Replying to Phijkchu_Pikachu #klombak fate grand order proved that making characters who are men into women sells more
games
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Wednesday, March 27, 2024
Replying to legorhin #jazardly Click to see attachment 🖼️
It only works if the reason you are doing it is to sexualize the hell out of the character
that is my addendum
Thursday, March 28, 2024
Wario64 (@Wario64)
Embracer Group Divests Gearbox Entertainment For A Consideration Of USD 460 Million To Take-two Interactive Software, Inc. Take-Two will get Borderlands and Tiny Tina’s Wonderlands franchises, as well as Homeworld, Risk of Rain, Brothers in Arms and Duke Nukem Embracer retains Cryptic Studios, Lost Boys Interactive, Captured Dimensions, Gearbo...
fxtwitter.comI was bullish on Embracer group as a "AA siphon" pick up where THQ left off
Saudi's fucked them over
Take2.... eh
Other than Rockstar making GTA, I'm not sure they even want to make games anymore
Replying to Polar_ #polar_ Tiny Tina had good reception, but 3 was bad and the movie is going to be worse
Borderlands needed to become what Destiny is ~10 years ago
after Borderlands 2 was a massive it, that should have been their focus, make a multi-world Borderlands that went all-in on the vault idea
I feel like that's even what they teased with 3 (and at the end of 2)
I forget what they got distracted by, oh wait
it was that Moba Hero shooter thing
uh.....
Battleborne
that was it
yeah
I actually think this is a bad outcome for Gearbox vs going independent
I don't think Take2 has any interest in AA (or w/e the fuck you want to call Gearbox) games
Will be interesting, Take 2 has the money to be a major publisher if they wanted to
lmao
and wait what? I thought Tiny Tina's game did alright
was that a recent embracer group closure
(a concept which I still don't really understand tbh)
I don't think it did enough new things, 7-8 years after BL2 and it felt like BL2.5
cringe writing was hit or miss as well ^^ like you said
then (presumably because it didn't sell absurdly well), it got dropped fairly quick and there wasn't much post-launch content
lol
I look at is as a graph, that after a certain amount of devtime the expected quality of a release drops
and Silksong has LONG since passed that point
games are like wine, right
I think dev time past ~5 years indicates major start/stops or restarts/rewrites in the development process
and yes, I do think quality tends to decrease if something has been in development for forever
short of those absurd passion projects like Stardew, where it's 1 guy working on it in their free time
Huge AAA games with 10 studios and 3,000 employees take longer than 5 years
tiny indie games take shorter
no idea Dialga
I don't know the development story
It was made by 2 guys it looks like though
smaller teams games are harder to judge, but yeah I would have guessed ~3 years
I'm glad it didn't have an Owlboy-tier development though
I feel like we don't disagree Dialga, or if we do it's some some semantic point of the exact point in time where the death cross is
Do you think development hell is a thing?
I think most projects (especially those with a normal-sized development team) fit into a pretty standard design rhythm was my only point
Delays happen for any number of strange one-off reasons, but most of the time you don't enter a period of "who the fuck knows" unless something has gone extremely wrong and the project has been scrapped/restarted or majorly reworked
which is usually a sign that the game they designed wasn't fun to play
