What I mean is it isn’t a bad story, but in comparison to h:zd that had the slow plot reveal that made me go: what? What?! And want to eagerly know more about the story.
But gameplay is great and the skills you can unlock makes it very fun to play.
RIP Lance Reddick, him voicing Sylens is so great. I really hope they have enough recorded material for the next game.
Finally. The first one, I waited and waited for it to get PC port before I played it. When Forbidden West came out, I traded a smart watch for a ps4 pro, got FW from Gamefly, finished the game, and then immediately resold the ps4. Been waiting for it to come to PC so I can finally buy it on Steam.
it sucks having to wait on get it on PC. I want to be optimistic and say it gives them time to fix bugs but so far no delayed PC release I know of has ever done that or at least hasn’t introduced new issues when porting it over
Wait… that math does not possibly check out. In the worst case scenario (Steam), they pay 30% of the revenue from the game in platform fees. If they spend less than that for settlement, simple math tells us that there is at least 41% of the revenue basically unaccounted for.
There’s a bit of overhead in every company, like HR, IT and facilities, so maybe these don’t count for “development cost” (which makes no sense tbh, that’s not how project budgets work). Marketing can eat a ton of money, too, but the numbers still seem bafflingly high.
What? It just means that they spend less than 30% on development. That doesn’t sound too far off, as a lot of the money probably goes to marketing, management, administration or (gasp) profits.
Unless I live under a rock I don’t see the point of spending a lot on marketing ads for games. Two big examples of games that sold extremely well that I never saw an ad for were elden ring and boulders gate three. If you just make a good game word of mouth will tell how good the game is not an ad on TV.
It seems like it can make sense. Platform fees aren’t an initial outlay, they’re effectively a cut of profits based on sales.
For the sake of argument using fake numbers, if a studio spends $1m making a game, and then they put it on Steam and it does $10m in sales, then Steam’s cut of that at 30% will be $3m
So, spending more on store fees than development seems possible - especially if your game is selling really well
Epic Game Store is focused so hard on making it good for devs but they have also intentionally neutered it for gamers. Does it even run on Linux yet? We all know that’s the direction Valve is taking things and it’s why Microsoft is starting to panic.
It kinda does? You have to use a third party app like lutris/heroic.
You could argue that steam doesn't fully work on linux either (multiple windows like chat, friendslist or library opened on the same workspace regularly crash on Wayland and I havent had the steam overlay working on any non linux native game) but these features arent even part of the epic launcher
Huh, I’ve never used chat, I rarely use the friends list, and I think I’ve intentionally used the overlay maybe a handful of times. So I don’t think that’s a big loss.
However, they did work fine on xorg (I haven’t used any of them since switching a few months ago).
Regardless, the launcher works for the primary use cases: buying, organizing, installing, and playing games. So I think that qualifies as supporting Linux, even if there are some bugs here and there.
It’s (relatively, don’t use the embedded browser) pure Python and runs anywhere. I also use it on my Win7 retro machine because the Epic Launcher sucks. It also supports epic DRM and can log the game in.
I have no love for this company whatsoever. Most of the their revenue streams should frankly be illegal. But I’m not exactly thrilled about every glorified software repository taking a pound of flesh off all revenue, licit or otherwise.
“It was not our intent to nickel-and-dime it, but it came across that way,” he said. […]
"A large part of the problem, Whitten said, was that Unity “didn’t communicate effectively… There were areas where there was some confusion, and we could have done a better job.” […]
“That’s on us,” he continued. “We didn’t do a good enough job… of delivering the information that would help people.”
It shows how dishonest he still is: Of course, they wanted to nickel-and-dime everything. People were not “confused”, they were outraged. No matter how much of a mess Unity’s initial explanations of the details were, the core message was pretty clear: Unity was aiming to get as much money out of developers as it can and it did neither bother to iron out the details of the changes, nor assess the potential damage their plans could do.
Rumours from inside Unity said that their own employees warned management, but managment saw a chance to make money and plowed ahead.
And going by Whitten’s statements, they still want to hide behind meaningless corpo-speak and the same people who got their business into this mess now claim that they have changed their ways.
Exactly. It’s a load of horseshit, and they got caught. Moving forward, there’s no reason to believe they won’t slowly add the policies back piecemeal after all of the outrage has died down.
videogameschronicle.com
Najstarsze