It was still a really good game by the time they stopped working on it, and one of the least greedy CCG I’ve ever seen. Hearthstone was already starting to lose players, and they had a shot at being a replacement, even if the mechanics of the game were rather different.
And then Marvel Rivals came out and the CCG landscape was just overpopulated.
Wikipedia doesn’t have to list opinions. It just has to magnify certain ideas and opinions from other sources, under the guise of impartiality and “Objective Journalism”.
“So much for Objective Journalism. Don’t bother to look for it here–not under any byline of mine; or anyone else I can think of. With the possible exception of things like box scores, race results, and stock market tabulations, there is no such thing as Objective Journalism. The phrase itself is a pompous contradiction in terms.” ― Hunter S. Thompson, Fear and Loathing on the Campaign Trail '72
I asked ChatGPT and got a few wild ideas:
I mean, any of these are probably more coherent than a Kojima plot.
It’s not an artist that included her work. It’s multiple artists, including the main art director. They followed her and large portions of the art design in the game are based on her work.
I mean, why not? Nobody can understand it anyway.
I’m sure there’s plenty of fans, and you guys and gals can enjoy your sequel.
But, I’m just not down with Kojima whipping out his Kojima and Kojimaing all over the place. The man cannot write a cohesive story that makes any amount of sense if his life depended on it, and the absurdity has gotten even worse over the last few games. He has nobody to tell him “no”, so every shit idea and thought in his head ends up in the game.
Also, how many cans of Monster energy drink are going to end up in this sequel?
That’s what the pre launch marketing campaign is for. Getting on YouTube and Twitch channels is just to get the snowball rolling.
Right, and that’s what this game didn’t have. You have a trailer and some people who happened to discover this game and decided to play it. No real marketing campaign push to get indie streamers to play it. And the ones who do happen to play it are PoE2 players, which doesn’t do a good job of shaking off this looter ARPG image it’s trying not to make.
The name makes it even worse because it’s not a unique phrase.
I think NRFTW is fantastic, and it’s exactly what I was expecting it to be. However, people saw it at the same “style” as Diablo or Path of Exile and expected the game to be like those… except they’re not. And for those that do realize that, you have the other idiots that refuse to accept that it’s an EA game that still has a long roadmap until completion and bitch about the lack of an “endgame.”
Honestly, I think trying to compete with Diablo and PoE2 is already too much, even if it’s trying to say it’s not those. Those games are huge, with long-running, dedicated fanbases, and they do enough to oversaturate the market just fighting amongst themselves.
This was the wrong type of game to be trying to dive into the first time they cut themselves off from Microsoft’s financial cushion.
It’s always lack of advertising. The unfortunate fact of life is that 99.99% of indie studios have no clue how to market their game. They think they just have to make a good game, and boom, people will flock to it.
Steam is there to make sure users have a platform to download their game. It’s not there to market it. Marketing is just an occasional side effect.
At this point, I’m just calling this an excuse.
I mean, fuck Japanese IP laws, but also fuck Nintendo for trying to gaslight us into pretending everything is normal and standard. Nintendo of America is not in fucking Japan. They play by American rules with American audiences, and Americans will bitch about their practices.
You don’t sell a Chevy Nova in Mexico and call it a Nova. Adapt to the region you sell to.
Are we remaking Attack on Titan?
Absolutely this.
If we’re going to take a Metroidvania as an example of this lesson, let’s take Environmental Station Alpha. The game has a ton of potential as a good Metroidvania that is buried in a thick armor of speedrunner-level difficulty. I have never seen a Metroidvania be so stingy about health tanks, and this game desperately needs all of the health tanks you can get. It stinks of a developer team playtesting the hell out of their own game, and making difficulty decisions based on years of their own self-testing experience.
When you release a game with a Normal difficulty, no Hard difficulty, and then are forced to create a Easy difficulty after release, you know you’ve fucked up.
Here’s how you do it: You can playtest your own game, but that one gets the “Hard” label. If you playtest for a Normal difficulty and you can’t imagine how to create a Hard difficulty, the difficulty range is completely off. And Hard doesn’t mean “only people in the double-digits can beat it”. That’s not even a scale, or just reserve that for some “Impossible” difficulty, if you want to get to 5-6 levels, like Doom does.
Normal should be some reasonable setting based on how others playtest the game. Get some expectations from your playtest audience in terms of the kinds of games they’ve played and beat before. Are they complete noobs to any sort of fast-paced gameplay, or have they beaten other Metroidvanias or games like Cuphead? Based on that, figure out whether the advice they give you applies to an Easy or Normal difficulty curve.
You can’t just, independently, as a single person, “have your own game engine”. It has to be designed for a specific type of game, with a specific style. You don’t have the time or resources to develop one that is an omnibus toolbox.
Even then, people should be using Godot now, especially indie developers. Spend the time and resources enriching an existing open-source game engine.
Wow, this “journalist” had no idea what games programming was like back then. Yars Revenge even used its own code to display the neutral zone. There were a lot of creative tricks like that to save on memory and CPU.
Multiple videos.
He made multiple videos.