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.
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.
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.
Just because things are highly beloved does not mean they aren’t flawed and couldn’t use improvements. Starfield has an 83 on metacritic. Life is Strange an 85. As of right now, only 190 people are playing Hi Fi Rush on Steam. 204 are currently playing Bayonetta, for comparison. I never said the game was a trainwreck or totally unenjoyable, i said i believed it could have been even better if they paid attention to criticisms that put off the people who didn’t enjoy it.
Edit: also just looking at the percentages on the global steam achievements and most people do not even see the ending for a 9 hour game. The achievement for beating it on normal difficulty is …16%.
Player counts are a strange metric to use to try to support any sort of argument like this. Bayonetta is currently on a 70% off sale, and Hi-Fi Rush isn’t on sale at all.
i said i believed it could have been even better if they paid attention to criticisms that put off the people who didn’t enjoy it.
What would you have them do? Change large swaths of a game after it’s already been released and people really enjoyed it? Again, the game was shadow dropped. Most of these decisions were set in stone by the time anyone ever played it, and if you’re going to iterate on feedback, you do it in the sequel.
also just looking at the percentages on the global steam achievements and most people do not even see the ending for a 9 hour game. The achievement for beating it on normal difficulty is …16%.
Most games have an astonishingly low completion rate. Hi-Fi Rush separates its achievements by difficulty. I have the achievement for beating the game on hard mode (which 9.1% of people have) but not on normal. So the actual completion rate for Hi-Fi Rush is somewhere between 16.6% and 31.5%, which is very normal. Your own example of Bayonetta has an achievement for beating the game on any difficulty, and it’s only 19.7%; according to How Long to Beat, the games are a very similar length.
I think you need to better understand the sample set and context of the data you’re reading and also understand that not every game is a live service. Thankfully, not every game is a live service. With any luck, we’ll see far fewer of them, and then expectations like yours can begin to disappear.
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.
Olli Olli World is just plain not as fun as Olli Olli 2, and that’s probably why the studio no longer exists.
The devs from Tango who worked on Hi-Fi Rush are now working for Valve on Deadlock.
So all in all a worthless article.