Tbf this title is incredibly clickbaited. In the actual article they say they bought Tango and Hi-Fi rush because they thought the art was worth keeping alive, not because it would make money.
I mean, that's what the title says?
It isn't all that clickbait-y.
Only by comparison to worse ones. Its absolutely misleading at best.
they say they bought Tango and Hi-Fi rush because they thought the art was worth keeping alive, not because it would make money.
The title says how it's not about money, but about (presumably) Tango's legacy. So.. their art. It's the same thing.
I don't see why it couldn't. It had twice the value of other high-profile Microsoft releases but cost half as much. Put out another one, flesh out the friend attack systems, and charge what it's actually worth. Without Game Pass eating into copies sold, you should be able to make money off of a $60 release, surely.
I know why...
Krafton's semiannual report on the 11th, CEO Kim Chang-han received 481 million won in salary and 2.795 billion won in bonuses in the first half of this year. Kim's total salary for the first half of the year was 528 million won last year. It is about five times higher than the same period last year.Aug 14, 2023
The guy who makes too much money is saying he can't make more. That's all, not that the game won't be profitable, just that he can't make MORE money.
The article is clickbaited with an out-of-context quote. He isn't making an excuse, he's saying that it was worth saving Tango (and Hi-Fi rush) for their originality and artistic value, even though he says it might not technically be profitable from an acquisition standpoint
I mean, if we assume that guy makes 6 billion won per year, that's less than $5M USD. You could absolutely turn around a sequel to Hi-Fi Rush and profit by significantly more than that. It's not like it would be a drop in the bucket.
This game was only good for 4-5 hours, imo. Hi-fi rush was a refreshing concept that attracted attention because it stood out in a sea of similar looking titles that the mainstream has become. But they didn't follow through on the player feedback for such a creative leap in gameplay. It really shows when they start piling on new gameplay mechanics, and combat stops being fun and becomes a mess of awkward controls and spazzy cameras and frustrating vertically-aligned jumping.
What player feedback? The game shadow dropped. I loved it start to finish, and it was so good that it got me to go back and play old DMC games. So far, I still prefer HFR to all of those.
I'm glad you liked it, but the two camps are definitely "this game is a masterpiece" and "this game combat is overbloated and feels sloppy". Just check the negative steam reviews, they eco similar sentiments to each other
Given that it's pushing 90 on OpenCritic, I think they got more people in the masterpiece camp. And I think it's fair to say that it attracted attention because plenty of people found it to be a masterpiece.
Let's prove them wrong and keep buying this game yo! It's legit good.
I hate the first one, don't plan on playing the second
K. Why are you here?
Shouldn't you be in gamingcirclejerk? Sometimes people have other opinions and that's okay.
Shouldn't you be a therapist? Only therapists talk like that and this here isn't the therapist specific place.
Nobody saved my beloved Roll7. :-(
I’m still crying about that :( olli olli world is such an incredible fucking game. I had just bought rollerdrome when I heard the news
I have countless hours on Olli Olli 2. I literally killed one PS Vita and two dual shock controllers playing that game.
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