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IGN: Shawn Layden Talks About Why He Thinks the Japan Studio Closure 'Wasn't Necessarily a Surprise'

nial

Gold Member
Don't tell that to the roaming zealots who want to memory holes this. They want to pretend Japan studio was never good and modern Sony is flawless/immune to criticism or
something like that. The gaslighthing is getting obnoxiously tiresome.
I loved Japan Studio's games (including Knack, which all of you hated btw), but their terrible mismanagement was indeed frustrating to watch, and Sony was ultimately right in reorganizing the thing into a single vision (something you people don't want to acknowledge for some reason).
Thank GIF


Finally, somebody said it. During/after the 7th gen they got the short end of the stick and got backseated while the western studios got elevated benefits and privileges. It was frustrating to watch.
Loves Japan Studio/SCEJ so much and doesn't even notice simple facts like this:
90% of Sony's Japanese games on PS1 were made by external studios, just so people have an idea of it.
Blame Western favoritism all you want, it will never change the fact that management was pretty shit with talent retention (mostly thanks to their crap contractor practices) and getting major projects out (The Last Guardian taking 11 years to make, Ape Escape 4 on PS3 being canned).
 

Mibu no ookami

Demoted Member® Pro™
Did they even ever release a major hit?

And I'm not talking about titles that were critically acclaimed.

Relative to other PS1 games from sony studios, yes. Albeit as mentioned above many were developed externally.

Arc The Lad
Hot Shots Golf
Legend of Dragoon
Devil Dice
Parappa the Rappa

All sold over a million units. Many others sold over 250K or 500K units as well. Games like Popoocrois and Intelligent Qube.

Sony tried in many cases to keep these franchises going but they sold fewer copies. Legend of Dragoon was developed internally but it was really expensive to make and didn't sell enough to warrant a sequel, but that was probably mistaken when you look at Persona and how that game franchise became more popular.

Ok, where is the trouble with Japanese development NOW though? Is he only talking in reference to Japan Studio? Because from my perspective, Japanese devs been pumping out popular games in a lot of genres and spaces right now that I just can't get enough of.

Tekken 8
Street Fighter 6
Persona
Octopath Traveler
Final Fantasty Remake/Rebirth/16
Mana Series
Zelda
Elden Ring
Resident Evil

just to name a few. Does he not know Bandai Namco just released Sparking Zero?

All of these games cost way more to develop now and most are not selling as well as they used to at their peaks. Persona is really the only exception. Zelda obviously has hit it big on Switch, but he wasn't talking about Nintendo. He mentions Capcom has had a resurgence.
 

nial

Gold Member
Imagine talking about Western favoritism after how much Polyphony Digital was fucking up shit in the 7th gen without any negative effects whatsoever (!).
 

nial

Gold Member
Relative to other PS1 games from sony studios, yes. Albeit as mentioned above many were developed externally.

Arc The Lad
Hot Shots Golf
Legend of Dragoon
Devil Dice
Parappa the Rappa

All sold over a million units. Many others sold over 250K or 500K units as well. Games like Popoocrois and Intelligent Qube.
And that's with all of these being pre-Japan Studio era, and most of the producers and (in the case of The Legend of Dragoon) development team being gone by the time Gravity Rush 1 was out.
 
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I loved Japan Studio's games (including Knack, which all of you hated btw), but their terrible mismanagement was indeed frustrating to watch, and Sony was ultimately right in reorganizing the thing into a single vision (something you people don't want to acknowledge for some reason).

Loves Japan Studio/SCEJ so much and doesn't even notice simple facts like this:

Blame Western favoritism all you want, it will never change the fact that management was pretty shit with talent retention (mostly thanks to their crap contractor practices) and getting major projects out (The Last Guardian taking 11 years to make, Ape Escape 4 on PS3 being canned).
Who is "we" that hated it? Take your sweeping generalization elsewhere. You must really be working over time to defend Sony's honor and glory from all that malign online criticism. What are you? Their reputation manager?
 

nial

Gold Member
Who is "we" that hated it? Take your sweeping generalization elsewhere. You must really be working over time to defend Sony's honor and glory from all that malign online criticism. What are you? Their reputation manager?
Really tells how you completely focus on such a trivial statement and proceed to attack me because reasons. Please tell me how I'm not correct in any of what I said.
 

Killjoy-NL

Member
Relative to other PS1 games from sony studios, yes. Albeit as mentioned above many were developed externally.

Arc The Lad
Hot Shots Golf
Legend of Dragoon
Devil Dice
Parappa the Rappa

All sold over a million units. Many others sold over 250K or 500K units as well. Games like Popoocrois and Intelligent Qube.

Sony tried in many cases to keep these franchises going but they sold fewer copies. Legend of Dragoon was developed internally but it was really expensive to make and didn't sell enough to warrant a sequel, but that was probably mistaken when you look at Persona and how that game franchise became more popular.
PS1 is a long time ago, though. Like, an eternity.
 
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SHA

Member
So they closed their Japan Studios because they didn't have a mega hit?? Japan Studios was never about producing mega hits but instead modest AA hits with modest AA budgets.

It was a way for Sony to diversify the Playstations portfolio and possibly fund their bigger AAA titles, which Layden himself admits is a dead end road (i.e. only focusing on AAA)

Sounds like a bunch of double talk this guy is doing
I think he's unintentionally talking old-school and then change to modern school, he's emotional, I agree with others, he must keep his mouth shut.
 

bitbydeath

Gold Member
Closing Japan was nothing compared to Evolution.

They could close a hundred Japan studios and it still wouldn’t compare to the stupidity of closing Evolution studios.
 

Astray

Member
People focus on the Japanese ultra hits alone and then decide that the Japan dev scene is a-ok, when in fact it has been struggling from a lot of the things that plagued Western dev houses.

Just take Capcom, a studio Shawn is talking up here and has been getting nothing but praise lately, they've had AA/AAA flops like Exoprimal (that game has 5 people playing it right now on Steam and a peak of ~5000 that was achieved at launch! These are almost-Concord numbers that no one is talking about) and Kunitsu-gami that clearly didn't sell and bombed hard.

Speaking of, Capcom has largely thrived on remakes, remasters and sequels since last-gen, and has had zero new IP hits for at least a gen and half now. And while they should be praised for staying consistent from a technical standpoint, this is peak non-creativity and it's the sort of thing that people would immediately be up in arms against if a big western dev did, but Capcom gets a pass for it because the Youtubers and podcasters didn't notice their darlings' fuck-ups yet..

If this is what Capcom is doing, imagine how it is for smaller publishers and devs.
 
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Crayon

Member
I think the fact that the ones they kept turned out astrobot says something. Probably better in the long run to grow asobi than try to fix the rest of it.

They can and will keep a studio that has been on the backfoot. Layden here is saying in a really nice way that js lost their touch and wasn't going to get it back.
 

SJRB

Gold Member
Who keeps asking this guy these Sony-related questions? Dude left over five years ago!
 

Yoboman

Member
So they closed their Japan Studios because they didn't have a mega hit?? Japan Studios was never about producing mega hits but instead modest AA hits with modest AA budgets.

It was a way for Sony to diversify the Playstations portfolio and possibly fund their bigger AAA titles, which Layden himself admits is a dead end road (i.e. only focusing on AAA)

Sounds like a bunch of double talk this guy is doing
I love the random forum poster telling the former Sony chairman what one of his studios was about
 

Osaka_Boss

Member
They did:
43DPSI7.jpeg

I honestly thought people would drop the pointless Japan Studio talk once a new Astro Bot released, but I guess you can't underestimate the hate against Sony. :messenger_neutral:
What a Clown. Comparing the closure of a whole Studio with different teams to finally ONE REMAINING TEAM releasing something after all these years. Great Bro, Amazing reasoning. Im sure you were the Valedictorian in your School! Amazing interpretation skills
 

Hugare

Gold Member
People here are mad at the dude when he is just spitting facts

Japan Studios was nothing more than a support studio for 90% of the games they've worked on. Their own developed games sold like shit, no matter how much you've enjoyed them.

They made sense financially during the PS1-PS2 era, where games cost $5 bucks to make so japanese devs could throw any idea at the wall to see what sticks. But this is not the industry reality anymore.

Asobo had their shot with Astro Bot, but even them had to prove themselves with Rescue Mission before that. With less budget and being VR exclusive.

Sony executives want money. Nothing else. The brand is stronger than ever in terms of sales and revenue. So I would say its pretty freaking hard to prove that they've made bad business decisions.
 
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Mibu no ookami

Demoted Member® Pro™
What a Clown. Comparing the closure of a whole Studio with different teams to finally ONE REMAINING TEAM releasing something after all these years. Great Bro, Amazing reasoning. Im sure you were the Valedictorian in your School! Amazing interpretation skills

What teams are you upset about being shutdown? Be specific.
 

nial

Gold Member
What a Clown. Comparing the closure of a whole Studio with different teams to finally ONE REMAINING TEAM releasing something after all these years. Great Bro, Amazing reasoning. Im sure you were the Valedictorian in your School! Amazing interpretation skills
Please tell me what teams were left by late 2020? Keiichiro Toyama (the other major director alongside Nicolas Doucet) had already left SIE with some key staff following him, and then you had people from Knack, Gravity Rush and The Last Guardian that either had their contracts terminated, or would end up staying at the studio.
Drop that shitty behavior before you realize that you have no idea of what you're even arguing here.
Bolded is not even a bad thing per se, Japan Studio suffered in part because they didn't have a clear vision of what they wanted to focus on first and foremost, and due to key talent often leaving the studio all the time, a lot of series or projects would get abandoned as a result; Ape Escape being the biggest example here.
Team Asobi has also said that they wanted to do several types of games, so they will probably get around the same amount of projects Japan Studio used to make per generation on PS3 and PS4 (which were 5-6); and if they're as great as Astro Bot was, then I'd say it was a worthy transition.
But I don't you think will care about anything I said here and will instead keep crying about the death of Ape Escape, as if Japan Studio didn't kill that series themselves around 14 years ago (akin to a stupid, negligent parent failing to take care of their children).
 
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yurinka

Member
Who says they'll limit themselves?
Most of their money comes from mobile and PC, where they have super successful stores/platforms.

Consoles are only a small part of the gaming market and Tencent's business. And they profit from all of them. Making a Tencent and focus on it stopping or lowering their support to the rest of the platforms would be a really stupid move.

There's no point on making their own console, when they are very successful supporting all platforms and the key of their own PC and mobile stores is supporting tons of devices to reach to tons of millions of people.

I need to prove to you Shawn Layden was the chairman for Playstation?
PlayStation is a console, he coudn't be chairman of a console.

If you mean SIE/SCE the company that makes PlayStation, he never was chairman of SIE or SCE.

He was chairman instead during a year and a half of SCE Worlwide Studios (now known as PS Studios). Position that didn't exist before and after him (he was replaced by a ficus plant).

SCE WWS / PS Studios wasn't run by him, from 2008 to late 2019 it was run by Shuhei Yoshida. And since 2019 to now by Hermen, who replaced Yoshida when he moved away to create and lead PlayStation Indies, something he wanted to do.

Before being chaiman there, he was in charge of the regional sales and marketing SCE regional subsidiary for America. Period when as the regional head salesman he hosted their E3 conferences.
 
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It's simple, Japan doesn't buy into their California commie bullshit as much as they'd like so they had to get flexed on.

I miss the old Sony so much and they seem determined to run into the ground.
 

Yoboman

Member
Most of their money comes from mobile and PC, where they have super successful stores/platforms.

Consoles are only a small part of the gaming market and Tencent's business. And they profit from all of them. Making a Tencent and focus on it stopping or lowering their support to the rest of the platforms would be a really stupid move.

There's no point on making their own console, when they are very successful supporting all platforms and the key of their own PC and mobile stores is supporting tons of devices to reach to tons of millions of people.


PlayStation is a console, he coudn't be chairman of a console.

If you mean SIE/SCE the company that makes PlayStation, he never was chairman of SIE or SCE.

He was chairman instead during a year and a half of SCE Worlwide Studios (now known as PS Studios). Position that didn't exist before and after him (he was replaced by a ficus plant).

SCE WWS / PS Studios wasn't run by him, from 2008 to late 2019 it was run by Shuhei Yoshida. And since 2019 to now by Hermen, who replaced Yoshida when he moved away to create and lead PlayStation Indies, something he wanted to do.

Before being chaiman there, he was in charge of the regional sales and marketing SCE regional subsidiary for America. Period when as the regional head salesman he hosted their E3 conferences.
Autism level of nit picking
 

Porcile

Member
Were Japanese games really that bad during the PS3 era? Or was it more the case that Western journalists and devs were wanking over Bioshock and Call of Duty just a bit too much?
 

nial

Gold Member
It's simple, Japan doesn't buy into their California commie bullshit as much as they'd like so they had to get flexed on.

I miss the old Sony so much and they seem determined to run into the ground.
Yet both Team Asobi, XDEV Japan and Polyphony Digial are thriving these days on PlayStation.
"California commie bullshit", it's time to stop reading social media crap on a daily basis, as you have presented the single most stupid reason in this thread as to why Japan Studio is no more.
 

IAmRei

Member
I think, it is because direction they are directed toward their goals.

The goals are to selling blockbuster, rather than just selling as their usual scope. See Nintendo for this, even though their games not all sold blockbuster, they keep trying with smaller games as well.

But sony direction is almost too westernized since third end of ps3 era. Especially western style brute force which is not all Japanese studio usually do : graphic and cinematic. And also the way PS direct their studio is like focusing at raw power rather than multiple IP or genre works back then.
People focus on the Japanese ultra hits alone and then decide that the Japan dev scene is a-ok, when in fact it has been struggling from a lot of the things that plagued Western dev houses.

Just take Capcom, a studio Shawn is talking up here and has been getting nothing but praise lately, they've had AA/AAA flops like Exoprimal (that game has 5 people playing it right now on Steam and a peak of ~5000 that was achieved at launch! These are almost-Concord numbers that no one is talking about) and Kunitsu-gami that clearly didn't sell and bombed hard.

Speaking of, Capcom has largely thrived on remakes, remasters and sequels since last-gen, and has had zero new IP hits for at least a gen and half now. And while they should be praised for staying consistent from a technical standpoint, this is peak non-creativity and it's the sort of thing that people would immediately be up in arms against if a big western dev did, but Capcom gets a pass for it because the Youtubers and podcasters didn't notice their darlings' fuck-ups yet..

If this is what Capcom is doing, imagine how it is for smaller publishers and devs.
You also forgot, that some smaller game company, are still thriving even though they only sell smaller games. I meet their booth in last TGS, they are still alive and rocking. Some are ready to release new games, sometime sequels. There still left some market which could carry those gamedevs alive for years. They are still fine even without big blockbuster sales. And their games are still good.
 

IAmRei

Member
Were Japanese games really that bad during the PS3 era? Or was it more the case that Western journalists and devs were wanking over Bioshock and Call of Duty just a bit too much?
The later i think. I recall they usually bash japanese games. I even not looking into their reviews until recently.
 

Mibu no ookami

Demoted Member® Pro™
Were Japanese games really that bad during the PS3 era? Or was it more the case that Western journalists and devs were wanking over Bioshock and Call of Duty just a bit too much?

Resident Evil 5 and FF13 should tell you everything you need to know
 

Porcile

Member
Resident Evil 5 and FF13 should tell you everything you need to know

Resi 5 isn't great but not awful and even good at times if seen as purely an action game. If I remember it even has on the fly weapon switching which makes it somewhat superior to 4 in a couple ways. Better than 6 for sure, not as all round polished as 4, but 4 was a once in 10 year masterpiece. Never played Final Fantasy 13 but always heard it was a pretty but linear RPG. A linear game in the same generation as corridor shooters which was always a meme back then 🤷

Lots of good Japanese games on the Wii, PS3 and 360. In fact 360 is still probably the best system for playing Japanese shmups, except for the Saturn, to this day.

Capcom can release Resident Evil 5, a supposed terrible Japanese game from that era, on any future platform they want and it will sell.
 

Perrott

Member
What a Clown. Comparing the closure of a whole Studio with different teams to finally ONE REMAINING TEAM releasing something after all these years. Great Bro, Amazing reasoning. Im sure you were the Valedictorian in your School! Amazing interpretation skills
Are you really that sad that the three other teams other than Asobi are out?

Keiichiro Toyama (Siren, Gravity Rush) went on to make Slitterhead, which looks like absolute shit; Tsutomu Kouno (LocoRoco) had failed to release anything at the Japan Studio since 2008 up until his contract expired in 2021; and the remaining team were the ones responsible for the Knack series.

Maybe you're the clown here who doesn't know shit about PlayStation and the Japan Studio in the first place.
 

yurinka

Member
What a Clown. Comparing the closure of a whole Studio with different teams to finally ONE REMAINING TEAM releasing something after all these years. Great Bro, Amazing reasoning. Im sure you were the Valedictorian in your School! Amazing interpretation skills
Are you really that sad that the three other teams other than Asobi are out?

Keiichiro Toyama (Siren, Gravity Rush) went on to make Slitterhead, which looks like absolute shit; Tsutomu Kouno (LocoRoco) had failed to release anything at the Japan Studio since 2008 up until his contract expired in 2021; and the remaining team were the ones responsible for the Knack series.

Maybe you're the clown here who doesn't know shit about PlayStation and the Japan Studio in the first place.
These two persons leaving/being fired doesn't mean that the whole team where they were left/were fired.

In addition to this, the teams in Japan Studio were pretty fluid: other than a few heads, most team members moved from a team to another as needed.

With the restructuring, in addition to the downsizing and giving their 2nd party publishing+support their own studio (in the same building they were, the Japanese SIE HQ building) the different internal development, they merged the remaining devs of the different Japan Studio internal development teams into Team Asobi.

As can be seen in Moby Games, most of the people who worked in Astro Bot also worked in games from other teams like the Team Siren/Gravity games, the Team Ico games, Puppeteer, Knack, etc. As already happened in the previous Team Asobi stuff (made with a smaller team).

Same goes with the people who remained there in their XDEV (2nd party publishing+support) and after the restructuring released Death Stranding Director's Cut, Rise of the Ronin or Stellar Blade (and soon Convallaria, Lost Soul Aside and Death Stranding 2): most of them worked in previous Japan Studios games, in some cases internally developed and in other cases in 2nd party games.

They didn't shut down the studio, simply restructured it downsizing it, merging their different internal development teams into one of them, and separated their 2nd party XDEV team (as previously did with the EU and NA XDEV teams) into its own office. Both teams also got new offices in the same building they always have been because after the restructuring they had plans to grow them after cleaning the house. In case of the 2nd party team, because now they handle not only the 2nd party games developed in Japan, but also 2nd party games developed in the other Asian countries.

And well, it isn't something new to separate or merge these two teams, or to rebrand them: they already did it multiple times in the past since were created in 1993/1994.

Resi 5 isn't great but not awful and even good at times if seen as purely an action game. If I remember it even has on the fly weapon switching which makes it somewhat superior to 4 in a couple ways. Better than 6 for sure, not as all round polished as 4, but 4 was a once in 10 year masterpiece. Never played Final Fantasy 13 but always heard it was a pretty but linear RPG. A linear game in the same generation as corridor shooters which was always a meme back then 🤷

Lots of good Japanese games on the Wii, PS3 and 360. In fact 360 is still probably the best system for playing Japanese shmups, except for the Saturn, to this day.

Capcom can release Resident Evil 5, a supposed terrible Japanese game from that era, on any future platform they want and it will sell.
As I remember RE5 was the best selling game in the series back then.

Shawn Layden is the David Jaffe of Phil Spencers.
Good one, but Shawn Layden never has been in charge of the gaming division of a console maker.
 
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Stu_Hart

Member
What exactly has the japan studios done lately? They don't have anything to offer, people were leaving, so they got closed, but sony is still smart enough to utilise the remaining devs.
 
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Melchiah

Member
They spent a decade trying to get Japan Studios in proper order, what more do people want?

I love the idea of GR but GR2 was a bad game, and I tried so hard to like it. Knack is a subpar platformer. Was Sony supposed to just keep them as a remake house to keep churning out remakes? There are cheaper ways to go about that.

I too lament the fact that Japan Studio is gone, but to place the blame solely on management is asinine. They just haven't produced a hit in a decade.

This.

People have short memories.

Here are some bits from Kotaku article 11 years ago, featuring Becker, Yoshida and Cerny:

Getting there, however, won't be that easy. Becker, who has been at the studio for two and half years, inherited something of a mess. "The thing I was shocked by was the number of titles in production," he said of when he first arrived. "That completely blew my mind." At that time, there were 40-something titles in production, and the environment was, what Becker called, "a free-for-all."
The way that the games were developed at Sony in Japan was different than in the West. According to Yoshida, "Games made in Japan were kind of driven by grassroots and bottom up, with people making what they wanted to make without much strategic direction or huge ambitions. Of course, there were some creators who had ambition, like Kazunori Yamauchi or Fumito Ueda. Those people with a clear vision."

Yoshida wasn't saying that all other Sony developers in Japan were devoid of drive. Rather, it appeared that many of the developers were making what they wanted to make without thinking about whether or not anyone would want to play their game—and, just as important, without applying a structure to the development process. Things were fluid. Perhaps, they were a little too fluid.
When Becker came back, there were over 40 titles in development at the Japan Studio. Becker had to make the tough calls.

"In some sense, it was great that everyone got to do what they wanted to, and there was this sense of a creative playground," said Becker. "And nothing was getting done. And nothing was selling."

Becker stopped. He said he didn't want to get "too negative." He was not sugarcoating, and this wasn't typical video game PR speak. He explained the situation that he walked into. His honesty was refreshing.

It wasn't just the rise of smartphone games that complicated the video game industry in Japan. It was also the rise of Western studios. "I think, and it's also kind of clichéd, but I think in terms of process, methodology, and technology, we fell far behind the West," Becker said. "The West sort of took off in some sense. They were able to make larger games." The Western studios were better organized to handle large projects.

"And in Japan, I don't think that process really caught on in terms of how to manage a larger team," he said. "There was a little bit of a 'trying to make a large game with a small game attitude.'"
When production was starting on Knack, Japan Studio didn't have the structure of Sony's other marquee studios, most notably Sony Santa Monica. At that time, there were "production issues," Cerny recalled. "Very frankly," Cerny added, "they were having problems getting console titles out."

"The Japan Studio has all this creativity," Cerny remembered thinking. "And so, if we can somehow enter into a structured project, that can have success of a level that hasn't happened in almost a decade in the home console market for this studio."
Starting with Knack, the way games were made at Japan Studio really began to change. The goal was to bring the coherence and the studio of Sony Santa Monica to Tokyo. He called that southern California development outfit, Becker's old studio, "an amazing place."

"Sony Santa Monica is one of the best-run studios in the world," said Cerny, adding that they've tried to transport that methodology to Japan. Cerny paused, saying that this talk of structure probably "isn't the most exciting thing." It certainly was not hype or a teaser trailer or building up wild expectations. This was nuts and bolts stuff. And hearing Cerny talk was fascinating.

"Structure is how you make sure, when you make a level, that it's 30 minutes long and that you have 30 minutes of gameplay," said Cerny. "Whereas if you don't have structure, you end up making a level that is two hours long, that took you six months to create, and that still only has the few gameplay elements you originally thought of.

"This is how we make games," said Cerny. "We know we need a certain number of good ideas to create a game, but we know if we have too many of them, then they can start to hurt us. And things can spin out of control."

"You've got to have the creativity on one side and the discipline on the other side," Cerny said. "Ultimately, the structure allows them to happen simultaneously."
 

fallingdove

Member
So they closed their Japan Studios because they didn't have a mega hit?? Japan Studios was never about producing mega hits but instead modest AA hits with modest AA budgets.

It was a way for Sony to diversify the Playstations portfolio and possibly fund their bigger AAA titles, which Layden himself admits is a dead end road (i.e. only focusing on AAA)

Sounds like a bunch of double talk this guy is doing
They weren’t AA hits though and some of the titles even had AAA development timelines.

I really love some of the stuff that came out of Japan Studios for PS3 and PSP but Shawn isn’t wrong.

Tokyo Jungle, Patapon, Loco Roco, Puppeteer, and The Last Guardian were merely blips on the radar for a select group of PlayStation fans. I’m really hoping the success of AstroBot can blossom into something more.
 

Astray

Member
I think, it is because direction they are directed toward their goals.

The goals are to selling blockbuster, rather than just selling as their usual scope. See Nintendo for this, even though their games not all sold blockbuster, they keep trying with smaller games as well.

But sony direction is almost too westernized since third end of ps3 era. Especially western style brute force which is not all Japanese studio usually do : graphic and cinematic. And also the way PS direct their studio is like focusing at raw power rather than multiple IP or genre works back then.
Sony is too westernized because their Western side is what's actually paying the bills for the company and is what returned them to the ascendancy in the console war.

If you're the guy who's paying the bills and bringing profits while the other guy is dicking around and not shipping anything, let alone selling things, wouldn't you want more control over how things are handled and made?

Japan Studio hasn't had a hit in ages, and yet they were given over a decade to shape up.

At some point someone has to pull the cord and start again.

You also forgot, that some smaller game company, are still thriving even though they only sell smaller games. I meet their booth in last TGS, they are still alive and rocking. Some are ready to release new games, sometime sequels. There still left some market which could carry those gamedevs alive for years. They are still fine even without big blockbuster sales. And their games are still good.
Again, you are looking at the peaks alone and deciding that they should shape the narrative, when there are absolutely deep valleys around them.

Western devs arent perfect by any means, but Japanese devs are simply being given more favorable coverage nowadays despite having a lot of shared flaws with their Western counterparts.
 

nial

Gold Member
Tokyo Jungle, Patapon, Loco Roco, Puppeteer, and The Last Guardian were merely blips on the radar for a select group of PlayStation fans
And Tokyo Jungle (Crispy's) and Patapon (Pyramid) weren't even developed by Japan Studio.
 

fallingdove

Member
And Tokyo Jungle (Crispy's) and Patapon (Pyramid) weren't even developed by Japan Studio.
Nor The Last Guardian if you want to be technical — the studio played a very supportive role in the end because they struggled with managing their own product development.
 
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