Square-Enix sells all of its Western game studios and their games to Embracer
arstechnica.com
arstechnica.com
https://www.hd.square-enix.com/eng/news/pdf/20220502%20A_Pre...
They are still making incredibly good games (FFXIV, DQXI, Nier, Bravely Default etc.) but for every single good one I swear they make 3 utter shite too + their gacha games are not even that good considering the saturation on the gacha market and what quality games some other companies can make (see Genshin)
But at least Naoki Yoshida is on the board of directors + he is producing the next mainline FF game and I think he has the trust of millions of players considering what they did with XIV. So not all hope lost as long as he is at the company.
They'll make some NFT-based card game with advanced self-learning AI opponents just to tick all the right boxes.
https://www.sec.gov/litigation/litreleases/2018/lr24201.htm
https://www.sec.gov/news/press-release/2021-121
Penny stock frauds like that are more about ripping off retail.
I still remember when companies proudly claimed their software contains XML and therefore is worth unicorn dollars
Web3? Show me an application which isn't just trying to sell some other crypto scam. Why can't I know simply access a web 3.0 web page, is the web 3 not the web?
AI? I see lots of ML in products these days, but calling it AI is ... extreme. Products that look like they could match the description are relatively far from commercial viability.
The buzzword vomit from their CEO is simply a continuation of this trait.
Subjective you'd say? Maybe but it does show that maybe they know better about what a game needs than you think.
I can’t speak to GW2, but cherry-picking something you clearly think is worse sets a very low bar. I don’t accept that meeting a low standard is a reasonable expectation. A long long time ago I used to help run an Eve:Online corporation, and there the sophisticated economy and market systems made for a vastly richer player experience.
The point being, Square Enix can’t be taken seriously when they talk about in-game economic structures. Their track record is one of incompetence and indifference.
Housing is another matter, they mention server strain but given their past comments on what is and isn't possible (like showing what items you own), coupled with their terrible netcode, I'm inclined to not trust them on this one. As you say they are great at the game side of things, but seem to struggle with the tech side.
All I see here are buzzwords and abstract terms that mean literally nothing as an investment unless your goal is to impress investors and specialist press. The blockchain is not going to do anything to streamline game development or improve game quality, all it can do is provide new monetization options... but traditional gacha games already make a truckload of money, so it's questionable whether the cost of moving into blockchain is reasonable for a company like Square Enix that can already rake it in via microtransactions.
Cloud is simply what it is in other media: having your device be a thin client that the developers/hardware manufacturers deliver your media to. I know it's a thorny topic for enthusiasts, but it's very likely in 2 decades' time that most players won't be using a dedicated console nor gaming computer to play AAA games. "Netflix of Gaming" is too attractive a title in this multibillion dollar industry to not pursue.
Square Enix may not be looking to host those games, but it's had this tech around for a while and probably wouldn't mind being a middleman: https://www.destructoid.com/project-flare-square-enixs-cloud...
>so it's questionable whether the cost of moving into blockchain is reasonable for a company like Square Enix that can already rake it in via microtransactions.
TBF Square Enix's MO for the last 30+ years is to try and be on the cutting edge as a market leader. It may not make financial sense, but they've constantly made huge gambles. Some paying off huge, some bombing hard, and a few almost bankrupting the company.
As an engine programmer, I can't help but admire the ambition in an age where so many studios seem to instead rely on Unity or Epic to leverage that for them. But it also makes me wonder how long until the company flies too close to the Sun.
"Netflix of Gaming" title has not aged well from years ago. Today's perception of Netflix is very negative and trend is negative as well. Tbh, negative perception of Netflix did not came from Netflix as tech company. It came from content production side. Game industry is a content heavy business and giving up IP and studios is net perceived loss. Its very strange when real value is replaced with buzzwords.
As engine programmer myself i cant pretend i understand content side of the business well. And as someone who finally cancelled Netflix subscription I am biased ofc.
Your failure to, as you admit, see these topics as anything other than "buzzwords" all but confirms my original opinion of a cultural skepticism.
FWIW I agree with the assessment, the terms are broad, generic and have no specific connotation for gamedev. It's not oriented at anyone in industry since you'd talk about specifics and not the "cloud", "ai", or "blockchain".
It’s not encouraging if high-level leaders at a game studio can’t articulate their vision any better than that.
you are not directly impugning one of the best game development studios in history in any way, despite seemingly thinking so...
what you are revealing is merely your sentiment about these terms
If you haven't seen the noclip documentary, you should. It's on YouTube.
And have someone who knows how to make money be the president, so that he can finance YoshiP games, preferably without too much meddling into the creative process. I am not into NFTs myself but if it makes money that can be invested into good games, by all means, let them do it.
That describes almost all AAA companies. I think Square takes more heat on this point because they are some of the few studios still investing heavily in the "AA" market. Outside of Avengers, most of the other projects people may point to aren't really the highest budget games to begin with. And those rough releases are something most other studios don't want to risk anymore.
> + their gacha games are not even that good considering the saturation on the gacha market and what quality games some other companies can make (see Genshin)
I mean, the entire market is trying to chase Genshin right now. It's a very arguable point that no mobile game released as of now is as good as Genshin, at least on a technical level.
I understand why. The attraction of mobile is running a relatively low budget (say, "A/AA" level) project and having it profit for a few years until they need to recycle the assets into a new project. A game like Genshin is the equivalent of trying to put GTA V on a phone. Which may be technically feasible now, in 2022, but it'd get you laughed out of a pitch in 2017 or so when Genshin started development
Remember, this would have been right before the Switch launched and had Breath of the Wild show what an ARM architecture was capable of rendering. Most other studios are too risk averse to consider such an endeavor. Console developers especially because they don't want to cannabalize their games with something that plays too closely to their $60 AAA blockbuster.
I guess the lesson if you want to make an art game is to make half an art game and the other half ass.
Nier: Automata was just a flat out better game.
That leads to poor reviews, which leads to poor sales.
I did not find Nier Gestalt to be worse than any other JRPGs of its era in terms of gameplay, and it had some clever bits like switching between 2D and 3D perspectives as well as game styles. My main complaints were the tedious fetch quests (I completed about half of them before deciding it wasn't worth finishing them all), the fact that the fishing minigame was explained incorrectly, and (slight spoiler) a story that I found to be sad and depressing. Completing multiple endings can be somewhat tedious as well. But the creativity, the atmospheric graphics, and the soundtrack were exceptional.
I think Nier Gestalt and Replicant on the PS3 were underrated (if flawed) gems.
Plus the story of the original game took a looooooong time to get going combined with the ability to lock yourself out of the true ending without knowing or discovering it for like 75% of the game is definitely going to limit the audience.
"Dogshit" might be a bit hyperbolic, but not by a lot.
Nier: Automata is a good (not great) game from Platinum wrapped in a juicy Nier narrative layer that elevates it to a very good game.
It's a 2010 PS3 game with movement and combat and controls that feel like an early PS2 game where they are still figuring out twin stick movement and cameras.
How is "Gameplay" a non-criticism of a Game? That makes zero sense.
Also, that gameplay you are talking about was arguably pioneered by Devil May Cry, which is a Japanese game.
So I don't know what you're on about "Western Gamers"
https://www.gamedeveloper.com/pc/combat-canceled-i-god-of-wa...
As for “gameplay” I’m not going to recapitulate the past decade+ of how we’ve learned to write about games. It’s semantically empty, say what you mean instead.
Western gamers loves Dark Souls/Elden Ring so that statement is definitely false.
edit: I rewatched the review now I totally get why I picked it up, Ryan's enthusiasm is absolutely hilarious and infectious ("It's just perfect as I've ever seen you can ride a fucking boar in it")
No it is their Western AAA projects that are hemorrhaging them money.
I believe most of it is frustrated Metal Gear, Castlevania, or Silent Hill fans. Maybe even some old school Suikoden fans.
I heard from sources that the western department is doing this.
Sources: Are on Twitter, forgot the name. (Yea I know, that I don't need to "believe everything" so please add salt to my statement)
Source #1: https://twitter.com/Genki_JPN?t=FlkGLMQE4aoCHqod-O68RQ&s=09
FFXIV also has the least addictive qualities of any MMO I have played in my experience. There’s very little FOMO & you’re encouraged to play at whatever pace you enjoy. Many players just play through the story and treat it as a mostly single player game.
FF14 is great, though, as a non-MMO player. The community is largely helpful to newcomers, the story content is very accessible and requires little to no grinding, and the game as a whole doesn't gate important plot developments behind high-tier endgame content the way most MMOs do.
I think it's simply because the other CBU's are swamped with work.
- The old business division (what they called Creative Business units before the restructure 5 years ago) that made FF15 split off into Luminous Studios, and went straight from FF15 DLC into Forspoken
- CBU1 (AKA, the Nomura division) handles FF7R as well as Kingdom Hearts. Two huge franchises. Adding another FF onto the pile would be overwhelming
- CBU2 is "The Bravely division". I wouldn't be surprised if they get to try their own hand at a Final Fantasy one day, but it would have been too early for FF16. FF16 was likely being worked on before Octopath Traveler.
- CBU4 was always a smaller sort of "spinoff" studio. Nowadays they focus more on the mobile market. Very little chance they were ever considered.
I don't think Square Enix sees the last few FF games as damaging as fans do. They simply have a lot of work and some teams have more or less room for that work.
Funnily enough, it may be a possibility of FF17 having a mobile client given Genshin's success, but this is just random conjecture
Crystal Tools was supposed to make development for several games easier & faster, but instead it took more effort to complete than expected & was still difficult to work with after it was complete.
MD was a great game, which was according to Eidos Montreal kneecapped by "Square rushing it out". Human Revolution was an even greater game, but still slightly kneecapped by "Square rushing it out".
Mankind Divided I thought was highly underrated. Cyberpunk 2077 was sort of close to what I think some people wanted out of the ultimate Deus Ex game (depending on your playstyle) but obviously had problems as well.
Personally I would like to see something massive and not just another boring "open world" focused game - Deus Ex really shines with a strong story driven plot. I have always wanted to see a true co-op functionality in a Deus Ex game and I think that could be hugely popular online especially if they regularly released new missions and content.
I mean, it says in the article that Eidos Montreal already confirmed their next game is a Deus Ex title, so....I dont think it is done.
That said the linked article says that Eidos Montreal is working on a Deus Ex game, so you might be in luck.
Guardians also failed to meet Square's sales expectations, though Square is notoriously hard to please. Tomb Raider (2013) moved 3.6 million in its first month, and was considered a disappointment... but not so much of a disappointment that they didn't green-light 2 sequels.
SquareEnix felt legendary growing up.
I played through the first "new" Tomb Raider and it was very much "walk on the path marked walkable, climb the ledges/walls marked climbable, shoot the specially marked doors to create a scripted zipline", etc. Oh, and "waist-height walls mean upcoming combat sequence". Based on that I decided to skip the other two. Uncharted was better able to mask the on-rails nature of its experience, at least.
I imagine that that may have been a huge grind to the people at Eidos who were once at the top of their games in terms of visual fidelity. Sacrifice that exploratory feel but still achieve best in class graphics like the old days
I'm also impressed with the upscaling/visual improvements. The game looks how I remember it looking, though I know full well it didn't look this good. Still, it wasn't a massive overhaul. Light is a little better, edges have been sanded down, etc.
uncharted, horizon, god of war, last of us etc
Feels like the queen bitch valkyrie was the only encounter where they actually decided to push the combat. Imagine if Sekiro or Souls games only had a couple of bosses that felt like real bosses.
Overall a phenomenal game, though.
Consider fighting a normal high level draugr with an under leveled/geared Kratos. Assume we are on the highest difficulty.
You'll basically have to dodge a lot (or spam ranged attacks), your attacks won't reliably stagger them, you'll tickle their health bar and getting hit once or twice will kill you. That is punishing and hard if there's more than one of them.
However, if your levels are similar you'll be able to count on staggers, there will be certain attacks that cannot be blocked, certain attacks that will stagger you if the block wasn't perfect, you can freeze one of the enemies.
The hard case is far simpler and less involved than the normal combat.
I consider the normal valkyries hard, but individually they don't really have lots of tricks that require hyper focusing both on reading them and executing the appropriate counter. They are fairly simple to understand for the most part.
You need to have cached a butt load of movements and their appropriate counters to fight the queen valkyrie. You might even find some non obvious openings for poking.
Most valkyries are straightforward when you get their 1-3 special attacks. That's not much more than regular enemies.
All the non box office revenue kicking in should be decent. The film didn’t do well critically so that isn’t an issue. A recent non box office success example: https://www.msn.com/en-us/movies/news/e2-80-98uncharted-e2-8...
I believe video games movies outside the recent Sonic one[s] are known to not perform well financially so that rep will still be there
Are the movies the same? Just like an earlier movie but weirdly way more violent?
TR2013 doesn't push any boundaries, but it does execute a standard formula more effectively than anything else I've tried. I did not think the two sequels were anywhere near as good!
(I haven't played The Last of Us though. I hear it's incredible, but I can't deal with the subject matter.)
But, 2 and 4 are very different. 2 is a solid 3d action-platformer, while my favorite parts of 4 were when it basically just became a "walking simulator"-type game for long stretches, with most of the action and platforming just feeling tacked-on and superfluous.
> (I haven't played The Last of Us though. I hear it's incredible, but I can't deal with the subject matter.)
I should have loved it, but bounced off hard. The prologue had me, but a little while into the game proper I just wanted all the main characters to die, including the one you're really, really not supposed to want to die. They're all horrible and I didn't like or care about them a single bit, to the point that I wanted them to fail. The protagonist in particular, I had to root for him to fail because clearly this humanity-on-the-brink would be better off with one fewer self-interested mass-murders around making things even worse. That's... not a great way to motivate the player.
Isn't the question of the players morality vs the "enemies" core to the entire concept of the game though? I think the lesson the game is trying to teach is exactly that: by what standard is the protagonist actually any "better" than those he regards as enemies? By the end of the game, I think doubting the main character is hopefully exactly the point - he isn't a good person either. In a completely lawless world such as that inhabited by the characters, I think this makes sense to explore.
Make the central character a likable, non-mass murdering fellow and this huge central theme of the game disappears - The Last of Us is harrowing by design, I'd argue, and its commitment to being harrowing is what sets it apart as a game in a sea of relatively emotionally shallow "AAA" titles of the same era.
I think I quit right after the game had me murder a couple soldiers for bad reasons. I already have several GTA games I can play, which, thanks to tone and expectations, aren't frustrating when they ask me to do that kind of thing. My head-canon is that the soldiers instead shot everyone there and that was the good ending for the story.
Sure, I'm aware somewhere in the back of my mind that everything has been laid out for me, but in my favorite games, I'm able to suspend my disbelief. However, if I can't figure out where to go, or if the game is too hard and I die too frequently, or if the game is too easy and I don't feel a threat, or if the pacing gets bogged down by optional side quests and bullshit skill trees... it's very easy for any of these things to break the illusion.
I'd actually hold up Portal 2 as the best example of a linear cinematic experience done right. The pacing is perfect, the difficulty is perfect, and there's no distracting side quests or experience points. Combined with the first person perspective and the mute protagonist, I really feel like I am Chell, trapped inside Aperture Science and talking to Wheatley.
About that... Tomb Raider 2013 has probably the most gruesome death animations I ever encountered in video game.
When games don't have a penalty for dying, players will sometimes fall back on a trial-and-error approach, where each individual attempt stops being meaningful. Some experiences, like Celeste, are designed around this type of gameplay loop, but it usually doesn't work well in a cinematic experience.
The most common penalty for dying is lost progress, but this also doesn't work well for cinematic games, because the experience looses its magic once you know what is going to happen.
So Tomb Raider takes a different approach. Checkpoints are frequent, but the death animations make you really, really not want to die!
I'm very squeamish, so I always had to close my eyes when I died. But even the chance that I might see something was a good incentive!
Linear game that's awesome: Pillars of Eternity.
Linear gameplay that's not awesome: Tomb raider games.
Or maybe different games are made for different people. That could also be an option.
I started the game, went to margit, found him too difficult, and then, with no particular alternatives, pretty much explored the entire map aimlessly, wishing for a clear direction on level appropriate content. It was hard to find the next thing to do. I didn’t want to skip through things with ashes or multiplayer. I didn’t want to farm.
By the time I actually found this content there was nothing left to do besides warp to bosses and murder them, or look up the obtuse quest lines and warp around to complete those. A huge floor on character progression is finding the flask upgrades. But since they’re just lying around you just go from having none of them to quickly finding more than you need for 80% of the game.
Like… dark souls would just be a worse game if every door and elevator was open from the beginning. It would just be confusing and frustrating if you started making “wrong” explorations.
I would greatly have preferred elden ring with pretty much the entire open world cut and instead just a tour of the legacy dungeons. The open world just compounded on some of dark soul’s weaknesses. Like finding even more cool weapons that you can’t practically try without farming a ton of upgrades and changing your build.
Playing through Elden Ring made it clear to me how impressive Breath of the Wild was in retrospect. Even without any meaningful awards (or because of?) the exploration in BotW is just so much more memorable and dynamic.
OTOH, my friends who praise these games do so exactly because of that. To which their own.
And there’s quite a lot of those.
If it is a future of squenix, maybe it would be better for them to stop making games.
People mix both SquareSoft's success and Enix and their merge
They have a kind of weird approach to releasing it in the West where they give everyone British accents (which are totally real but Americans think are made up) and make it kind of kiddy, but even the new ones have a lot of quality. If you ever wondered what a game made by old people would be like, it’s that.
The power of Square once upon a time may have been truly legendary, but who knows for sure?
I couldn’t tell you a single game on the PS5. I don’t know about other countries, but it’s like they’re not even trying in Japan
Even today it is hard to buy a PS5. So, no wonder they aren't pushing it that hard.
It made me much less willing to take a chance on a games I might not like. These days with Steam I can at least see if I hate the game immediately and return it, so much better from that perspective. Of course I can resell when I'm done, which is less good.
Cartridges were not only an anti piracy move, it saved on cost of console manufacturing (the N64 was still sold at a loss).
As you point out N64 games were originally a lot more expensive than playstation games.
Also Nintendo were really restrictive with who could develop for the N64, remember the whole "dream team" thing? Mean playstation had way more favourable licensing and you didn't need silicon graphics workstations (I think I'm correct in N64 dev requiring them?)
On the other hand discs allowed much larger games. There was a crazy amount of variety on the PS1, though as a result also a lot of crap to sort through. I was a Nintendo-first fanboy at the time, but when the PS1 dropped in price to about $100 I picked one up, trading in N64 games I no longer played to help fund the purchase. I think it was around the time FFVII came out because I remember reserving it for day-1 release.
Ahh simpler times, working manual labor while in school. Sometimes I'm nostalgic for those days of unskilled (relatively) non knowledge-based work. It was much less stressful, even if the pay was crap.
1. This was the first console controller with any analog stick at all.
2. Goldeneye, though it controls differently to modern shooters, was an excellent use of the single stick at the time. You could also use dual sticks by using two controllers at once - groundbreaking!
3. The Z-button was the first trigger-style button on console controllers.
4. The rumble pack was one of (if not) the first force feedback options for console controllers.
So obviously very many of the concepts in the N64 controller laid the groundwork for what became the standard controller design later, with dual triggers, dual sticks, and built-in force feedback.
Personally I think the N64 controller was less weird than:
1. Gamecube controller
2. Wiimote
3. Dual Screen handheld with touchscreen and stylus
4. Probably whatever the Wii-U had.
Wait, what!!? Can you really play dual-stick Goldeneye on original N64 hardware this way?
Edit: https://www.youtube.com/watch?v=HDQ_ri2ZbY4
Amazing!
The Gamecube controller may have looked a bit funny, but it's at least recognizable by modern standards. I recall it being quite comfortable to use at the time. If you gave both it and the original N64 controller to a young person today who had no idea about Nintendo's history, I daresay she'd call the Gamecube controller the less weird of the two.
Also, it wasn't Nintendo, but I'd call the Dreamcast controller a bit weird. Gigantic, weirdly shaped, a dinky LCD smack dab in the center ...
Atari 5200 beat them there.
> [T]wo original IPs, Tomb Raider and Deus Ex, have sold AAA units of ~88M and ~12M, respectively. Embracer sees an opportunity to invest in these franchises, as well as the additional acquired IPs such as Legacy of Kain, Thief, and other original franchises.
It's pretty much Tomb Raider, Deus Ex, and footnotes. Looks like Embracer picked this up for cheap because the business has been mismanaged, the base case involves running at breakeven for at least 2 years before they have new releases:
> Embracer’s base case financial plan implies that the combined acquired companies will be breakeven or have a smaller Operational EBIT contribution to the upcoming two financial years driven mainly by sales of the back-catalogue titles. This could change positively if the company decides to enter a deeper strategic relationship with one or more platforms around the upcoming pipeline. When the product pipeline matures in the years thereafter, Embracer expects the acquired companies to generate on average at least SEK 500 million in operational EBIT per year with notable upside potential.
So 6X multiplier a few years out if they turn it around. Notably, they're financing this at 1% interest, and seem to have extremely low debt ratios. Still, I'm surprised it was this cheap, especially with the gaming IP land grab going on these days. Makes me wonder if there's weird additional commitments like not firing anyone, or if their recent financial performance is much worse than implied.
https://embracer.com/release/embracer-group-enters-into-an-a...
according to square's leadership anyway
(Unless you disagree with the parent's point, that is, and think that that is a fair price for what was sold. I'm not commenting on that, only that "investing the proceeds in crypto" doesn't make sense in this argument.)
Letting Eidos and Crystal Dynamics go for about the same price as Insomniac? Wild just wild.
Epic Games was just valued at $31.5B in their latest funding round last month.
Anyway, from the article:
And shortly after the announcement went live, Eidos Montreal confirmed in an Embracer conference call that its next major game would be set in the world of Deus Ex
[1] https://www.shacknews.com/article/130122/deus-ex-ip-will-be-...
I think they have no desire to make another Deus Ex game. MD was released in a "rushed" manner according to them, despite having over 5 years of dedicated development :/ But maybe a new parent will breath some life/money into their development cycle.
The modern Deus Ex games were really average, and (as detailed in the recent hbomberguy video) failed to grasp the key principles of level design that are required to make games like that work.
HBomberguy's video hammered on a few points to deliberately make it seem more stupid than it was, and he knows it because he pulls back and calls the game "fine". I have a fairly unique perspective on this because by pure chance I'd played through all the Deus Ex games in the months before the HBG video dropped so I had an extremely fresh perspective on it. I'd also played through the original Deus Ex as a kid so I got to experience it when it was new and shiny. The video is very careful about emphasising DXHR's weak points while downplaying or ignoring many of the original's issues (or flat-out lying about them). The latter two entries in the series were troubled for sure, but they were more than "fine".
Edit: Actually I just remembered I wrote up a list of issues with the review because my friends were talking it and I wanted to share them in a way that didn't blast a wall of text in the group chat. So just in case you're curious what specifically I meant you can check it out here (content warning: I am a bit sweary) https://gist.github.com/smcl/666a0156b13d7a681e0378b836b36e4...
Edit 2: Oops I am a liar actually, I didn't play Invisible War :-O
A lot of what made the original good was unraveling the conspiracy. That's a trick you can only do once, and I think in large, that's why the sequels (including IW) don't have the same impact.
The Director's cut can also be played with commentary which I think was implemented really well.
Here's an example of what it's like: https://youtu.be/AhXoYgB7rPU?t=2853
Mankind Divided improved on a lot of the criticisms in DXHR, but ended up being too ambitious for its own good, setting sales goals (and production budgets) in a somewhat niche genre as if it was Call of Duty. It's good, but short and ends abruptly.
They are just FPS stealth games that inherited a genre descriptor.
The sensory assault that is the audiovisual aesthetics are very intentionally crafted and fits with the world and the message.
At face value, it's ridiculously hard, everything kills you almost instantly. The game is figuring out how to cheese the game, the more you cheese it the more the game unfolds. The game expects you to do this, and rewards you for it, arguably even more so than FromSoft's games do. Jank is a core gameplay mechanic. If you manage to bullshit your way into a location where you really shouldn't be able to go, odds are it has a super powerful weapon or a secret or whatever.
It really forces you to engage with the game as it is rather than going through the motions of playing a first person shooter.
Pretty sure CD Projekt disproved that theory
They where expecting to sell upwards of 30+ Million copies in the first year. They sold 14+ Million before launch, and an additional 4 Million since. For an AAA game of this size that is a crazy dropoff, and it is unlikely to ever reach the original goal, even if the expansions manage to turn the massive PR hit to CD Projekt around.
(And thats ignoring the fact that CD's stock absolutely tanked after launch, and is unlikely to recover until The Witcher 4, if ever.)
Square always did best Japanese style games, and maybe this lets them focus more on what they're good at.
Eidos is such a good game studio, but I feel Square was just not letting them shine. Crystal Dynamics is also pretty descent, but that Avengers game what the hell happened? I think they're just not the right studio for a game like that.
Now I don't know much about Embracer, but they seem to want to make good quality games, and I'm happy about that.
it's a perfect storm of business meddling and plain ol' unfortunate circumstance. At this point, I'm just baffled by how lucky Insomiac was to basically time everything just right while under 80% of the same conditions.
Nomura was literally just a monster designer on FF5. I have no idea how it's relevant that he was the monster designer on FF5 to what he's done to the company in a leadership role in the past 20 years.
I think they've recovered from that for at least 6 years now, minimum
>I have no idea how it's relevant that he was the monster designer on FF5 to what he's done to the company in a leadership role in the past 20 years.
well first of all, we're talking about Japan. Seniority trumps a lot of things over there, and Nomura being around for longer than 99% of the company would give him a lot of sway regardless of his named role.
But even leaving that aside, being the creative force behind a major franchise that bolstered the relationship with one of the most powerful companies on earth would get you some sway in any company. Even so, he's not necessarily the end all be all behind any grievances you may have with Square Enix. He's ultiamtely a director first and businessman 10th.
Anyone doing titles like that anymore?
My wife and I really enjoy a big one and will play one all the way through. Miss that type of experience.
The MMO is completely uninteresting and addictive as hell from what I see can happen to players.
in what way? A huge sprawling turned based JRPG experience, or a big-budget Japanese-style game with a more "universally resonant" style of dialouge and narrative?
If you don't mind some indie jank, Light fairytale[1] is very much a fan's attempt to capture that FF7 feel in the modern day. And then there's Edge of Eternity[2] that tries to do the same with an ff10/12 feel. if you want something more AAA, Yakuza Like a Dragon has that sense of exploration and scope while being a turned based game (but the tone is completely different).
For the latter: well, Sakaguchi still makes games, and his latest one on IOS called Fantasian has been getting praise. Lost Oddessy is an older, Xbox only title that more or less feels like "what if Sakaguchi made his own version of FF13?". not in a thematic sense, but more in the fact that this was a big budget HD game that feels like it was cut from the same cloth as FF12. The downside of his post Square games is the platform availability.
[1]:https://store.steampowered.com/app/539330/Light_Fairytale_Ep... [2]: https://store.steampowered.com/app/269190/Edge_Of_Eternity/
We like to get lost in the art, story, puzzles and exploration, ideally with other fun to be found.
And it is just us. That is nice.
It is running on an old engine with unimpressive graphics but that’s all.
Though yeah an SE acquisition would be a far bigger deal even without being over 5x as much.
So... no.
The article only gives three examples, one game I've never heard of, one recycled shooter from the 2000s and then there is Tomb raider - a series with twenty instalments, already milked to dust for pre-sequels, squeals and reboots more times then seems fair.
Clearly someone thinks they can squeeze a few more dollars out of people here but personally im not seeing it.
The Legacy of Kain series is flawed in many ways; its reach exceeds its grasp in every installment, but there is a lot of solid vampire angst in between the places where the budget ran out. When it comes together it’s great IMHO.
Start with Soul Reaver, where you are a vampire who is killed in the opening cinematic, then resurrected as a Double Vampire who eats vampire souls in a dying world while railing against your Inevitable Doomed Destiny. Which, just so you know, is not resolved until Soul Reaver 2. Which IMHO you should play before either of the Kain games if you enjoy Soul Reaver.
These games are goth as fuck. If you do not have an inner goth then it’s probably going to feel like a bunch of pretentious whiny shit. But if you have an inner goth, she will eat this series up. My inner goth is quietly vibrating and squealing at this tiny, vague possibility of more Legacy of Kain.
(Also, it seems like all their series that aren’t Vampire are kinda boring.)
(Since I know how things work nowadays, I'm not saying the philosophies necessarily intrinsically clash or that they can't be reconciled by other entities, just that to my eye, Square-Enix in particular is a company with a multi-decade track record of failing to do so.)
You can look at the spun-off/second-party studios to see - from Square Monolith and AlphaDream consistently pushing formal boundaries of the JRPG, vs. from Enix tri-Ace's extremely conservative approach to Star Ocean and... I can't think of any other studios.
That can be good (Yuji Horii has a game sensibility nobody younger would) or bad (they were stuck with their composer who was mainly known for being a far-right Japanese nationalist).
Also, SQEX desperately wants a Destiny style live game that they can run for many years, like the domestic mobile titles that keep them afloat. Marvel Avengers, Outriders, and Babylon’s Fall were all attempts at this model but none of them captured a significant market.
They’re also pushing harder in the mobile space, trying to get at least one international moneymaker. We’ll see if their bets pay off in the next few years.
I think they'd succeed with a GotG 2 or another 3rd-person action adventure game with a different IP.
well, here's a start: https://en.wikipedia.org/wiki/List_of_Eidos_Interactive_game...
Apparently the only IP's SE definitely kept was Just Cause and Life is Strange