• Wanderer@r.nf
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    13 hours ago

    The devs from Tango who worked on Hi-Fi Rush are now working for Valve on Deadlock.

    So all in all a worthless article.

  • Zangoose@lemmy.world
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    2 days ago

    Tbf this title is incredibly clickbaited. In the actual article they say they bought Tango and Hi-Fi rush because they thought the art was worth keeping alive, not because it would make money.

    • tb_@lemmy.world
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      1 day ago

      I mean, that’s what the title says?

      It isn’t all that clickbait-y.

        • tb_@lemmy.world
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          1 day ago

          they say they bought Tango and Hi-Fi rush because they thought the art was worth keeping alive, not because it would make money.

          The title says how it’s not about money, but about (presumably) Tango’s legacy. So… their art. It’s the same thing.

          • Rekorse@sh.itjust.works
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            56 minutes ago

            Its an opinion out of context, meant to have the reader fill in the blanks. Then they read it and go, aww I was wrong look at how nice this article is, I thought it was a naughty article.

            Its childish.

  • ampersandrew@lemmy.world
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    2 days ago

    I don’t see why it couldn’t. It had twice the value of other high-profile Microsoft releases but cost half as much. Put out another one, flesh out the friend attack systems, and charge what it’s actually worth. Without Game Pass eating into copies sold, you should be able to make money off of a $60 release, surely.

    • FiveMacs@lemmy.ca
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      2 days ago

      I know why…

      Krafton’s semiannual report on the 11th, CEO Kim Chang-han received 481 million won in salary and 2.795 billion won in bonuses in the first half of this year. Kim’s total salary for the first half of the year was 528 million won last year. It is about five times higher than the same period last year.Aug 14, 2023

      The guy who makes too much money is saying he can’t make more. That’s all, not that the game won’t be profitable, just that he can’t make MORE money.

      • ampersandrew@lemmy.world
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        2 days ago

        I mean, if we assume that guy makes 6 billion won per year, that’s less than $5M USD. You could absolutely turn around a sequel to Hi-Fi Rush and profit by significantly more than that. It’s not like it would be a drop in the bucket.

      • Zangoose@lemmy.world
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        2 days ago

        The article is clickbaited with an out-of-context quote. He isn’t making an excuse, he’s saying that it was worth saving Tango (and Hi-Fi rush) for their originality and artistic value, even though he says it might not technically be profitable from an acquisition standpoint

  • Captain Poofter@lemmy.world
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    2 days ago

    This game was only good for 4-5 hours, imo. Hi-fi rush was a refreshing concept that attracted attention because it stood out in a sea of similar looking titles that the mainstream has become. But they didn’t follow through on the player feedback for such a creative leap in gameplay. It really shows when they start piling on new gameplay mechanics, and combat stops being fun and becomes a mess of awkward controls and spazzy cameras and frustrating vertically-aligned jumping.

    • ampersandrew@lemmy.world
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      2 days ago

      What player feedback? The game shadow dropped. I loved it start to finish, and it was so good that it got me to go back and play old DMC games. So far, I still prefer HFR to all of those.

      • Captain Poofter@lemmy.world
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        1 day ago

        I’m glad you liked it, but the two camps are definitely “this game is a masterpiece” and “this game combat is overbloated and feels sloppy”. Just check the negative steam reviews, they eco similar sentiments to each other

        • ampersandrew@lemmy.world
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          1 day ago

          Given that it’s pushing 90 on OpenCritic, I think they got more people in the masterpiece camp. And I think it’s fair to say that it attracted attention because plenty of people found it to be a masterpiece.

          • Captain Poofter@lemmy.world
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            21 hours ago

            Just because things are highly beloved does not mean they aren’t flawed and couldn’t use improvements. Starfield has an 83 on metacritic. Life is Strange an 85. As of right now, only 190 people are playing Hi Fi Rush on Steam. 204 are currently playing Bayonetta, for comparison. I never said the game was a trainwreck or totally unenjoyable, i said i believed it could have been even better if they paid attention to criticisms that put off the people who didn’t enjoy it.

            Edit: also just looking at the percentages on the global steam achievements and most people do not even see the ending for a 9 hour game. The achievement for beating it on normal difficulty is …16%.

            • ampersandrew@lemmy.world
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              21 hours ago

              Player counts are a strange metric to use to try to support any sort of argument like this. Bayonetta is currently on a 70% off sale, and Hi-Fi Rush isn’t on sale at all.

              i said i believed it could have been even better if they paid attention to criticisms that put off the people who didn’t enjoy it.

              What would you have them do? Change large swaths of a game after it’s already been released and people really enjoyed it? Again, the game was shadow dropped. Most of these decisions were set in stone by the time anyone ever played it, and if you’re going to iterate on feedback, you do it in the sequel.

              also just looking at the percentages on the global steam achievements and most people do not even see the ending for a 9 hour game. The achievement for beating it on normal difficulty is …16%.

              Most games have an astonishingly low completion rate. Hi-Fi Rush separates its achievements by difficulty. I have the achievement for beating the game on hard mode (which 9.1% of people have) but not on normal. So the actual completion rate for Hi-Fi Rush is somewhere between 16.6% and 31.5%, which is very normal. Your own example of Bayonetta has an achievement for beating the game on any difficulty, and it’s only 19.7%; according to How Long to Beat, the games are a very similar length.

              I think you need to better understand the sample set and context of the data you’re reading and also understand that not every game is a live service. Thankfully, not every game is a live service. With any luck, we’ll see far fewer of them, and then expectations like yours can begin to disappear.

              • Captain Poofter@lemmy.world
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                20 hours ago

                Okay, you got me! Hi-fi Rush is a masterpiece of perfection, the others that upvoted my OP are definitely wrong too, and any criticism ever considered by a player is just incorrect, because a lot of people loved it, and things a lot of people love are always perfect.

                So sorry for the confusion! Have a good weekend!

                • ampersandrew@lemmy.world
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                  20 hours ago

                  You claimed it got attention for reasons other than being a game many people just plain enjoyed despite critical evidence to the contrary, you strangely expected them to go back and change non-trivial things in a non-live-service game that had no beta tests or public demos, backed up your opinion with numbers that completely ignored real world context and did not support your points, and then somehow took that to mean that criticism isn’t allowed?

  • Mango@lemmy.world
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    2 days ago

    Let’s prove them wrong and keep buying this game yo! It’s legit good.

    • Carnelian@lemmy.world
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      2 days ago

      I’m still crying about that :( olli olli world is such an incredible fucking game. I had just bought rollerdrome when I heard the news

      • PraiseTheSoup@lemm.ee
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        13 hours ago

        Olli Olli World is just plain not as fun as Olli Olli 2, and that’s probably why the studio no longer exists.

      • Jo Miran@lemmy.ml
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        2 days ago

        I have countless hours on Olli Olli 2. I literally killed one PS Vita and two dual shock controllers playing that game.