Danthrax said:
...It's excruciatingly hard? Blegh. I was thinking about picking it up but I don't want to keep GameFAQs on hand to beat it.
Not hard as in "how do I solve this puzzle?" hard. But hard as in "Jesus Christ way do I keep dying!" or "My God why do I have to do this puzzle just like this."
So far I've only been confused with one puzzle (and that turned out to be a common error, and I'm pretty much at the end of the game) but I do at times feel fatigue at how (for the lack of better word) "accurate" you need to do everything. It's hard to explain, you'll see what I mean when you play the game. Don't fear to pick it up, it's great.
jcm said:
I don't know if it made any money, but when NMH sold 100K in the US the president of Marvelous sent out a victory press release, and GAF had a
13 page thread about it.
I've never actually understood the economics of these niche games, though. Happily, they continue making them and I continue to enjoy them, but I don't guess anyone is getting rich off of them.
Anyone who even hinted at No More Heroes not making a profit is a complete idiot. Marvelous themselves raved on how amazingly well the game sold and it spawned Grasshoppers first ever sequel.
The economics of niche games is the fact that they are geared toward a very specific audience that is very likely to buy your game. The problem with this is that this audience is very small so obvious you can't spend too much money on the game. However if you keep the cost down while still appealing to that specific audience you're pretty much guaranteed to pull in the finances you want.
For an example think of your usual AA budgeted First Person Shooter. Yes it has wide appeal, yes it will probably sell at least X amount of copies. However in order to draw in that market you will have to spend at least X amount of dollars in order to even turn some of the heads of your target market as they tend to be uneducated about most games and rarely look up games themselves. Compare and contrast this to most niche games. Yes your usual NIS strategy RPG affair definitely won't light up the charts, but it will appeal to a small yet very active userbase which will lead to very predictable sales.
In short it works by targeting a small predictable market by keeping cost way down. The markets much more predictable but you don't make too much cash as game sales are so small. Of course when a game bombs it isn't good, but usually the games were so cheap to begin with the developer/publisher will usually still be able to float. And if your game is a success than you pull in big cash. However you can rarely expand as a company by doing this. And while bombas may only take away a bit of cash, you're still a small company so you don't have much cash to begin with.
Muramasa has so far sold less than 100k world-wide, yet it's considered at expectations and Vanillaware is even developing their next (2D) game already. A Boy and His Blob bombed atrociously yet the game wasn't very expensive to create anyway (Toon Boom animated sprites, reuse of assets, etc.) And No More Heroes probably made a profit after the game past 50k.