- Joined
- Mar 12, 2021
Maybe they shouldn't have taken that Epic money. All Epic exclusives are flops.Alan Wake 2 is already viewed as a flop
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Maybe they shouldn't have taken that Epic money. All Epic exclusives are flops.Alan Wake 2 is already viewed as a flop
You ain't seen nothing yet.Why everything needs to be cross media shit.
this being 8 things instead of 9 is bothering me
The 9 is unknown.this being 8 things instead of 9 is bothering me
Fun fact she was an npc in quantum break , I really liked control but even before I knew about all the woke shit being added to games I always wondered why they made her ugly and now I knowAnd control having a generic looking buff female in the age of girlboss "strong female characters" didn't help that game either.
He is a giant race swapping faggot with no back bone. Also the music video in AW2 was incredibly cringe, just like the constant shilling for Finland..Sam Lake has gone full-woke and was promoting a Trans Lifeline fundraising stream by Alyssa Mercante.
ive been regretfully feeling that way since maxs voice actor diedAfter seeing the Alan Woke2, i dont think the Max Payne remakes will be good at all, Remedy is done.
Wouldn't that be 1.5 million to break even with Firebreak? But even that's going to be tough... there's currently 117 players on Steam with a peak of just under 2,000:Epic deal with Alan Wake 2 was a killer one for Remedy. Epic funded the dev of Alan Wake 2 with Remedy putting none of their own money into, however, they also don't make money off Alan Wake 2 until it broke even which it did early this year. It was not a flop but could have sold better/faster if they had day 1 retail copies for consoles, and they were allowed to also put it on steam. But was still their fastest selling game, and sounds like they expect it to take a year+ to break even anyway.
With that said, Firebreak is going to lose them money, they need it to sell 3million copies within it's lifetime to break even, looking how how it's launched it's not going to do that. Even if the deals they got with Sony to make it day one ps+ and xbox tfor day one gamespass, will not be able to help it become close to profitable.
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Hey, Control was good, I think the gameplay was excellent. Quantum Break had some good ideas but the overall presentation and TV shit just makes the whole game feel like slop.Everybody is talking about the nordic negro in Alan Wake 2, but honestly even the first game jumped the shark. The story was so fucking stupid and gameplay was really mid, it was also the start of the "interactive movie" template that Remedy would have moving forward. By the time Quantum Break and Control came out, I had no fucking idea what they were going for. Sam Lake needs to get it over with and just go to Hollywood, make a movie and leave the industry. Same goes for Kojima, LA is full of hacks so they will be right at home there. That said, Remedy hasn't made a good video game in over two decades, interactive movies don't count no matter what you think of their story if the gameplay sucks.
you be right, but still going not make it even if they got sweet hard deals from ps+ and gamepass.Wouldn't that be 1.5 million to break even with Firebreak? But even that's going to be tough... there's currently 117 players on Steam with a peak of just under 2,000:
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There was a time twenty years ago where it made sense. Nowadays, it's overdone and played out. As Marvel found out, watching a bad movie or two for Endgame was something people were willing to do. Having to watch 50 hours of shows and games spread across different services doesn't work unless there's a worthwhile payoff.Why everything needs to be cross media shit. I don't want to play 10 fucking games to play what looks like a new IP
Won't work. I mean, sure, it can't hurt, but as people have said, Remedy is clearly up there with the likes of Hideo Kojima and Chris Roberts. People who clearly resent being devs and just want to make movies.Remedy still has talent but they need to fire the people responsible for turning the studio into a woke mess.
Remedy games were always this. That was a large part of Max Payne's appeal. The actual gameplay of Max Payne is fairly bad. Any time you're not slow mo diving, you're getting peppered with hitscan weapons or walking a blood trail tight rope. Alan Wake and Max Payne sold on story and atmosphere.it was also the start of the "interactive movie" template that Remedy would have moving forward. By the time Quantum Break and Control came out, I had no fucking idea what they were going for.
Baffles me why they went with the le quirky cobbled together weapons and armor aesthetic. Goons in suits and whatever the chestpieces from the first game were called would've made it seem like a spinoff of Control.What even is this graphics style? It looks nothing like Control. Imagine turning every game into Fortnite. Also charging money for this outside of slop subscriptions is crazy.
I preferred Max Payne 1 gameplay over Max Payne 2(story too, come to think of it). Same goes for Max Payne 3, altho I wasn't one of those fans that hated the game.Remedy games were always this. That was a large part of Max Payne's appeal. The actual gameplay of Max Payne is fairly bad. Any time you're not slow mo diving, you're getting peppered with hitscan weapons or walking a blood trail tight rope. Alan Wake and Max Payne sold on story and atmosphere.
Control's gameplay was fine but as a whole it's forgettable. At least with Alan Woke, I can understand why you'd want to see where the story would go next in the sequel. I've never thought about wanting to know what happens next in the Control universe.Hey, Control was good, I think the gameplay was excellent. Quantum Break had some good ideas but the overall presentation and TV shit just makes the whole game feel like slop.
Giving money and development time to Remedy is like giving whiskey and car keys to teenage boys.Control was developed by Remedy Entertainment. As their first major release since their initial public offering in 2017 and separation from Microsoft as a publishing partner, Control was developed using more efficient development strategies to keep costs and time low. In contrast to Alan Wake and Quantum Break which took seven and five years to complete respectively, Control was completed within three years with a €30 million budget, lower than the typical costs of a triple-A game.