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Babylon's Landfill (was "Babylon's Fall")


Qazimod
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  • 4 weeks later...
  • 4 weeks later...

Some more gameplay can be found here, in between team chatter; you might need to skip around...

 

 

So yeah, it is very "live service action RPG", and I think it looks "fine", but I think I'd rather be spending my time with a different live service or a different Platinum title. And the enemies still seem pretty boring and damage spongey. If I bought it, it would be the kind of thing I'd play "between games" - that awkward moment when nothing interesting is being released but I want to distract myself with something. And even then I already have some things that are able to fill that gap.

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  • 2 weeks later...
11 minutes ago, Keyboard Koala said:

 

What? I thought the base game of a GaaS game was supposed to be free? Clearly I don't play them sorts of games enough to know. I mean who in their right mind will pay full whack for a game that will be dead in a couple of years?

 

Squeenix, innit.

 

Although to be fair Destiny wasn't free to begin with. And still isn't, it has a lot of transactions to get all the content. You'd argue other games like Borderlands 3 and Call Of Duty are all live service games too as they have constant updates, events, expansions etc.

 

This absolutely doesn't have the mass appeal of those though. I was surprised when I saw the price.

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Yeah, there's no rule about pricing but you'd think with service-based games the buy-in would be low since you have to deal with a basic game that will (hopefully) be fleshed out later.

 

Then again... *gestures at Anthem and its various collector's editions...*

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Playstation owners are getting a demo on the 25th. Good luck diverting people's attention from all of the other stuff available in late February. :P 

 

Progress in the demo will carry over to the full game, and a battle pass was also announced because of course it was.

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Yay, battle pass.

 

I fucking hate those things. At least the time limited ones, it's less annoying if you can buy one and have it stew - but expecting people to put all their free time into something for unlocks has hit the point of feeling really, really scummy rather than rewarding to me.

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17 minutes ago, Kayin Amoh said:

Yay, battle pass.

 

I fucking hate those things. At least the time limited ones, it's less annoying if you can buy one and have it stew - but expecting people to put all their free time into something for unlocks has hit the point of feeling really, really scummy rather than rewarding to me.

 

This is my main issue with Game Pass.

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Honestly, I don't see that much of a similarity. You usually get a year instead of a few months, it's entire games instead of cosmetics and boosts, and it allows you to play stuff you'd never even dream of trying out otherwise.

 

It's too much to get through everything, of course, because of the absurd bounty of value on offer. However, I don't feel the need to (unlike in Apex where I feel gipped if I don't finish a pass), and the games can be bought after they leave - or cycle back in on occasion like The Outer Wilds and various others.

 

Game Pass. It's Fan-tastic!

 

 

 

War.gif

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To me the perceived time pressure is similar. I usually flutter between a few titles, can play something for a few weeks, then come back a year later and continue. Having GP would be like installing a real-life Pikmin timer on my hobby that I mainly use to relax. Rebuying after paying for the sub, feels like paying twice. Personal thing though, I totally get how this works very well for others.

 

But, yeah in-game battle passes are much worse. I hate that timer thing on something that's mainly used to relax. In Warframe, I kind of tolerate its equivalent (Nightwave), but it's the most disliked aspect of the game for me. Having it added to something like Babylon's Fall will mean I won't even touch it any more.

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I don't mind battle passes from a player perspective - I'm not really one to chase unlocks - but from a business perspective they kind of feel like the most transparent metric of (ugh) engagement. If Destiny's starts at 1 unlock and goes up to 100, it literally measures player interest as a percentage.

 

(Which also makes it illuminating from a player's own perspective, like when a season's about to end and you've barely scraped past rank 10...)

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  • 2 weeks later...

New trailer:

 

 

Good luck getting any sales for a £60 sub-par Souls-like game that'll ask for more payment down the line, and die on its arse eventually, Platinum. What with Elden Ring out and all. You used to be one of my favourite developers, but after Sol Cresta and now this, it seems you've become nothing more than a greedy husk of a developer once driven by creativity now dictated by shareholders and focus group testing, on its way out. Please don't fuck up Bayonetta 3 on your way to the door. Kthxbye.

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It's not really anything new from Squeenix. They have a very long history of unrealistic expectations, stupid pricing decisions and rapid discount of their games. Look at Guardians. Any other publisher would be pleased with its reception and sales but not Squeenix, because the company is run by fucking idiots.

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2 hours ago, moosegrinder said:

It's not really anything new from Squeenix. They have a very long history of unrealistic expectations, stupid pricing decisions and rapid discount of their games. Look at Guardians. Any other publisher would be pleased with its reception and sales but not Squeenix, because the company is run by fucking idiots.

This, a million times this. Complete and utter morons. Tomb Raider reboot and Hitman sold like 4 to 5 million copies each from what I recall which especially for Hitman was a massive success considering the unique genre, the relatively niche ip, and new and risky approach to its distribution structure. Huge critical success too. Squeenix' reaction? "We were hoping for 8 million to compensate for our bungled FFXV development hell waaaaaaah"

 

 

Someone needs to rescue Eidos and Crystal Dynamics from those idiots

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On 25/02/2022 at 09:38, Mr. Gerbik said:

This, a million times this. Complete and utter morons. Tomb Raider reboot and Hitman sold like 4 to 5 million copies each from what I recall which especially for Hitman was a massive success considering the unique genre, the relatively niche ip, and new and risky approach to its distribution structure. Huge critical success too. Squeenix' reaction? "We were hoping for 8 million to compensate for our bungled FFXV development hell waaaaaaah"

 

 

Someone needs to rescue Eidos and Crystal Dynamics from those idiots

receipts/project P&Ls please?

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So you're saying hitman and Tomb Raider weren't profitable after selling millions of copies?

 

What Gerbik is saying is that Square Enix have a history of massive inflated expectations of sales which games never meet to offset their spending elsewhere.

 

None of their 'western' games ever sell to their expectations. Just Google "tomb raider sales square Enix" and you get results as far back as 2013 saying the same thing they said about Guardians.

 

Whether someone shows you exact projection numbers Vs profit (which we obviously can't) or not even a layman idiot like me can see Squeenix is a company with a deep history of ridiculous targets attempting to offset whatever the hell else they've been doing with their money. They repeat the same lines over and over and over.

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2 hours ago, moosegrinder said:

Tomb Raider weren't profitable after selling millions of copies?

 

The reboot only became profitable after the release of the Next Gen version and having sold a shittonne of copies. The problem being the small niggle of them having to firesale most of those sales. If they'd have sold the expected amount at fullprice, then it would have met expectations and become profitable way earlier. That's always the problem with people without access to the P&L report, they just equate copies sold as all being equal, the amount of money each copy gets sold for is also fairly important which is why NPD is ranked by revenue, and not copies sold.

 

Quote

 

Last year, Square Enix said it was "very disappointed" that the high review scores for Crystal Dynamics' Tomb Raider reboot had not translated into the equally high sales it had expected for the game - a whopping 5-6 million units within four weeks.

 

Tomb Raider actually sold around 3.4m during its first month on shop shelves - no small amount. But by Square Enix's standards it was nowhere near enough.

 

The lost sales came at a turbulent time for Square Enix - after its "extraordinary loss" at the end of the last financial year and before its "fundamental review" of the entire company. And it was easy to suggest that Square Enix had predicted Tomb Raider would sell more because it (and Hitman: Absolution and Sleeping Dogs) simply needed to in order that they fix the company's financial problems.

 

But from comments made to Eurogamer last night by Tomb Raider executive producer Scot Amos, it wasn't until much later in the year that the game broke even.

 

"By the end of last year - Tomb Raider is in the black," Amos revealed. "We've crossed the line of profitability for the last-gen and PC versions."

 

 

https://www.eurogamer.net/articles/2014-01-17-tomb-raider-finally-achieved-profitability-by-the-end-of-last-year

 

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