They have made one Warhammer game, Rogue Trader. It is a party based, turn based, RPG based upon a tabletop RPG ruleset. It’s quite good, though I admit that I play it on story mode difficulty cause I can’t be bothered to learn another RPG system right now, and idgaf about build crafting. With that being said, it’s a positively ENORMOUS game, with extraordinary amounts of optional content to interact with. If you go on expecting Space Marine 2, or Dawn of War, you’re likely going to be very upset. However, if you are prepared for something which apes the old Infinity Engine games of the 90s, or games inspired by the same, such as Pillars of Eternity, you’ll likely enjoy yourself.
I liked this game a lot when I first started playing. Now in the back half of the game its just disappointing. Desyncs, crashes, and uneven balance all over the place. It has its charms but not something I would recommend anymore. Good to see they are on the right side of this though
Second time playing through, played before Lex Arbites and picked it up again after.
Genuinely, only had 1 crash on this run, maybe 3 on the last. All happened on Qetza Temer. But the uneven balance I can agree with. I’m playing through on the difficulty above medium (whatever it’s called) and now that I’m in the 4th act, sometimes they knock a party member in the first turn, sometimes my arch-militant will kick one guy down and stun him, shoot 7 more and kill 4, Heroic Action, more shooting, boss already compromised and surrounded by my melee and Cassia is making EVERYBODY whack him down.
Love it. It frustrates me. If it wasn’t Warhammer, it would only be a 6.5-7/10, but it’s so jam packed with lore tie ins that if you like the universe it’s at least a solid 8-9 for the love they put into it and continual update/community feedback. But that’s just like, my opinion, man
Not sure if this applies to you, but when it just released early on, there were difficulties between versions and save games from earlier ones didn’t play nice after updates, so I struggled to get through act 2, but then I disabled the auto update and played through it pretty much flawlessly, granted I had to start a new save file.
It hasn’t been the worst on my solo play through, mostly on a group one. There are a variety of issues that are workable, like how you will frequently start combats separated unless your group has the discipline of saints, or how one character will literally never be able to join combat because the terrain is impassable for him and him alone once initiative starts. These things we dealt with, but when combined with hours of lost progress from crashes and desyncs we threw in the towel
Supposedly the first studio failed to make a fun game and they had to restart with The Chinese Room (Dear Esther, Amnesia: A Machine for Pigs, Still Wakes the Deep).
I think they are on track with it, but we got to wait longer.
Also like, the whole selling point initially for making a Bloodlines 2 was getting Brian Mitsoda back to write the script. But they’ve thrown it out to make their own story and it will be like BG3 in that sense - a sequel in name only but no actual connection to the original game(s).
It’s no open world. But there are hubs, often there are multiple ways to finish a quest and there are quest lines that are limited by your skill and clans selection.
I would be fine without a full-on open world, maybe a bit more content and larger maps than in VTMB (I always thought the Santa Monica map could have been larger and more expansive).
The writing, world-building and ambience must be top notch in a sequel to VTMB.
I’m also quite disappointed at the change from playing a thinblood to an Elder kindred. I thought the idea of exploring thinblood lore could be really interesting and it would be much more interesting to roleplay someone who starts the game mostly human, compared to a completely inhuman monster right from the start.
In January 2019, Tencent acquired about a 36% stake in Fatshark in a deal worth approximately 500 million kr (around US$56 million). Later, in January 2021, it was reported that Tencent had acquired a majority stake in the company valued at around 2.2 billion sek (around US$260 million).
Started playing this with my friends a couple of months ago. We are old so we can only play for 2 hours every week bit it is a blast! Having so much fun and the graphics being a throwback to half life 1 is just top notch! It really show how much gameplay means compared to polygon count and whatever effects etc.
Not sure if I would have played this on my own. A bit too much of the survival stuff that I am not into too much but that is a personal preference. Less stress about that with friends.
The game is pretty dope, but the thing that broke my enthusiasm with the game was the realization that mosterspawning teleporter/rift can just spawn in the base. Doesn’t seem like a fun mechanic to me, the game is a misery-simulator everywhere else, why did it need to have random monsterspawners in “safe areas” as well. :/
I guess I need to take a gander in the sandbox settings, apparently there’s some slider/toggle to affect monster’s damage to furniture/craftingstations/etc.
I’m pretty sure the portals spawn at set locations, and there are great spots for bases that monsters can’t access at all (except for one creepy guy). There’s a great spot in a little upstairs area right by the elevator in the offices.
We built in the cafeteria and as you say we also had these spawns in the middle of the base which seemed stupid but when we progressed further they stoped spawning there. Or maybe because we built more there? Not sure. It’s a thing of the past now anyway so if you decide to continue it will hopefully pass with progress.
You know who else curtails developer choice by setting arbitrary deadlines and pushing for aggressive monetization? Game publishers. Pretty sure the devs don’t want their game to be universally hated for lootboxes and bugs.
Except developers don't have the same incentives. Publishers are incentivized by profits. Developers are usually incentivized by wanting the world to see their artistic output.
Of course some of them will do it for money because some people are just like that, but overall the industry would probably be in better hands if the developers got the long end of the stick and the publishers got the short end. Right now in the AAA market it's the opposite and it shows.
Developers are also incentivized by profit when they’re entitled to keep it rather than a publisher, and this is the case regardless of being AAA or not.
And who was the CEO of Bungie during that period? Pete Parsons who had a senior marketing job at Microsoft before joining Bungie. Parsons also had no problem laying off hundreds of people at Bungie while continuing to expand his classic car collection. Dude has big publisher energy all over him. In fact he was the person I was thinking of when I said some people will do it for the money.
Which is a very different market. Mobile game developers couldn't even ask $20 for their game let along $60-$70. It's not comparable to the traditional computer gaming market.
I didn't say that. I agree that the first one counts and that's an exception to the rule. The second you better bring out point by point examples of how DE does monetization as horribly as EA or Ubisoft because I've heard otherwise. And I think with the third the vast majority of people would agree it doesn't count.
Any free to play game operates on the same principles that are as “horrible” as EA or Ubisoft, which honestly feels like a dated point of reference when your phrasing was “feels like you have to pay to have a good time”. First, it’s highly subjective. I came away from my time with Assassin’s Creed: Odyssey feeling like I had a bad time because I didn’t buy their XP boosters, but fans of the game said they never bought one and had a great time, perhaps because they had more fun with the game’s side activities than I did, so they got more XP from content that I was more than happy to skip. I haven’t bought sports games in a long time, but if I still did, I wouldn’t touch Ultimate Team with a ten foot pole; not just because of the business model, but because the fantasy to me would be playing with the real teams as they actually exist; and the parts that I would want to engage with don’t ask any more spending of me. And for as much as you associate predatory monetization with those companies, they also put out the likes of Dragon Age: The Veilguard and Prince of Persia: The Lost Crown, and work with partners on Split Fiction and The Rogue Prince of Persia, which use very normal and ethical monetization strategies.
For as much as mobile games often can be a different market, plenty of times they’re not. Thatgamecompany may be known for Journey in our circles, but their big hit is Sky: Children of Light, which started on mobile and came to platforms you and I are more likely to play games on. Uma Musume is blowing up regardless of platform, but it’s a gacha that’s typically found on mobile, and Cygames expanded from their mobile market to putting out console and PC GranBlue games. Mihoyo’s games are in both places and found success using gacha. My point in all of this being these companies, all self-published successes, operate in both spaces, because building a game in either place requires much the same skillset, and they’ve found an audience in both, often with the same exact games.
The last thing I’ll say about this being developer vs. publisher is that if you’re successful enough as the former, you often become the latter, like with Cygames or Epic. These kinds of monetization methods are very feast or famine, so you’ll get survivorship bias of some games getting so big that they’re a publisher now, like Riot, for instance, or they get bought by a bigger fish like Microsoft.
There’s even an argument that SKG is a good financial motive for studios. Consumer electronics/entertainment spending is down, and it’s not hard to connect the idea that people are less enthused about video games when they aren’t sure they get to keep them. Which are you more likely to buy: Snake oil from a merchant on a turbo-driven truck ready to leave town? Or multiple panel-certified medicine from an extremely tightly-regulated industry.
Just look at Battlefront 2, arguably one of the best star wars games ever made and its reputation was irrevocably tanked because the publishers pushed the lootbox model on the game.
Not only did they push for it, but they also made the game extremely predatory by requiring players to grind for an excessively long time 40 hours for just one character. It’s nasty work.
This is just someone in the industry trying to buy time and throw gunk in the works of the initiative. Unless they are aggressively retarded they knew this challenge would fail, they just want to buy time.
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Aktywne