Well, if the sales numbers are anything to go by (and they must be, because they're all we have), they shot for 3mil sold (which means that likely 2.6-2.8 mil would have been the profit-point for sales), and are just over 2mil not counting digital downloads (granted they generally want to hit those numbers sooner... ME's problem here has been more in the pace of sales than in volume, though obviously volume is an issue, too), so as far as $ goes, for a new IP that was as different as it is (compared, say, to Dead Space or L4D), the performance is disappointing but not unexpected. The two mobile apps of ME released have done well, also.SaneAmongInsane said:Okay you know how much it made in sales. What was the games budget? How much did EA spend on marketing? Test playing? Focus Groups? unless you can prove the game turned a profit for the company, a substantal profit I might add, that 2 million argument is meaningless. I think it stands to reason if EA thought they could make money off a sequel they would do it.Ravariel said:Yeah, over 2 million no ones.SaneAmongInsane said:Oh yeah sure I've heard that from a lot of people. It still doesn't make me want to play the game, and probably a whole lot of other people thus why no one bought it.tautologico said:The 1st-person perspective is actually one of the things that make Mirror's Edge unique. Parkour game in 3rd-person = Prince of Persia in urban settings.SaneAmongInsane said:I really love the idea of a Parkour game. But in first person? NO THANK YOU.
The most fun I had in Infamous was jumping around on things and street lights.
The 1st-person camera in ME seems kinda strange at first, but after some time you get used to it and it's really fun to run around jumping from building to building. As people mentioned in this thread, this is not where the game fails.
I mean, it's no skin off my nose that you don't like it (or don't want to like it), but the FP nature of the platforming isn't part of the problem (outside of appearances to those who haven't played it). It's actually extremely forgiving most of the time in that respect. What it is most hampered by is collision detection and clunky combat. The "camera," as it were, is actually one of the things this game did right (specifically the dot that let you know what you were jumping at).
Visually, this is one of the most unique and stunning games I've played on this generation of consoles. The control scheme is unique yet easy to get used to (granted I would have preferred a few different button placements, but that's just nit picking), and the world has a significant potential for expansion. The city also actually feels like a city, with real space both horizontal and vertical that can be explored... an experience I've seldom had with any other game. With unique and beautiful art direction, a simple story that paces the action decently, and one of the best soundtracks out there, that we seem to be losing a sequel is truly disheartening.
An AC:Bro-style multiplayer with rooftop tag/races/bag hunts would be friggin brilliant and a ton of fun, too.
It doesn't matter how good a game is sometimes sir. No one wants to play Parkour from the first person perspective. Okami was a great game, no one wants to play a game where your a wolf painting shit. What about ICO? The game everyone praises? NO ONE PLAYED IT.
EDIT: To clarify, when I say no one, I mean it didn't turn a profit and/or substantial one.
Yeah. Spiritual Successors, they rebranded them and re-tooled it to make it more appealing. Shadow Of The Colossus was not called ICO2 for a reason.Ravariel said:Well, if the sales numbers are anything to go by (and they must be, because they're all we have), they shot for 3mil sold (which means that likely 2.6-2.8 mil would have been the profit-point for sales), and are just over 2mil not counting digital downloads (granted they generally want to hit those numbers sooner... ME's problem here has been more in the pace of sales than in volume, though obviously volume is an issue, too), so as far as $ goes, for a new IP that was as different as it is (compared, say, to Dead Space or L4D), the performance is disappointing but not unexpected. The two mobile apps of ME released have done well, also.SaneAmongInsane said:Okay you know how much it made in sales. What was the games budget? How much did EA spend on marketing? Test playing? Focus Groups? unless you can prove the game turned a profit for the company, a substantal profit I might add, that 2 million argument is meaningless. I think it stands to reason if EA thought they could make money off a sequel they would do it.Ravariel said:Yeah, over 2 million no ones.SaneAmongInsane said:Oh yeah sure I've heard that from a lot of people. It still doesn't make me want to play the game, and probably a whole lot of other people thus why no one bought it.tautologico said:The 1st-person perspective is actually one of the things that make Mirror's Edge unique. Parkour game in 3rd-person = Prince of Persia in urban settings.SaneAmongInsane said:I really love the idea of a Parkour game. But in first person? NO THANK YOU.
The most fun I had in Infamous was jumping around on things and street lights.
The 1st-person camera in ME seems kinda strange at first, but after some time you get used to it and it's really fun to run around jumping from building to building. As people mentioned in this thread, this is not where the game fails.
I mean, it's no skin off my nose that you don't like it (or don't want to like it), but the FP nature of the platforming isn't part of the problem (outside of appearances to those who haven't played it). It's actually extremely forgiving most of the time in that respect. What it is most hampered by is collision detection and clunky combat. The "camera," as it were, is actually one of the things this game did right (specifically the dot that let you know what you were jumping at).
Visually, this is one of the most unique and stunning games I've played on this generation of consoles. The control scheme is unique yet easy to get used to (granted I would have preferred a few different button placements, but that's just nit picking), and the world has a significant potential for expansion. The city also actually feels like a city, with real space both horizontal and vertical that can be explored... an experience I've seldom had with any other game. With unique and beautiful art direction, a simple story that paces the action decently, and one of the best soundtracks out there, that we seem to be losing a sequel is truly disheartening.
An AC:Bro-style multiplayer with rooftop tag/races/bag hunts would be friggin brilliant and a ton of fun, too.
It doesn't matter how good a game is sometimes sir. No one wants to play Parkour from the first person perspective. Okami was a great game, no one wants to play a game where your a wolf painting shit. What about ICO? The game everyone praises? NO ONE PLAYED IT.
EDIT: To clarify, when I say no one, I mean it didn't turn a profit and/or substantial one.
Obviously Okami and ICO failed... I mean because no one played them, we never got sequels or spiritual successors like Shadow of the Colossus, Okamiden and The Last Guardian... Oh wait.
Your disdain for First Person Perspective and uniqueness is noted. You may return to your generic brown shooter now.