Hire more staff to do more development/QA in a shorter timespan
Delay release schedule to not be annual releases
Reduce game scope to something the team can accomplish
Gamefreak cannot keep its historically small team size while trying to make large, open world titles that release annually. Tears of the Kingdom tool over 5 years to develop, and that was working with pre-existing assets. Gamefreak's model is not sustainable.
Gamefreak cannot keep its historically small team size while trying to make large, open world titles that release annually
Define "small". For Sword and Shield they had around 1000 workers, according to Ohmori, the game's director.
With 200 being from Game Freak, some from Creatures Inc. (they make the 3D models and send them to Game Freak) Debugging and Quality Control is externalized
So, yeah. The number being close to a thousand, that of course includes all the different functions like marketing and PR and everyone that would be associated with the game ahead of release. But I think at Game Freak, really the core team of people that worked on the game was around 200 people. And of course, Creatures is another partner company that develops 3D models of the Pokémon. There are various teams that handle debugging at our partner companies as well. So there’s a lot of people involved and I think in terms of just the sheer number of the most resources required to make something happen for the development, it was definitely more on the graphical side of things.
I’m gonna be real, as just a casual follower of this game, I kinda assumed it already came out a while ago and was just so meh nobody talked about it. I’m shocked it’s still not out yet
Don’t be, this game won’t quietly peep its way into obscurity, it will be an uproarious fart all the way across the halls of the internet.
If it even does, it will come out and literally nobody will like it because a) it has an impossibly high bar to clear even in the hands of competent devs and b) it’s been made by walking sim developers as their first attempt at a real game with gameplay beyond simple puzzles.
I will literally slice off my own asscheeks, cure them into honey glazed ham, and serve them on rye if it comes out as anything resembling the success of the first.
Is there a preferred metric to measure this by? I didn’t play the first one, but Wikipedia says “polarizing but ultimately positive,” and there’s an 80/100 metacritic score, for whatever that’s worth.
Your word picture is just so funny that I want to root for the game’s success just to be the person that quotes this comment and @s you, even if I tend to agree with your assessment.
Metacritic is not the good gauge for the original, given the circumstances of its release. The game was made on an alpha version of Source without any devkit as Valve were developing Source/HL2. Its development was also troubled, and ultimately pushed out the door before it was ready. It’s a miracle the game even runs at all. Not only is the final third of the game notoriously lacking compared to the early parts, but the game is literally unplayable without the fan made unofficial patch. You run into a bug that hard locks your progression like 80% of the time and cannot finish the playthrough.
Despite all that it has become a true cult classic for its writing, dialogue and characters, its humour, impeccable atmosphere and fantastic sound track. It’s been cited as one of the design inspirations for Cyberpunk 2077, among others.
These are the things the sequel will struggle living up to. The entire thing that got people excited about it was bringing back the original writer/lead designer and composer.
Sort of the thing that makes me think this one still has a ghost of a chance, but then I’ve liked the games The Chinese Room has made before mostly for their writing and music. I’ll probably be disappointed, but them at the helm doesn’t kill it for me like it probably does for people who wanted more of the original.
Oh I might have forgot to put it in my post, but the original writer/lead and composer got kicked off the project when they dumped Hard Suit labs and gave the project to The Chinese Room. That - combined with the latest trailers - is why people who like the original have very little hope of the sequel recapturing the magic.
I wouldn’t be surprised if they had a launcher before and they’re releasing a “Store” now that Google and Apple have been slapped with anti-trust lawsuits. I think your best bet would be asking the folks at the Epic forums.
And is paying to have a game exclusively on your store good? Remember: Most people use Steam for the features it has (arguably whether necessary or not). Remember when it used to scan your Steam friend list file? Or the fact that it took three years for a shopping cart? Or the fact that the UI looks barebones? Oh, and Goat Simulator 3 was paid for as a temporary exclusive, and they were like, “Yeah, add it as a non-Steam game🤷♂️”? Or the fact that when someone hacks your account, you can send all the proof you want, but they say, “Nah, fuck you,” while Steam does a better job? I can say that because, even if not directly, I helped someone recover their account with a simple email screenshot and receipt of a payment. Competition is good if you offer something better, and no, “free games” are not something better. People are even complaining about them because they don’t give away AAA games but only “garbage” or repetitive ones.
For what it’s worth - I think I agree with you. But your message rambles on and never makes a concise point. That’s most likely why the downvotes. You can always ask a LLM to tidy it up for you next time.
Yes but here’s the thing. I bought my iPhone because it’s damn simple. I don’t like spending time on my phone, simple is efficient. I’m envisioning a future where I have a folder full wallet apps because every debit/credit card institution creates their own. All circumventing the privacy restrictions Apple forces on their AppStore. Truly the consumer has lost in this situation. If I didn’t want to use the AppStore - I would have bought a different phone.
Maybe it’s because I’m not a Fallout fan, but I didn’t like that one either. I didn’t finish it, to be fair, but I watched the first 3-4 episodes and I found it nonsensical for the most part.
From people and animals healing within seconds of them injecting some sort of Jesus juice, to armor suits protecting against explosions and extreme fall damage but not angry bears, or people living for centuries in the surface but from the looks of it the apocalypse happened just two days earlier, with no one bothering to clean up their own house a bit. In one scene you see soldiers wearing thick metal armor flying around on helicopters, in the next scene there’s people using bottle caps as a barter resource.
And that’s just about the verisimilitude of the setting and the events. The writing felt very amateurish/childish for the most part. Again, I have no reference to the source material, but from an outside perspective, I wasn’t impressed.
The visuals are very good (not ground-breaking by any means, but they do their job well), but that’s the extent of the praise I’d give to that series.
As a wheel of time, invincible, the boys, and fallout fan I feel extremely targeted. I’m a Yakuza superfan so I will have to watch this but I hope they don’t mess it up. I’m still playing infinite wealth but once I’m done I’ll have completed every rgg game except of the end and that PSP exclusive neither of which I’m going to go back to.
Combat is certanly not its strongest point, I wouldn’t call it repetitive, I found it fun at best and serviceable at worst. The best part of the game for me was traversing Tokyo by night, the powers your character has make it very enjoyable and the landscape is beautifully crafted. Also there are a lot of Japan urban legends and folklore mixed in there too. I’d say it’s a solid 20 hours experience. But it you are in it mostly for the combat I wouldn’t recommend it to you.
Oh this sounds lovely.
I’m not in it for the combat at all, I was afraid I’d have to suffer through it, but if it isn’t too bad, no problems for me. Thanks!
Yeah, some games like this are more about the mood, the settings and the exploration, even if it and empty alley or some random convenience store than the actual gameplay.
I loved these stupid binds. I was part of an RP server and each time I saw one my stomach churned. Lots of newbies talking up the big bad red in mystic armor, and the dude just ignores them, yells at the banker and fucks off with a Kal Ort Por. Better yet, a random blue casting a portal for a friend into the heart of Britt, the guy that’s running gets in and starts yelling his banker binds while standing on the other side of the portal. Baddies go through, suddenly lots of shit on the floor that you can grab since yoinking reds didn’t set crim.
Honestly I don’t even know what was modded / added in and what was in the actual game. Them going open source with Modain’s Legacy was such a boss move.
Even in the very game, CP2077, as impressive as it can be, it can also be just as disappointing. It’s still a nice technical marvel, but it’s not at all the gamechanger it wanted to be.
And there’s games such as A Plague Tale Requiem where the baked lighting looks flat-out better in most scenes than the raytracing, since unlike the “realistic” raytracing they hand-crafted it to be unrealistic but fitting for the tone and atmosphere of the scene. So I turned it off again.
I’ll be honest, so far the only game where RT universally made me go “I’ll leave that on, that’s awesome!” is Riftbreaker. And it has a comparatively minor effect there, but at least a purely positive one (CP2077 I prefer at native rez over RT + DLSS which gets a weird pseudo-blur even with carefully tweaked resharpening, it’s just part of how it renders I think as other games don’t have this issue).
And all for prettier shinies. No offense, but SSAO/Cubemaps are still damn pretty looking and cheaper in terms of resources. For me, 2077 still runs like ass with raytracing even today.
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