Quantum Break was quite an achievement. Not commercially. Not really. Xbox calls it ‘the biggest-selling new Microsoft Studios IP for Xbox One’ - which means it outsold Sunset Overdrive and Ori and the Blind Forest... hardly your typical barometers for success. Nor was it a runaway smash with the critics. It did ok. It has a decent Metacritic score of 77. Not exactly Uncharted, but better than most.
Nexon has released its financial statement for 2024's first quarter, and it looks like FPS The Finals isn't proving the hit the studio was hoping for.
The market for games like this is too over saturated to make a dent in other established games' player counts. Trying to start all over with a whole new multiplayer meta and grinding to get better is not feasible when there's already a ton of similar games that have come out before it.
Supergiant Games' Studio Director, Amir Rao, has said that he's worried about some unbalanced boons in-game, with nerfs coming soon.
Wccftech interviewed Nathan Yu from Inworld AI to discuss the dynamic NPC tech's applications to games as well as potential issues like costs.
Just ADD more modes, cosmetics and content for Quantum Break. That's ALL. Do what you do best, but making sure you are more for the $60 purchase. That's all you have to do.
Interesting that Remedy now has all the tools in place to make higher quality games more quickly as a result of the technology created to make Quantum Break.
Like the make more than a game every 5 years , but not liking the broad scope in which this dude see things . Here's to MS buying the studio and helping it expand on those ideas or just buying the AW,QB IPs for future iterations on Xbox .
Remedy f'ed up with pacing and pc port issue. they also really should bring something out on a sony piece of hardware. good to hear no mobile bs in the plan.