space.

The proper balance is a matter of policy, rather than technical merit, so I’m not entirely sold on the notion that it should be the infrastructure manager (eg Network Rail) making those decisions. Such decisions would have major consequences, and so I think properly belong to public policy makers (eg lawmakers or regulatory agencies). But for technical decisions like loading gauge or max axle loads, those are almost exclusively for the infra manager to adopt, but with public consultation with operators and the public. After all, we wouldn’t want adoption of obsolete or unusable standards on the national system.

they work with the government on scheduling

I think this is implied, but I’ll state it for clarity: operators should have to make a showing to the regulator that their services operate “in the public’s interest” before being granted access to the national rails. And even when granted access, operators must conform to the infra manager’s technical requirements for uniform operation.

In the USA, this is almost identical to the process of setting up a television broadcast: radio spectrum is a limited commodity, and so it must be used in furtherance of public interest. In practice, this isn’t a very high standard, but it does prevent waste such as having one’s own private TV channel. So too would it be wasteful to schedule a “corporate train” service for the exclusive use of select personnel while still physically occupying the rails despite carrying zero passengers.

Basically, there’s much to be fixed in the USA, but the UK model could also use some work too, towards a principled model that maximizes the public investment.

scrubbles,
!deleted6348 avatar

Completely get all of your points, and respect them. I think on the spectrum of bad to perfect systems, I see the UK as “good” - but a long ways from perfect too. The US however is just obviously bad, and I think moving towards the UK’s system would be a massive step in the right direction. Personally, I think the first step is that the private companies should not own the rails themselves, they have proven that they are not the proper stewards of those systems and should not own that.

That’s step one. After step one though, I completely see your points and that there would be a lot of details worth looking into.

And, as someone how has ridden the Azuma service from London to Edinburgh 4 times - I have seen it cancelled twice. Ridiculous that in my very very infrequent trips to the UK I have seen my train trips cancelled just as many times as I’ve ridden them.

litchralee,

There is exactly one nice thing I can say about the USA rail system, and it kinda underscores essentially every issue we have with the rails today: the privately-owned railroads are absurdly good at moving freight.

If we were to ignore the entire notion of using trains to move passengers, then suddenly the American railroads are remarkable in how much tonnage they can move over across the continent, even with their horrifically skeletal network, and still achieve the highest energy efficiency for land transport. They really shouldn’t be as successful as they are, given that they have unionized labor, are not exempt from federal emissions regulations, and serve huge tracts of the country using only single-track lines dating back to the 19th Century.

To say that they’ve devoted all of their efforts to making freight work is an understatement. And it is from this foundation that all other uses of the rails are incompatible. And it shows.

The national passenger operator, when seeking to (re)start a line somewhere, must negotiate with host railroads – except when Amtrak owns the tracks, such as in New England – and that’s primarily a matter of paying for time on the track, plus the “inconvenience” of regular schedule services when most freight doesn’t really need to follow a schedule at all.

Unlike any other product or service, there is no eminent domain at the state-level for access to a railroad, so if a small public transit operator is rebuffed by the host railroad in their area, then that’s basically it. Only Amtrak has a right to use eminent domain for railroads, and that’s only ever been used once, resulting in a 20 year lawsuit to settle the matter at great cost.

Query whether a wealthy state like California or Texas can make a market-rate offer to outright buy the rail network within their state. I imagine the answer is yes, though this would have been much more useful if the idea came up when Southern Pacific was having their difficulties in the 1990s. Further query whether a state-owned railroad located in multiple states can unilaterally deny access to all other states – like what the private railroads can do. Who knows.

MoonMelon,

In the USA our wildest dreams are maybe having a sort of crappy version of the technology we already had up and running in the 1890s.

litchralee,

In all fairness, we do have a few objectively nicer things, like level-boarding for wheelchairs and strollers into LRT carriages, and pantographs rather than trolley poles.

But we did lose 100+ MPH operation in the 30s, when the 79 MPH track limits came into being for most railroads.

So in total, if that’s all we’ve progressed after a century, then yeah, we haven’t gone very far.

HiddenLayer555, do trains w Union Pacific and Norfolk Southern merging under 85 billion deal
@HiddenLayer555@lemmy.ml avatar

Two of the worst rail carriers in the world merging into an even bigger one with even more tracks for them to not maintain. What could go wrong?

Deflated0ne, do trains w Union Pacific and Norfolk Southern merging under 85 billion deal
@Deflated0ne@lemmy.world avatar

More monopolies. Yay I guess…

SanctimoniousApe,

Oh, I guarantee there’s gonna be a metric fuckton more of this going on under Trump. MAGA: Making Americans Grovel Again.

cryptTurtle,

The CEO that handled the merger more or less said "we thought the political climate was in our favor" so

mikenurre, do trains w Union Pacific and Norfolk Southern merging under 85 billion deal

How much of a bribe to they have to pay to chump before it’s approved?

davel, do trains w Union Pacific and Norfolk Southern merging under 85 billion deal
@davel@lemmy.ml avatar

It should be a monopoly… owned by the US.

safesyrup,

This is the only way

scrubbles,
!deleted6348 avatar

I think the rails should be owned by the US, but they could be operators on those rails. Like in the UK, or how our airlines work

Paradachshund, do games w ‘Subnautica 2’ Leaders Say Krafton Sabotaged Game Over Payout [new events in the Subnautica 2 story]

The ousted leadership of video-game developer Unknown Worlds said parent company Krafton Inc. fired them after the executives presented the company with upbeat revenue projections that would have triggered most, if not all, of a $250 million bonus payment, according to a copy of their lawsuit which was unsealed Wednesday.

Former Unknown Worlds Chief Executive Officer Ted Gill and founders Charlie Cleveland and Max McGuire said Krafton sought to delay the release of their new game, Subnautica 2, after realizing they would have to pay that large a sum, according to their complaint. The South Korean game publisher offered the executives a lower payout before terminating their employment earlier this month, the lawsuit alleges.

Gill, Cleveland and McGuire filed a lawsuit for breach of contract on July 10. A representative for Krafton declined to comment on the suit. In a statement to press last week, Krafton said the three studio leaders had “abandoned the responsibilities entrusted to them” and that “the absence of core leadership has resulted in repeated confusion in direction and significant delays in the overall project schedule.”

Krafton purchased Unknown Worlds in 2021 for $500 million, with as much as $250 million more due to be paid in 2026 if the company hit certain revenue targets. The complaint argues that all was well between the two sides until a series of meetings in early 2025 when Gill was negotiating with Krafton about paying bonuses to employees who weren’t eligible under the original acquisition terms. About 40 people employed by Unknown Worlds at the time of the sale were told they would receive payouts, mostly in the six-or-seven-figures, but the executives also wanted to offer bonuses to those who had joined later.

During those meetings, Gill said that their revenue projections for the coming year had been conservative and that with the upcoming releases of the original Subnautica on mobile and Switch 2, they were expecting significantly higher numbers. Subnautica 2 was also expected to be a big hit, with nearly 2.5 million people adding the game to their wishlists on the PC platform Steam.

“After Krafton’s leaders reviewed Gill’s projections and evaluated the anticipated revenue and earnout numbers, everything changed,” they said in their complaint.

The leadership group said that in subsequent meetings, Krafton began pushing for Unknown Worlds to delay Subnautica 2. In the weeks that followed, Krafton employees told Gill they believed the company was trying to get out of paying the earnout, the complaint alleges.

During one lunch meeting, according to the complaint, Krafton Chief Executive Officer Changhan Kim told Cleveland that releasing the game in 2025 “could be disastrous financially and hugely embarrassing” for the company. Krafton later said that had been a mistranslation.

Throughout May and June, the two sides continued to battle as Krafton halted publishing duties such as marketing and adapting the game for local markets, as well as paying vendors, according to the complaint. The former leadership team said that the publisher refused to support the game’s imminent summer release and that Unknown Worlds missed out on “highly valuable” promotional opportunities because Krafton didn’t respond to emails. Gill said he was told by one of Krafton’s top executives that “pulling these resources was a permissible way for Krafton to avoid supporting the earnout,” according to the complaint.

By the end of June, the relationship had deteriorated. During various meetings, Krafton asked the leadership group to accept a lower earnout, according to the complaint. Around the same time, Kim wrote a letter to the leaders, reviewed by Bloomberg, accusing them of “failing to fulfill the responsibilities with which you were entrusted” and saying that Subnautica 2 had faced “slow and underwhelming progress.”

On July 1, Krafton fired the three studio leaders, who are now seeking damages “in an amount to be determined at trial,” according to their suit. Krafton has said it willextend the bonus period until next year, with Unknown Worlds employees able to share in a $25 million payout if revenue targets are hit.

One main point of contention between the founders and Krafton was whether the game was ready for release this year under the company’s early access model, which allows outsiders to play the game and submit feedback. Presentation slides from Krafton reviewed by Bloomberg, which included quotes from the company’s internal testers, argued that Subnautica 2 lacked content and didn’t feel innovative enough.

The lawsuit alleges otherwise. Pre-release tests involving hundreds of users “drew high marks and confirmed that the game was ready to meet those lofty expectations," it said.

Developers at Unknown Worlds speaking to Bloomberg said they believed the game was in good shape, as did some external parties, who asked to not be identified. One developer at a separate company who played Subnautica 2 and requested anonymity because they signed a non-disclosure agreement told Bloomberg they enjoyed the game and that it “seemed way more robust” than other titles in early access.

The other point of contention was the roles that Cleveland and McGuire played at the studio. In public statements and in documentation reviewed by Bloomberg, Krafton accused the two founders of neglecting their duties because they were minimally involved with the development of Subnautica 2.

In their suit, the founders said that Krafton was aware of their new roles and that Cleveland had spent a large amount of time working on a Subnautica film, which Krafton had asked the studio to develop.

drasglaf,
@drasglaf@sh.itjust.works avatar

IT still remains to be seen if all this is true, but it reads as standard corporate behaviour.

SkunkWorkz,

Didn’t know Krafton was Korean. Now it all makes sense. Corporations in Korea are even worse than US corps. They hold so much power. Korea is basically a Cyberpunk country. On the other hand they shouldn’t have sold their soul to the devil. Like that deal was definitely too good to be true. Like half a billion + a quarter billion in bonuses for an indie studio. That’s probably more than the company made in their lifetime.

captain_aggravated,
@captain_aggravated@sh.itjust.works avatar

That was my take.

Before the Krafton acquisition, Unknown Worlds Entertainment has produced Natural Selection 2 (the first was a Half Life mod, not sure it counts), which sold 300,000 copies, Subanutica sold “over five million” at a $30 price point, and I can’t find any sales numbers for Below Zero, but for back of the napkin math let’s say it sold about as well as Subnautica at ~5 million copies, again at $30.

So both Subnautica and Below Zero grossed $150 million. Subtract the 30% that Steam takes, and you’re left with $100 million, so $200 million between those two games would have been the net take.

Meanwhile, Moonbreaker happened, and I have no sales figures for that.

Everybody talks about what a massive hit Subnautica is, and while it is a successful game, Stardew Valley sold 40 million copies. Subnautica 2 stood a good chance of being a solid commercial success with tons of 2 hour Youtube video essays about how it compares to the original. It was never going to make $750 million. Even if it outsold Subnautica and Below Zero combined at double the price. Add in merch, Peeper plushies, T-shirts, ball caps, they were talking about a movie…Subnautica 2 was going to make a good chunk of that but wasn’t going to make it all.

As far as I can tell, they never intended to pay that $250 million bonus, it was probably offered in bad faith as incentive to sell the studio, and when it looked like they were actually going to pull off the conditions Krafton broke the contract in order to break the contract.

If I get my way, Krafton will never do business in the United States again, and since I’m a vengeful asshole that likes doing brain surgery with a backhoe, I’d probably ban Samsung, Hyundai, Kia, Toyota, Sony, Nintendo and Honda, and half of those aren’t even Korean.

spankmonkey, do games w ‘Subnautica 2’ Leaders Say Krafton Sabotaged Game Over Payout [new events in the Subnautica 2 story]
@spankmonkey@lemmy.world avatar

One developer at a separate company who played Subnautica 2 and requested anonymity because they signed a non-disclosure agreement told Bloomberg they enjoyed the game and that it “seemed way more robust” than other titles in early access.

Yeah, this is clearly the publisher trying to get out of paying the full bonus.

Goodeye8,

When I first heard about the firings and the delay to the game I thought "This doesn't sound plausible. Are they really going to ruin their investment and effectively kill the company to supposedly save a quarter of a billion. That would be unbelievably stupid". But with every subsequent nugget of information it's getting increasingly clearer that they, Krafton, actually are unbelievably stupid. They're pretty much guaranteed that if Subnautica 2 gets released (and that's assuming Subnautica 2 is in a good enough position to be released) the studio will shutter as all the talent will move on and all the money Krafton spent acquiring the studio is thrown in the wind. They're not even going to save the quarter billion because the delay means they're going to be paying at least 6 months wages for minimum effort work because I doubt anyone at that studio is willing to put in the effort after being cheated out of their bonus.

Even if it's all so obvious I still find it hard to believe the publisher is THAT stupid. But that's the world we live in, where people get to make idiotic decisions because they're greedy as fuck.

spankmonkey,
@spankmonkey@lemmy.world avatar

They paid for their expertise, even offering a bonus that was clearly less than whatever their projected profit would be, and then tried to squander it because they didn’t listen to their expertise.

Publishers in all kinds of industries are risk adverse to the point of not trusting whoever they made deals with to follow through. This is totally on brand for publishers!

psx_crab,

Yeah in the world where EA exist and Xbox close down a studio that just launched a successful game and also fire bunch of people and shutting down lot of project, this doesn’t sound far fetch at all.

I guess the lesson the first game trying to teach is to never believe any giant corporation.

UnityDevice,

I doubt anyone at that studio is willing to put in the effort after being cheated out of their bonus

Correct me if I’m wrong, but most of those 250 million were going to the three people that were fired, not the actual workers. I stopped caring about this issue when I learned that, seems like just rich people bickering to me.

Goodeye8,

That's according to Krafton and we know they will bend the truth to create a narrative. But even if it's true I still think Krafton are the assholes here. I'm less concerned when people in positions of power don't get their position enabled bonuses, but Krafton is also taking away whatever bonus the actual workers were originally promised.

captain_aggravated,
@captain_aggravated@sh.itjust.works avatar

I mean, the publisher seems to be pretty stupid, because…how did they figure that $250 million?

There are two entries in the Subnautica series, Subnautica and Below Zero. Subnautica has sold “over 5 million copies” at a retail price point of $30. So that’s $150 million in gross revenue. For this back of the napkin math I’ll assume that the “over five million” and the number of copies sold at a discount come out in the wash. 30% of that gross revenue is going to immediatley go to Steam or whatever other platform, so the company got $100 million in net revenue before their own expenses like rent and power bills gets at it.

I cannot find sales figures for Below Zero, but it sells for the same price point and I don’t think it could have possibly sold more than Subnautica did, so let’s figure another $150 million gross, $100 million net.

Subnautica as a franchise netted its studio ~$200 million across the launch of two games selling ~10 million copies.

And Krafton had agreed to pay out a $250 million bonus for reaching a certain revenue target in 2025, which they were on track to do given the announced early access launch.

Just to put them in the black for that bonus, Subnautica 2 would have to sell better than both previous games put together at a higher price, and that doesn’t touch the purchase of the studio, operating expenses, or the dump truck of cocaine that must have been involved in these financial decisions.

Goodeye8,

I didn't want to think they're completely incompetent so I decided to do some digging. That $250 million is actually part of their acquisition deal. Krafton technically bought Unknown Worlds for $750 million. $500 million was paid up front and the extra $250 million was due for 2026 if Unknown Worlds met the performance clause. That $250 million has nothing to do with the sales of Subnautica, it's part of the buyout.

This could mean they were always going to try and stiff Unknown Worlds. It also means it's probably less about the people working at Unknown Worlds getting stiffed and more about the leadership expecting a payout that was agreed upon.

captain_aggravated,
@captain_aggravated@sh.itjust.works avatar

Okay, they spent $750 million for a studio that has barely made $250 million in its history. I still don’t think the math mathulates here.

Asetru,

So what? Things are mostly valued by what the projected performance is, not the prior performance.

Also it seems that Krafton assumed they would miss the performance criteria, so they thought they’d bought it for $500 million. That doesn’t sound unreasonable for a studio that made $250 million with a single release and already had more in its pipeline.

captain_aggravated,
@captain_aggravated@sh.itjust.works avatar
  1. What do you base projected performance on if not prior performance?
  2. I don’t think Unknown Worlds did have a $250 million single release; that’s probably what they netted across three games, Natural Selection 2, Subnautica, Below Zero.
  3. Stupidity is an ingredient in betting against your own teams. Because this is what happens, you put yourself in a position where you don’t want your own victories.

Any way, I see it as our goal as the game playing public to figure out how to make this cost Krafton more than $250 million.

racemaniac,

““This doesn’t sound plausible. Are they really going to ruin their investment and effectively kill the company to supposedly save a quarter of a billion”

You should see the documentary about the making of Lego Island: www.youtube.com/watch?v=bG55COe_f8I

A wildly succesful game, so what did the publisher do after having released a wildly succesful game and having the team that made it under their wings? Fire them all and try to weasel out of the promised bonuses.

It was standard practice 30 years ago, and it still is…

Goodeye8,

Standard practice has been to fuck over the developers after release. They haven't released Subnautica 2 yet. They're screwing the developers over before they've cashed out the game. That's the part that made it implausible in my mind.

racemaniac,

It’s ready for prerelease it seems, and very playable. Sounds like they already have what they need. They’re just taking a little headstart :p

Goodeye8, (edited )

We don't know the exact state of the game but what we know is that it's early access ready. If previous Unknown world games are of any indication it's still 2 years away from final release. They might make some money back with early access but it will be negatively reviewed under the pretense that it will not be properly finished. The release is already guaranteed to take a financial hit.

someacnt,

Most Korean companies are like that. Extremely shortsighted, zero capability at creating and managing new markets.

  • Wszystkie
  • Subskrybowane
  • Moderowane
  • Ulubione
  • FromSilesiaToPolesia
  • fediversum
  • esport
  • rowery
  • tech
  • test1
  • krakow
  • muzyka
  • turystyka
  • NomadOffgrid
  • Technologia
  • Psychologia
  • ERP
  • healthcare
  • Gaming
  • Cyfryzacja
  • Blogi
  • shophiajons
  • informasi
  • retro
  • Travel
  • Spoleczenstwo
  • gurgaonproperty
  • slask
  • nauka
  • sport
  • warnersteve
  • Radiant
  • Wszystkie magazyny