Sony hate thread

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I think he looks like Liev Schreiber
I wish.

Any deeper look than a glance makes him look like no-one. Much like everyone in the shitty Avengers game, all personality, humanity and edge has been soypapered away and all we have left is a whole bunch of gay nothing that offends nobody (except for the actual fans of the characters, who much like gamers, don't matter to these exceptionally talented artists whose future layoffs will undoubtedly make the world a slightly happier place)
 
I love stealth games, but as you say they have to be fun to play and make narrative sense.
I love them too, but stealth games require a very different approach to make them fun.

The main issue with stealth sections in a non-stealth game is that you're forced to create a fail state that necessitates the protagonist, that until that point has been slaughtering enemies by the hundreds, to now avoid conflict as much as possible.

In Spider Cell, Metal Gear, or even Thief getting caught is not (usually) a mandatory fail state, you can still fight your way out of the situation, kill the enemies, evade them, hide and wait until the alert state goes down. It's not the optimal way to play, but the devs have usually accounted for the possibility of the player getting caught.

You can't do the same in a game like Wolverine. Say you get caught, what exactly is stopping you from just tearing the enemies to shreds? The only way to force players to be stealthy is to have a narrative stake - if you're discovered a bomb goes off, or the hostages are killed etc., which in turn means any time you're detected, the mission must fail, because the alternative is letting the player kill everything, and that invalidates the reason you're even forcing the players to go through a stealth section.

There's also the fact the devs will rarely spend time devising mechanics specifically for these stealth sections, so at best you'll awkwardly be crouch walking around, maybe you get a bespoke stealth takedown if you're lucky. You won't get interesting AI, gadgets or mechanics to made with stealth in mind.

Not to say there aren't game that allow you to go loud if discovered - Ghost of Tsushima is a good example, if you're good at the combat you can basically do away with stealth at all, or Werewolf: The Apocalypse – Earthblood, where getting caught merely means you go crinos and murder the shit of everything in sight. Ghost of Tsushima is especially notable because both the stealth and action gameplay are fleshed out enough to be engaging (or at least engaging within the confines of a Soystation game).
 
You can't do the same in a game like Wolverine. Say you get caught, what exactly is stopping you from just tearing the enemies to shreds? The only way to force players to be stealthy is to have a narrative stake - if you're discovered a bomb goes off, or the hostages are killed etc.
This is far too optimistic a suggestion for modern AAA, but another alternative is you take the Thief/Dishonored route and give the player multiple ways to approach an objective.

Not like Ghost of Tsushima where you can engage in regular combat if you get caught, but say Wolverine is infiltrating a base and getting caught triggers an alarm which locks down entrances he can't carve his way through, so instead you need to do some Breath of the Wild style freeclimbing with your claws to get round to an outlet pipe and enter that way through the guts of the base, traversing an area you'd otherwise never see.

That was something I was actually hoping would be in Ghost of Tsushima instead of the 'whoops! Guess everybody has to die' approach, but I guess concepts like branching paths and narrative consequence are too much to ask of Current Year devs.
 
It makes me wonder if the comments about how his suits regenerate with him are getting to the devs/shills
These devs?

1000017214.jpg
 
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totally normal behavior over a fucking video game lmfao
Their brains are so fried they have lost the ability to detect patterns. So now, no matter how many times a developer/publisher fucks them over, they return to factory settings every time a new piece of slop is announced.

It's also why they don't cross the street when they see a pack of niggers coming their way.
 
I think it's silly to expect the Wolverine game to flop. It's a high budget, open world, Marvel slop game, riding the hype of the MCU mutant introduction. It's going to sell well.
But I doubt it will sell better than Spiderman 1 or even 2. And I wouldn't be surprised if doesn't reach the numbers Sony expects. The game just looks ugly, and the story seems like the least interesting thing they could do for a Wolverine game. Spiderman (at least the first one) actually looked cool.

Now, Intergalactic I believe will be a huge fucking flop, and hopefully a death blow to Cuckmann. I'll be surprised if it sells more than half of what TLOU2 did.
It doesn't have the IP strength of Last of Us or the beloved character of Joel to carry the sales. The characters look awful, nothing normies would want to play as. And the aesthetics are pandering only for a small number of people (older millennials that grew up with Akira and Cowboy bebop, but aren't really into anime, and are hecking feminists).
 
Is it just me or are the X-Men character designs clashing with the game's photorealistic art style? The proportions for Sabertooth are all wrong, which would be fine if he wasn't so real looking. Logan has the opposite problem because he's way too mundane.
I assume this is the result of their insistence on using face mocap of the actors instead of modelling designs from scratch, because Peter Parker looks pretty plain jane in the Spider-Man games too.
the more i look at this shit the more i wonder if that crapcom document to make female characters more manly to not offend trannies being applicable to all of the AAA studios since they nepotistically hire their own faggos and consulting firms.

because fucking stellar blade exists.
 
What do you mean by "flop"? Do you mean it failing to turn a profit? Because there's almost no possibility that it will make a single cent. I don't see how "it sold (including bundles) 8 million copies! (and lost $150 million)" is anything but a flop.
Don't forget all the money earned that they have to give to Disney, especially since they probably wouldn't have poured much money besides negotiating the rights and marketing.
 
Kratos' average reaction to collateral damage caused by his actions during the Greek Arc:

KratosDGAF.mp4



This is the right and only correct attitude to have. There are some based Indie developers out there that understand the assigment:

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I'll be real. This game looks like one of those shitty ads you'd get after playing a mobile game for 15 minutes

Sony corporate, or specifically SIE (playstation division)? Sony is somewhat notorious for its individual divisions operating independently and often even spitefully of each other.
So not only do we have to deal with pozzed kikes like Druckmann but we also have to deal with izzat farming. How is this company still afloat?
 
Imagine having a mental breakdown because people call you out for your shitty animations, shitty boss battle and actual shitty intentions.
Good times have produced weak "men." The proverb is real.

These people are some of the biggest fucking pussies the world has ever seen. No wonder their type falls apart and practically dies whenever someone like Trump wins an election.

God forbid they consider such radical behavior as "try making a good game" if they want to avoid "onslaughts" of criticism.
 
Don't forget all the money earned that they have to give to Disney, especially since they probably wouldn't have poured much money besides negotiating the rights and marketing.
Disney's cut is  precisely why it's borderline impossible for them to turn a profit. So, the development budget for wolverine is already in excess of $300 million. "Budget" however does not mean "we spent exactly X amount on this", it means "we set aside X amount of money at the start of the project, which we think it will cost somewhere in the ballpark of when all's said and done". Delays, rewrites, reshoots (you know, like what might happen after a giant leak) all tend to drive costs higher than what the budget actually was. However, let's be as generous possible to them, and assume a little over $300 million is what they spent on marketing, and let's assume a rather small relative marketing budget too, somewhere around or a little above $110 million, giving us a total cost for wolverine of $420 million.

If sony sold every single copy digitally, and didn't have to pay a retailer cut since they're the retailer, at this budget, they would break even at 6 million copies. However, when you factor in disney's cut, it jumps up to at least 8 million (iirc, the cut differs slightly between regions). The big kicker though, bundles. Every copy of a marvel game bundled for free with a ps5 would normally be $0 in revenue. However, there's a clause in the contract with disney (we know all this thanks to the fuckhuge insomniac leak from a few months back) that seems to mostly be so sony can't screw disney and sell 10 million bundled copies of a marvel game and then tell disney "thanks for helping us sell 10 million ps5s, but since we didn't make any money on the game, you don't get any either!" where sony pays disney a cut of the console's wholesale price to disney for any marvel bundle. For spiderman, they had to sell 2-3 copies at full price to dig themselves out of the hole each bundle put them in. Given the price has jumped on the ps5? Every bundle with wolverine likely eats away at the revenue of around 3-4 copies sold at full price.

Think of it this way, for every million copies of wolverine bundled, that 8 million break even, assuming the lowest budget possible, gets further away by 4-5 million (the bundled copy, plus the additional copies that need to be sold to dig themselves out of the hole disney's cut puts them in).
 
Disney's cut is  precisely why it's borderline impossible for them to turn a profit.
Insomniac is basically gambling that the Wolverine license will pay itself back with another $100 million in sales that otherwise wouldn't happen with a less popular lead character. Instead of making their own I.P. or licensing a cheaper franchise with a lesser known protagonist. And using that money to market the game themselves and actually own the rights to the character in the long run.

There's probably no way that this 'game' makes a profit. As it looks like a journalist difficult level walking simulator and more a theme park ride than actual playable game. So it's just another $400 million loss leader console exclusive.
 
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