mansoor1980
Member
dont forget these 2Wonder how much that C-level Hollywood actor cost, because it is impossible for them to even touch 100mils USD. And it's really short
dont forget these 2Wonder how much that C-level Hollywood actor cost, because it is impossible for them to even touch 100mils USD. And it's really short
Actually, Control cost around $30 million to make.
https://www.gamespot.com/amp-articl...ed-with-a-modest-30-million-bud/1100-6471937/
Never heard of them, probably in D-listdont forget these 2
Its a rant for another time and thread, but I hate with a passion this trend to use famous people faces as carachters for games. I want to see new, original carachters with brand new faces in these games, not "Look, its the guy from the Transformers movies!". And that point its not the guy from the callisto protocol anymore, its the dude from real life who is an actor. And I hate it.dont forget these 2
Dead Space 2 cost £60milDoes the $160 million include marketing budget? If it does, prob $60 million to $80 million (maybe more) was marketing expenses.
Yeah, many sales failures this year in the AAA space. Seems outside of the big annual franchises and Sony exclusives most are not doing well. Notable exceptions being Elden Ring and Lego Star Wars. Not sure if it’s quality, price point, or GaaS / subscriptions taking player’s attention that contributes to this (or all three).Are i just out of the loop or between this, Gotham knights, Bayonetta 3, Mario/Rabbids and F1 Manager. Is there a Lot of AAA games underperforming right now?
160 Million? For what?
Must be. Gaming budgets ballooning like that is insane. No wonder we only get this live service trash now.Probably hookers and cocaine.
That's what happens when you release your games on Game Pass.
Not sure why people are so hard on this game. Can't say anything definitive as I haven't played it yet, but a friend of mine has and thought it was great once you figured the combat out. His only complaints were about the lack of ng+ and that it really needs to be played on high difficulty to get the most out of it once you have all tools and abilities unlocked.
Kinda feel like the kicking it got for the stutters on PC was a bit unfair given that it wasn't the first and surely not the last game to suffer from an issue that is an integral problem with how shader compilation has to work on the platform. Sure, you can circumvent the problem with a lengthy pre-comp pass, but the reality is that processing needs to be done at some point in order to accommodate all the different driver versions and hardware configurations on an open system.
So basically, its a systemic problem for anything that makes heavy use of shaders and unless you think that going forwards devs shouldn't use the tech... better get used to it..
Stop. The game was also poorly received on consoles as well, where this wasn't an issue. It is at an anemic Fair (67%) on OC with only 41% of critics recommending anyone play it. That's a game only for enthusiasts if I ever saw one.
I couldn't care less what critics think, the opinion of people I actually know is infinitely more valuable to me. Mainly because I know how their tastes compare to mine and know that their opinion is coming from a place of truth after actually stumping up the cash to play!
Public opinions are almost always coloured by the fact that they are expressed to an audience, so there's always an element of performance to it regardless of whether the person is a YouTube creator or someone working as a writer for an enthusiast press outlet. Which means that their opinion is curated to some degree in order to serve that perceived audience.
That's fine but the comment that laser focused on the stuttering makes it seem like this was the driver of the response to the game and. . .that's just not at all the case. Why not try it for yourself, I'm sure it's cheap enough (given that your friends have unique opinions that are not at all replicated within the general or game journalist population).
It was my own experience. You guys, obsessed with frame skips and the such, think that if the game drops 1 or 2 frames 5 times through the game, is inexcusable and makes the game unplayable.
When in reality 99% of the players either don't care or don't notice.
I didn't notice, so my experience with the PS4 was great.
Honest question because I havn't really seen it brought up before and i'm normally running a cpu on the higher end of the scale and by god loading things on my c64 tape was torture after seeing a friend with a disk drive load stuff. But how long is the shader comp times on something like metro exodus or forza horizon 5 on something the speed of whatever they list as cpu min spec?My point about the stuttering is that its not an issue specific to this game, its a systemic problem that needs a systemic solution. Lengthy pre-compilation phases are more a clunky and intrusive band-aid than a real fix for the problem.
I mean I'm sorry but you need to factor in people who's systems are on the low-end performance wise, who could potentially be looking at delays on par with OG C64 loading times in order to avoid the effect! That's not a good solution in my opinion, and its going to become increasingly prevalent because console builds (which don't suffer this issue due to fixed hardware) are not going to skimp on using shaders heavily in the years ahead.
What I was getting at is that I felt like it was easier to blame Striking Distance for this, than accept that right now shader compilation woes are a real problem on PC generally -regarcless of it being handles asynchronously, or in a pre-comp pass.
I get the math. My point was that creating a new horror IP that needed that level of sales to be successful is basically a recipe for failure in my opinion.If a game cost $160m, then you need 5m or more to break even.
5m copies at $65 average price ($60 and $70), you get around $227.5m after 30% cut. That is just $ sales, not counting other region sales.
So pretty much, you need 5m or above to get your investment back.
“Don’t know why its not selling.”
*releases stuttering mess of a PC version*
Come on man…
Whats with all the hate on this around here? You guys act like it's the worst thing ever. It's not that bad. Yet gaas Shit gets a pass. We need to support single player games, and realize launch issues sometimes happen. Im having a great time with the game. Why does everything need to be open world now? There is room for both
Its why I never preorder nothing anymoreThis is literally what put me off... as well as knowing its a short game.
Short games, bad launch = Big price drops in the months after.
The PC version only got sorta stable after 3 patches lol, it wasn't a day later either. Hell I refunded it the week it launched..and said yesterday "Oh its on sale for 47 bucks, lemme go ahead and buy it since a few patches are out!"All games media jumped on this stutter issue. Only the PC version was affected by this problem, but people incorrectly got the impression that the console versions too were badly broken. The problem with the PC version was fixed a day later, but this good news got only a fraction of the traction of that first report. Many media that wrote that CP was a technical mess never published a follow-up that there was a day one fix and all was (mostly) good with the PC version.
You only get one chance to make a first impression and the devs blew it through a dumb mistake. But I think the media jumping on this problem, misreporting and blowing up the issue and not bothering about a follow-up played a part too. It created a lasting bad impression that killed sales and cost the devs/publisher millions of dollars in sales on launch day and afterwards.
I suggest you give Specsavers a call.Dead Space is a lazy, last gen as fuck looking cash grab.
expecting new horror ip to sell 5 million in just 2 month is fucking stupid. actually 2 million copy is not a bad number, when prices goes down this game gonna shine
they didn't mention that the extra 'a' stood for 'aggravating'...Wasnt Callisto Protocol dubbed "AAAA" game?