It used to be quite common for game dev studios to be multi project, as it kept up a steady cadence of releases, kept multiple disciplines of development work busy in a pipeline, and provided redundancy against any one project failing. Now when it happens with a studio this size, people don’t believe it can work.
I applaud the dev for having this plan, but talk is cheap, and my interest in this game can’t start until the private server is available. I get that you want people to congregate in the official server, but they’ll do that naturally anyway.
Project Rebearth let’s you play on a 1 to 1 replica of planet earth. that is only possible when data gets streamed over the internet, even in a single player mode. This also means that servers need to be maintained, which costs money. I cannot maintain these services until the end of time but since you are buying the game, you have the right to an end-of-life plan so you know what you’re getting into. I have the ambition to keep the official game server live for 3 years. this is roughly up until the year 2029. Depending on the active player base at that time, this may be extended. I plan to allow for custom game servers about a year after the game release. When the official server terminates, you will still be able to connect to full-featured community servers with the game you bought and paid for.
Yeah, I get the sense that the old pros are just as sick of the game as most of the rest of the audience, so I’m not sure how much money they threw at these folks to make it happen. The other thing about it is that the game just takes long as hell to run, more than any other fighting game I know of. Grand Finals alone took over a half hour.
That’s what I keep seeing people say in comments. The devs say they got access to all of the voice talent from the show, and I’m not familiar enough with Walton Goggins’ voice to say that is or isn’t him.
I was on normal, spent basically every skill point I had on defense and HP starting around halfway through Act 2, since my damage was just about capped by that point. The combat feels great after you’ve already learned an enemy’s patterns, but the later game enemies (I basically only did the main story) were where they started one-shotting characters and this problem sunk in. Having to go through this huge discrepancy every time you find a new enemy just started to become annoying.
I think I got fed up with how feast or famine the combat was. They wear FromSoft inspirations on their sleeves, but in those games, you can safely hang back and observe behaviors and patterns before you go in and try to dodge and parry and take them down. The wider normal dodge window did not seem to serve this purpose in this game, unless there’s some crucial mechanic that I completely missed. Often times, trying to dodge while learning the patterns, I’d lose a character to a single attack with intentionally tricky timing, and it would be easier to throw the fight and restart than it was to try to get them back in the fight and get my strategy up and running to deal damage. Then, of course, once I know the patterns, the fight is over in like 3 turns, and I take no damage at all.