edited: a game isn't even released still, it might bomb and it might be big success still.
That's not how games work at this scale. When you pump tens of millions of dollars into a game, you also pump millions and millions of dollars into marketing. You can roughly predict the outcome of word of mouth through proxy reviews (I expect the game to be considered decent but not world-defying) and based on the outcome of similar products. Games that don't have similar products don't do well as a rule, because the majority of your audience doesn't take chances.
I mean, would you bet $30 million on "Wow, cool premise, looks neat", or would you try to get it down to a
science that you could get a return on investment? Doesn't mean that publishers don't make wrong bets--I bet Murdered won't make its budget back--but it does mean that every step of the way there are forms of analysis they use to see how things are coming along, project the future, and ramp down or up investment based on the most likely future.
It's like story with Chrono Cross or the Last Remnant all over again, if it's not instant hit, SE lose all interest, unless it's FF. This attitude seems little unreasonable to me.
But your attitude comes off as "If it's a good game, it should be a success", which is fine for you as a fan, but it's not fine for the business side of things. Like people complaining their favourite TV show got cancelled and if only the network had been willing to spend millions of dollars, give the show the best time slot, renew it for a few years while losing money... maybe it'd grow into the most popular show in the world. That's not really how things work.
Games are even more marquee-heavy (as in, they get all their sales upfront, rather than from older, catalogue titles) than any other form of entertainment too. And it's not just publishers that make it this way, it's also retailers, for whom churn is an important thing and rotten stock is the worst possible outcome. This is in part because of the incredibly low margins and poor price protection provisions protecting retailers with new release games. Something that launches poorly does poorly. There are probably only a handful of cases of retail games ending up being quiet successes, and most were first-party games that benefitted from being offered as sacrificial lambs to the bundle process (LBP for example had a slow ramp up). The games that do tend to have longer sales curves either have successful multiplayer (nope), are long and replayable (nope, nope), attract a wider audience demographic like women and older-than-average gamers (nope).