It also comes at the cost of being paid less than the industry average, which isn’t high. But it wasn’t so much tooting Gearbox’s horn as it was pointing out that it doesn’t solve the problem stated in the article. It wasn’t about how well the employees at a successful studio are paid but rather how many studios are unsuccessful because of how much competition there is. The industry might generate absurd amounts of money, but a large percentage of that is still just going to a handful of games that gather all the attention rather than being spread around more uniformly, and I don’t think there’s really a way to spread it around.
Multiplayer games 20 years ago were also built to be more scalable to different numbers of players, and they mostly had bots and such, too. I might push back on how long they sustained huge player bases though. Those games were often sequeled very quickly, and most of the players would move to the next one, leaving behind a small percentage. At least the old game was always still playable for those who bought it, though.
The article is about how so many games are coming out that many of the companies making them are going under even when they make games that are evaluated as being good or great. I provided an anecdote about myself that probably contributes to it. I didn’t really share it to be about my attitude toward being able to play these games. I’ll be just fine.
I believe Gearbox has always done this royalty situation union-less. But that doesn’t spread out sales to other games that need customers. There are still going to be plenty of games that just don’t move a lot of copies because other games suck the oxygen out of the room.
Hey, that’s fair. If you already have the old version of the game, this one’s going to have limited appeal for you, most likely. As is the case with most remasters.
There should be exactly the toggle that the article asks for given this criticism. I don’t know how likely it is, because it seems like whatever engine they fed this game into just handles lighting very differently. Deus Ex is a great game, but I’m personally of the opinion that it’s quite ugly, and just about anything you do to the graphics are an improvement. The mod that the article compares it to doesn’t look better, just slightly different. In either case, the reason that both look better than the original, and why we pulled out the year 2003, is that the technology in cutting edge graphics didn’t really change until mid-to-late 2004, and the advancements in between were basically just more polygons and better textures, which is all you can reasonably expect in a remaster. More than that is a lot more work and gets you into remake territory.
The fan mods aren’t exactly accessible to PlayStation players. What would you want to see in a Deus Ex remaster that a mod couldn’t do? Mods are capable of a great deal, but there’s a lot of value to having things preconfigured to modern standards out of the box.
The PS2 version is surely severely compromised compared to the PC version. Even the sequel designed with the Xbox in mind had to cut back on a lot of things to make it fit on a more powerful console.
I never played this game back in the day, but in a world where it has voice acting and a PC port, this is the one I’ll likely try. I have no idea when that might be, since it’s already a struggle to keep up with game releases, but someday, for sure.