EA is shutting down BioWare
Posted by aaronbrethorst 17 hours ago
Comments
Comment by aresant 16 hours ago
There are a handful of notables still there but the majority of the teams that made the classic Baldur’s Gate, KOTOR, and Mass Effect disappeared a long time ago through natural turnover and a couple of brutal rounds of layoffs.
The silver lining is that the talent didn't vanish and we have teams like Archetype working on Exodus, Stoic with The Banner Saga, or offshoots like Yellow Brick and Beamdog.
Comment by beloch 14 hours ago
Going forward, I hope Bioware's people land great new jobs, and here's hoping some of their IP gets picked up by other studios. Mass Effect in particular is a fantastic creation that a lot of people would love to spend more time in.
Comment by baud147258 12 hours ago
I think 2 decades is a bit generous considering the state of Bioware recently. When was their latest game that was well-received? Dragon Age Inquisition?
Comment by nottorp 42 minutes ago
Mainly because ME3's original ending was tied to you grinding in multiplayer to reach the single player goals. No thank you.
And Dragon Age 2 was more famous for copy/paste dungeons than for the actual game.
So... i just stopped looking at "the new Bioware".
Comment by handoflixue 11 hours ago
The last two games listed are "Mass Effect Legendary Edition (2021)", which was incredibly popular, "Dragon Age: Veilguard (2024)" which seems to have been widely panned, so still hitting 50/50 at the end of it?
Going back further, "Mass Effect: Andromeda" was unpopular with fans but found a fairly solid cult following, and "Dragon Age: Inquisition" is the one you mentioned as well-received, so still batting 50/50
Admittedly, "Mass Effect Legendary Edition" is more of a well-done cash grab, and even Mass Effect 3 was a bit controversial on release due to the bad ending (but I think it's agreed the rest of the game was solid?)
Given EA bought them in 2007, it's clear they released some solid games even years after being acquired
Comment by howlingfantods 9 hours ago
Comment by ffsm8 3 hours ago
ME1 nailing the story building but being pretty slow overall. Combat feeling very dated. (8/10 overall) ME2 nailing the combat, streamlining the overall game but sacrificing some of the exploration spirit - but very well done from a lore perspective because the urgency of the crisis builds over the game - leaving the protag less time for exploration. (10/10 overall) Then ME3... A pale imitation of ME2. From a player perspective it feels like the general storyline was still from the same author of the ME2 game, because you can see the urgency picking up more and more until the final conclusion. But the execution is really really lacklustre. (Maybe 6-7/10)
It was a decent enough conclusion, but overall pretty mid . Most definitely this was the first time you could feel the cultural shift in the production and it's impact in the product.
Political correctness kept sneaking in. The objectively horrible things you could do in both previous installments were toned down a lot. You're no longer deciding to decimate populations, shoving people out of windows etc. Still some questionable things, but clearly with a lot less ... Edge.
And I'm seriously surprised this thread considers DA:I good.
I gave it multiple attempts, and never even got further then maybe 5h before dropping it. Honestly, DA2 was already such a massive step down in vibes, clearly aimed at what's today being called "modern audiences", there were still some quiet extreme scenes in it, but it felt completely artificial to me compared to the ruthlessness in DA:O I also hated how the gameplay went from pretty down to earth to complete implausibility.
Like in DA:O people were still limited by their physical bodies. In DA2 you get rogues jumping gigantic distances etc. it felt like it took too much inspiration from MMOs at the time, sacrificing it's wonderful world it built up. But a more cynical view is probably that they just hired people that previously worked on other fantasy games, consequently importing the same fantasy settings of their previous projects.
And inquisition... Again I was unable to finish it to date because I just cannot get myself to keep playing... It's just no spirit to it at all. It'd say it's work by a amateur that's trying their best to imitate a previous work, and failing.
Comment by drw85 2 hours ago
Comment by WorldMaker 10 hours ago
I still find that fascinating.
(I'm also a rare fan that I liked Mass Effect: Andromeda second favorite after only ME1 and thought Veilguard was probably my second favorite after only DA2. Engine issues and somewhat dull maps aside on Andromeda I thought it most captured the "Exploration" side of Mass Effect better than any but the first one. Veilguard seemed to prove BioWare had finally wrangled their Frostbite tools to be nearly as good at storytelling as their previous engine, and the story culminated a lot of threads for my "main" characters across the series.)
[0] There is a not-so-secret fourth "no color" "walk away" ending through the dialog trees with no epilogue, but it feels like what some Renegade Shepards' only option.
Comment by moomin 7 hours ago
People go on about the ending but never really address the whiplash of revealing a third party at the finale. It’s not a question of Shepherd survives or not, it’s that even with all the changes they made, it just doesn’t feel like it has very much to do with what’s gone on before.
Comment by armada651 7 hours ago
Comment by bigstrat2003 3 hours ago
Comment by baud147258 3 hours ago
Mass Effect 3 had plenty of problems elsewhere, like the whole Cerberus, subplot, the idiotic fights with Kai Leng, the whole Crucible concept, how important parts got shoved on in DLCs...
And while DA:I seemed to have been well-received, I don't think it's a very good game
Comment by TheCapeGreek 3 hours ago
Comment by gmerc 6 hours ago
Comment by doctorpangloss 12 hours ago
on the flip side, studio owners, through no effort of their own, have been practically gifted a solution (hint: it's two letters) to nearly all of the problems relating to their actual risks, which are all focused on production and the nimbleness to respond to player feedback. the real question is whether or not EA still has distribution channels that no one else has.
Comment by beloch 10 hours ago
It's an interesting conundrum for players. Some of us, when we play great game, just can't let go. We want to spend more time in that game's world even after we've exhausted the lovingly hand-crafted content. So, many developers throw us a bone and include side-content that is occasionally brilliant but frequently very low effort. Bioware did this in many of their games. You could easily tell when you were on the main story's track and when you were off in low-effort-land.
Comment by AlAjem 11 hours ago
Comment by so-gala-massey 15 hours ago
Comment by WorldMaker 10 hours ago
Comment by gmerc 6 hours ago
NWN being one of the first games to use master server and key technologies at scale was motivated to detect publisher royalty theft by tracking sold copies (and indeed an Atari division in Europe tried selling copies of NWN with copied keys) not just traditional piracy because the company had first hand experience with it.
Black Isle, an interplay first party studio made Infinity Engine spin off games which gets people confused here.
Source: Ex Bioware
Comment by freehorse 8 hours ago
Source: memory and crawling through wikipedia articles
Comment by chocochunks 1 hour ago
Comment by allturtles 8 hours ago
Comment by AlexandrB 15 hours ago
Comment by hinkley 14 hours ago
Timur Bekmambetov might be a more recent example. The Night Watch movies were wonderful. Then he made Wanted, which was expensive dross. The best thing about that movie is that he put a couple actors from Night Watch as supporting cast in it. He’s done one or two things since that rate mention, but going Hollywood made him worse, not better.
Comment by account42 1 hour ago
I think besides increased funding there is also a common problem where creative leads become blinded by their own past success and start ignoring critical feedback.
Comment by GolfPopper 11 hours ago
Comment by darth_avocado 12 hours ago
Having to ship AAA games isn’t the problem. The problem is the incessant need to only focus on live service games so that they can milk their consumer left and right. Studio executives come in with unrealistic sales expectations, which then means you can only try and make games that have a live service component to generate a constant revenue stream, which then means you can’t make good games anymore. You’re either making games that are similar to other and get lost in the crowd or are forced to differentiate by promising something that’s never done before, which adds scope, risk and budget to the game.
If you noticed all AAA failures in recent times, almost all of them were live service games. Meanwhile the single player market seems to have finally recovering from the neglect it’s gotten in the last decade.
Also, look at the BioWare successes and failures. They did well when they did single player games, failed when they ventured into live service.
Comment by krige 3 hours ago
That's because almost all of them were live service games anyway. Do not put the chicken before the egg.
Comment by hx8 15 hours ago
Comment by tancop 5 hours ago
They are very selective and you need to come at them with a fully formed game idea but once you get in it's completely hands off. No managers breathing down you neck, all you have to do is ship on time and they take care of the rest.
You get enough funding to grow your team, make a big project and go fully independent as a mid size studio if it's successful enough.
Comment by hinkley 14 hours ago
Comment by DonHopkins 10 hours ago
Comment by f6v 2 hours ago
Yes, but it's also rational for founders to sell a successful small studio when they can.
Comment by Forgeties79 15 hours ago
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Comment by acdha 13 hours ago
I think that pattern is widespread around the greater tech industry: antitrust enforcement, etc. would be great for having fewer cases where decisions which affect thousands of people are being made by executives who are really detached not just from consequences but simply awareness of what’s going on in each of the different segments of their business.
Comment by tancop 5 hours ago
After BG3 they're financially secure, they know what happened to BioWare and have the power to avoid it. The only way I see them getting acquired is a series of flops and near bankruptcy.
Comment by acdha 6 minutes ago
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Comment by blanched 14 hours ago
I don't mean to be patronizing but did the formatting go wrong here?
Comment by qnpnpmqppnp 14 hours ago
Comment by cherrychon 6 hours ago
Maybe I should setup my sig...
>Dude...
Please don't assume... Forget it!
Comment by gambiting 14 hours ago
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Comment by usefulcat 8 hours ago
ETA: That was a bit terse. My point was simply that it's more difficult to do institutional knowledge transfer when turnover is high, which may be a problem in the games industry.
Comment by kar1181 14 hours ago
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Comment by vlyan 9 hours ago
it had many issues, but the writing was still great, the story compelling, and the characters human. so people were disappointed that it didn't match or exceed DA1, but it was still a good game because of the writing, and people grew to appreciate it.
Comment by WorldMaker 10 hours ago
(DA2 I completed thrice to really explore the wild variety of the story tapestry coming out of DAO, which also lent a lot of interesting feeling to how well developed DA2 was but it wasn't always obvious in a single playthrough. and I don't expect to have that many finished playthroughs of any of the others. I think that's why it ended up my favorite.)
Comment by cherrychon 14 hours ago
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Comment by aresant 16 hours ago
1 - 2017 they cut from 500 -> ~350
2 - 2023 went from 350 -> 200 that included a bunch of very senior people including the OG writer of Baldur's gate Lukas Kristjanson
3 - Early '24 cut down to 100 skeleton crew as the writing on the wall for DA Veilguard sales materialized (sold about 1.5m vs 3m projected)
Comment by jonaustin 15 hours ago
Comment by torginus 14 hours ago
Tbh, I think the issue is that old RPG designers understood players have very different values and goals, hell they even wrote some academic articles on it:
https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_type...
The devs of today played the games of yesterday, and felt that the game catered to them, and then sought out making a game like that, but they didn't put in the effort or consideration to appeal to other kinds of players.
And turns out there's economics involved - while people playing shooters want to shoot people in general, RPG players are a diverse bunch with different needs, and if you don't scratch the itch of a certain subgroup, that's part of the audience gone.
Which results in a bomb - a game made for 20% of the playerbase will sell 20% of the copies, and will be a flop.
Comment by account42 1 hour ago
That's not a given at all. A good game targeted at a nieche can well be more successful than some jack of all trades master of none amalgamation that tries to cateer to everyone but fails in being truly great for anyone.
Comment by SyzygyRhythm 11 hours ago
A game that tries to appeal to 100% of people will, at best, be a lowest-common-denominator mess, and very likely manage to turn off everyone because it includes something that they actively don't want in their game.
A game that targets a specific niche while not caring about others does not have that problem. Because the target audience is smaller, it can't support enormous budgets, but enormous budgets don't usually mean the difference between a good and bad game. And a game targeting a niche takes less money to develop, anyway.
Comment by dudeinhawaii 11 hours ago
I'm not certain if that's time/budget versus "simplifying the game for everyone".
It's easier to balance a game with 10 "sets" of armor + weapon - as opposed to having a myriad options of armor per body part and weapon combos/etc. DA:VG was the most beautiful but shallow Dragon Age game.
Comment by SyzygyRhythm 10 hours ago
Comment by WorldMaker 10 hours ago
Comment by tancop 5 hours ago
Cringe dialogue came from execs who forced writers to do James Gunn style even if they had zero experience with it. Combining serious dialogue with humor in a way that sounds natural is a skill that needs training. You can't make someone write like that if they never did it before and expect good results.
Comment by vandahm 5 hours ago
Comment by mjr00 15 hours ago
Comment by torginus 14 hours ago
Halo went from <200 people making a game from scratch to >2k people making the same game on an engine (without multiplayer) - so the design scope is even smaller now.
I don't get how you can lower the scope, have 10x the staff, and still overwork yourself - I mean, I certainly think it's possible, but that speaks of colossal mismanagement.
I mean the graphics got better (not that anyone cares, people still play old games, if graphics were a true differentiator, people would say new games are better because they look better, but they don't).
This is very hard to explain - and so expensive it's actively killing the industry.
Comment by da_chicken 16 hours ago
The analogy would be more easier to swallow if it wasn't always used as a mask for enshittification.
Comment by nemomarx 16 hours ago
Comment by cherrychon 14 hours ago
They kinda still around w/ BF & FIFA\Madden which is a Money-printing machine. I never understood this, I just wanted NHL back on the PC. Yeah, there is 2004 w/ the Rebuild mod & an OSS port which I didn't checked out. +There Games up 2 '07 4 the PC, but it seems like the Community decided that '04's the ticket.
I always wanted a 'Bloodbowl'/Speedball Hockey title which is a crossover w/ Figure Skating... Where the Figure Skating gurls are like Bayonetta/Rayne & she posseses certain kind of superpowers while the Males are all like WH40k Space Marines & the Goalie is her FemDom Slave or smh? xD Anyhow... 2 bad I can't into gfx.
Comment by ramesh31 16 hours ago
This is generally the case in the games industry. Great dev teams seem to function more like bands than companies. For however you feel about the latest iterations, the first Call of Duty was an absolute revelation to the FPS genre that we never would have gotten without the EA firing of the MoH team.
Comment by bathtub365 15 hours ago
Comment by WorldMaker 10 hours ago
Comment by slg 16 hours ago
Comment by taurath 16 hours ago
AAA games in general have been having massive problems with over-management, where you have hundreds of stakeholders for a game. The second there is proven money in a franchise, massive structures of managers start to meddle in everything, demand day and date release promises, and get involved in everything from creative direction to engineering to resourcing. You end up with thousands of people in the credits for games made by a team of 100 artists and programmers.
The same thing has been happening to big budget movies and prestige TV shows, to the point that everything becomes this sort of neoliberal corporate soup that reflects the culture of the company. Game studios become victims of their own success. In the same way enterprise software becomes consultant feature slop soup, media becomes focus grouped appeals-to-no-one ultra high production value shovelware.
Creative studios stop producing art or meaningful experiences and start producing content.
Comment by flumpcakes 16 hours ago
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Comment by slg 16 hours ago
[1] - https://blog.bioware.com/2022/07/15/bioware-developer-story-...
Comment by deadbabe 15 hours ago
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Comment by Razengan 42 minutes ago
And it's a win against EA (who own Ultima up until 2027)
Comment by pinevale 16 hours ago
They basically used to make amazing games in the 2000s and never quite lived up to that reputation again. Whether the acquisition by EA was the cause or the symptom of the decline, I don't know.
Comment by santoshalper 16 hours ago
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Comment by dudeinhawaii 11 hours ago
Nowadays if your game has even one thing wrong and the wrong influencer makes fun of it, suddenly it's trash. At the same time, your game can be trash and if an influencer laughs their ass off at the bugs (in a good way), everyone wants it. It's a sad culture. /rant
Comment by WorldMaker 10 hours ago
(Side note, the ME: Andromeda novels are really good and hinted at a lot of storylines that we may never see closure on, but were certainly building blocks the game was working on getting to.)
Comment by kzz102 14 hours ago
Comment by ToucanLoucan 16 hours ago
Anthem frankly killed them. A live service looter shooter which were already out of vogue by the time it was released. Obviously made by marketing entirely, no soul whatsoever. They never recovered from it.
Comment by krabizzwainch 16 hours ago
Comment by pepperoni_pizza 15 hours ago
It might have been successful if it weren't a Mass Effect. Or maybe not, who knows.
Comment by keyringlight 15 hours ago
Comment by WorldMaker 10 hours ago
Some of that is interestingly handled in the Andromeda novels and there were hints that even some of the cancelled DLC was going to reintroduce some of those elements, but EA diverted the DLC teams to Anthem instead.
Comment by swiftcoder 15 hours ago
This squares with Joker being a fan-favourite character in the main trilogy
Comment by ToucanLoucan 10 hours ago
I genuinely only remember Ryder and PeeBee by name.
Comment by LaurensBER 15 hours ago
This is a great summary of the entire issue with the game.
I really tried to like it but it didn't inspire any enthusiasm. I didn't really care for the plot, the stakes seemed so low compared to the previous title and none of the races/planets really scratched that explore itch.
Comment by WorldMaker 10 hours ago
That said, the rumor is the in development Mass Effect 5 had found a story way to bridge the gap between the two and make it seem a lot less like a hard reset and find a way to continue past the ME3 endings.
Of course we likely will never get to hear the ME5 story the way it was scrapped along with the studio in this announcement.
Comment by asanineassasin 14 hours ago
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Comment by robinson7d 14 hours ago
Both are more recent than the BioWare examples, and of course more recent than Stardew Valley, which is more in line with the Harvest Moon genre.
Comment by raincole 5 hours ago
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Comment by cherrychon 14 hours ago
>romancing characters of the same gender You mean yuri action? Otherwise, nobody wants that. And yes. I'm talking solely out of a feminine perspective here.^^
Otherwise, I once was teh mastermind behind a FemDom/FLR Megamod 4 Sims 3. To unite them all was a kinda scummy affair but the monies that stuff generated, man... Yes, it was/is common 4 The Sims mods 2 be paywalled.
Comment by nailer 14 hours ago
Dice acquired the Desert Combat studio, and the same people made BF2.
Comment by cherrychon 5 hours ago
Your sauce. If you can read between the lines, it was a big thing in forums @ the time.
Comment by dyauspitr 13 hours ago
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Comment by nailer 14 hours ago
They do, but only as a means for controlling the people they rule over. The House of Saud, when outside Saudi Arabia, drink alchohol, wear revealing clothing, and make use of the sex industry.
Comment by maxlin 16 hours ago
And all that before those features and how they're pushed often making the games leave a bad taste on one's mouth, most often soiling a whole franchise.
I'm in the process of reshaping my game dev career to avoid contributing to this kind of rot. Don't mind eating noodles if that's what it takes.
Comment by swiftcoder 15 hours ago
Comment by ainch 16 hours ago
Comment by john_strinlai 16 hours ago
in a game that already has romance options, adding a same sex romance option is not taking away bandwidth. and i cannot imagine how it would "soil" an entire franchise. just don't choose the same sex romance option if you don't want to. easy.
Comment by collingreen 15 hours ago
Karens aren't misunderstanding how to mind their own business or live-and-let-live; they are trying to enforce what they see as (or wish were) social norms and don't give a damn about the perspective of the folks on the receiving end of their chirping.
Comment by rexpop 12 hours ago
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Comment by JohnMakin 16 hours ago
After that I knew they were done. ME3 was the last good game they released, imo.
Comment by brachkow 48 minutes ago
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Comment by xen0 16 hours ago
I'd place it around the start of ME2.
Comment by rl3 16 hours ago
In contrast, ME1's ending may have well been a master class in game cinematography and writing.
Comment by jasomill 15 hours ago
Comment by bigger_cheese 14 hours ago
The combat wasn't very engaging either it was a boring feeling cover shooter. None of your character abilities or gear or anything seemed to have much of an effect.
Comment by marklar423 13 hours ago
Comment by bigger_cheese 8 hours ago
Edit: Deus Ex series too
Comment by xen0 15 hours ago
My point was that ME3 was doomed because ME2 utterly failed at bridging the gap between the strong start of an epic that was ME1 and what should have been the conclusion in ME3.
In fact 'fail' may be generous. I don't think it even 'tried'.
Comment by bitwize 8 hours ago
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Comment by baud147258 3 hours ago
oops, I meant to say without that DLC
Comment by nfw2 16 hours ago
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Comment by LinXitoW 15 hours ago
Veilguard was my favority gameplay wise, but the writing... well you know.
Comment by hakunin 15 hours ago
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Comment by esseph 16 hours ago
By the time of the next Dragon Age game, EA was deep in making decisions.
Comment by gambiting 16 hours ago
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Comment by taurath 16 hours ago
Veilguard was very poorly marketed to appeal to a neoliberal crowd as if the characters and identity was the primary draw rather than the core story themes (Wizards v Templars, Societal Order vs Individual Freedom, the capacity for evil and corruption of either side) and the world which was fascinating. I love me some inclusion and well crafted characters, but the focus on it to the exclusion of all else as a queer person it gave me the same ick as a corporate float at a pride parade.
Comment by WithinReason 17 hours ago
Sad, even though BioWare was dead already.
Comment by 0cf8612b2e1e 16 hours ago
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Comment by wellthisisgreat 16 hours ago
Art
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Comment by AdmiralAsshat 16 hours ago
https://www.reddit.com/r/gaming/comments/7cxz4a/eas_graveyar...
Comment by autoexec 16 hours ago
https://web.archive.org/web/20230610092047/https://old.reddi...
Comment by john_strinlai 16 hours ago
https://www.reddit.com/media?url=https%3A%2F%2Fcf.preview.re...
Comment by mrandish 14 hours ago
Around 2020 the industry quickly added around 35% more jobs based on three big things. 1) A COVID-shutdown driven demand bubble, 2) PE capital chasing inflated Live Service gaming profit projections and, 3) Speculative land-grab industry roll-ups by Embracer and Microsoft. These triggers were all either temporary, illusory or chasing trends which are net negative for the gaming. Those inflated jobs weren't justified by organic growth and shouldn't have been created in the first place.
Comment by ex-aws-dude 14 hours ago
It’s like corporations all get the same memo and do the exact same things in lockstep
Comment by Kovah 14 hours ago
EA has its money cows, and neither Mass Effect nor Dragon Age are one of them, as it seems. The IP stays with EA anyway, so from their point nothing is really lost.
Comment by mrandish 13 hours ago
- Increasingly rapid proliferation of business strategy, competitive analysis and spreadsheet-driven financial optimization means more MBAs in a given industry trying to run similar playbooks at the same time. This increasing homogenization occurs at both the company level and the investor level.
- Corporate executives and managers can have divergent incentives due to differing scopes, time frames and reward structures. A crass example is "Even an obvious Ponzi scheme can be good as long as you personally get out before the inevitable crash", although the way it actually happens in practice is usually much more indirect.
For instance, even the difference between a manager optimizing for their division's end-of-year bonus can diverge from the CEO's incentive to optimize next year's profit margin increase. And those can both differ from an institutional investor's incentives tied to 5 yr stock price appreciation.
Comment by kobalsky 17 hours ago
Blizzard seemed to defy the stereotype but it died a long time ago, it's just a husk.
The contrast with japanese game studios is impressive.
Comment by account42 41 minutes ago
Comment by the__alchemist 16 hours ago
Comment by hbn 15 hours ago
(But purchased by EA obviously)
Comment by flumpcakes 16 hours ago
Comment by the__alchemist 16 hours ago
- Talos Principle 2
- Expedition 33
- KCD2
- Anything by Arcane
- Anything by CDPR
- 007 Last light / Hitman
- Blue Prince
This is subject to taste, but the games I've been personally enjoying the most are almost all European. US games are comparatively mediocre. I don't have an explanation; only this observation. I was startled when noticing it.Most recently, I'm loving Order of the Sinking Star, and that's from a US team. There's hope!
Comment by tsimionescu 15 hours ago
- Baldur's Gate 3 (German)
- Disco Elysium (Estonian)
- Divinity: Original Sin 1 and 2 (same studio as BG3)
BG3 is notable for its gigantic success. And Disco Elysium is one of the best written games ever made, and it showed that you can have a fantastic RPG with no combat system whatsoever, while still having meaningful progression.
Comment by freehorse 6 hours ago
Comment by SSLy 13 hours ago
Bruh, Larian is in Belgium
Comment by tsimionescu 4 hours ago
Comment by mrcsharp 12 hours ago
- Alan Wake 1 & 2 - Control & Control Resonant (came out last month) - Quantum Break
They are a small studio but release fantastic works of art every time. If you haven't heard of them, you might've heard of Max Payne. It was developed by these guys.
Comment by fwip 9 hours ago
Comment by flumpcakes 16 hours ago
I was going to mention this game as a counter point but then realised that if I am doing that it's kind of the exception that proves the rule.
I do wonder why this is, perhaps there's more money in the US to build bigger games with bigger teams and you just get the 'too many cooks in the kitchen' syndrome.
I must admit most AAA games from the US over the last decade have been underwhelming for me.
Comment by chainingsolid 13 hours ago
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Comment by ZekeSulastin 13 hours ago
They're lucky they were able to No Man's Sky CP2077 alongside Edgerunners being well received.
Comment by underlipton 11 hours ago
I always wonder why other games get this aspect of the marketing so wrong. Controversial take, but I think if they'd had a handful of cinematics out before release (and they hadn't gone with the atrocious sales model), Concord might have had a fighting chance. There was a lot wrong with that game, but its biggest failure was that no one loved it enough to defend it when the hatedom descended. Compare to, say, Marathon: it still may fail, in the end, but it's hung on for as long as it has because, in part, it genuinely charmed; it made an earnest attempt to get people to people to buy into the qualia of the vision of its world.
Comment by AlexandrB 15 hours ago
It's ironic because Hollywood is not doing too well at the moment.
Comment by autoexec 15 hours ago
I'm far less impressed with big name actors and that seems like a massive waste of money. As long as the acting is good, and the voices aren't obnoxious, I don't care who the actor is. People might see a movie just because it has an actor they like in it, but I don't think that carries over too well to games.
Comment by account42 38 minutes ago
Those aren't the only options you know. Games should tell story primarily through gameplay. Resorting to effectively videos or novels for large parts of it only shows the authors didn't really want to make a game in the first place.
Comment by AlexandrB 15 hours ago
Comment by autoexec 14 hours ago
In one sense, that's perfectly fair. In life if you're looking at your feet or spending your time examining the walls you'd be oblivious to what's going on around you, and for non-critical things having a bunch of little moments that you can only catch if you're in (or looking at) the right place at the right time can improve replay value, but games would have to be careful to make sure that the important stuff can't be missed.
Comment by IslandRebel 12 hours ago
There are also a bunch of "action/adventure" mechanics that seem to be identical in a bunch of mainstream games. You have an upgrade system, so the actual gameplay of the game is bad at the start because you don't have any of the fun abilities at the start, open world mechanics, a very bland open world and the stories are very PG-13, and the characters are kind of bland in the main story. I was playing Ghosts of Tshushima, and many of the mechanics come straight from Farcry 3. I think I am not going to bother completing it. I feel like I've played this game many times before because it's so similar to other games. I would have probably got bored with it before now if it wasn't for the setting.
Generally, a lot of people are still replaying some of the greats from the late 2000s to the mid-2010s because the games weren't nearly as bland.
Comment by autoexec 11 hours ago
Most gamers would disagree with you. That's alright, art is subjective and different people are allowed to like different things. Maybe you just don't like games with a lot of story? If so there are plenty of genres that aren't story heavy like arcade games, tile-matching/match 3 games, fighting, FPS, sports, etc. Or maybe action/adventure might just not be the genre for you?
As for original mechanics there's very little out there, but that was true even in the 2000s to the mid-2010s (which would include both uncharted, and the last of us). Most games are just building off of what's been done before. You can find clever twists on old mechanics or rare combinations of them, but it's very hard to find something really different. When you do, it's hit or miss on them being worthwhile, but sometimes the novelty helps make up for the shortcomings.
> You have an upgrade system, so the actual gameplay of the game is bad at the start because you don't have any of the fun abilities at the start
Upgrade systems are supposed to provide progression. It rewards you for your progress in the game with fun abilities. It also helps keep gameplay fresh over the 25/40/60/120+ hours you play by giving you a steady stream of exciting new abilities/weapons to try out. There's often a new game+ option that lets you play the game again with all the best abilities from the start. Upgrade systems are generally a good thing! Sometimes things can go wrong though, for example one of the many problems with Marvel's Spider-Man 2 was starting your character out far too weak compared to how he was at end of the first game and the upgrades you eventually got weren't great either.
Speaking as a somewhat older gamer, if you really want variety in gameplay I'd recommend trying to branch out to new genres, indie titles, and lower budget PC games. The AAA games with huge budgets can tell a great story with amazing visuals and satisfying gameplay but they aren't going to take a lot of risks because of the amount of money on the line. That might also be why they can come off as PG-13, they want a wide audience.
Comment by IslandRebel 2 hours ago
I understand it is a contrarian take. That doesn't mean that it is without merit. I also find it tiresome when people just claim everything is subjective when it really isn't.
The game play is bad. Joel's movement is slow, like too slow. You can't take certain enemies down without certain weapons. The scavenging aspect becomes a chore.
The buddy system they demoed originally was downgraded heavily from the original E3 demo, which was probably 20 years ago now. They took Uncharted, slowed it down and layered a depressing story on top which people think is deep.
The game is boring to play once you know the story. The presentation is excellent, masks this. It does not change the fact that the gameplay is at best "ok". It has virtually no replayability, to the point where I was dreading having to play the next section, as I knew it was a total chore.
There are plenty of problems that I can point to that are not subjective.
> As for original mechanics there's very little out there, but that was true even in the 2000s to the mid-2010s (which would include both uncharted, and the last of us). Most games are just building off of what's been done before. You can find clever twists on old mechanics or rare combinations of them, but it's very hard to find something really different. When you do, it's hit or miss on them being worthwhile, but sometimes the novelty helps make up for the shortcomings.
I am talking about the fact that they didn't even bother changing it. IIRC, in the Farcry games, you can essentially poison/confuse enemies via arrows or something. This exists in a bunch of games.
Ghosts of Tshushima has the exact same mechanic. They didn't even bother dressing it up differently. The game is fun when you are taking out the camps. However, there is the whole Assassin's Creed gameplay collect-a-thon.
A lot of the games are carbon-copy clones of one another, and the only thing that is different is the setting.
> Upgrade systems are supposed to provide progression. It rewards you for your progress in the game with fun abilities. It also helps keep gameplay fresh over the 25/40/60/120+ hours you play by giving you a steady stream of exciting new abilities/weapons to try out. There's often a new game+ option that lets you play the game again with all the best abilities from the start. Upgrade systems are generally a good thing! Sometimes things can go wrong though, for example one of the many problems with Marvel's Spider-Man 2 was starting your character out far too weak compared to how he was at end of the first game and the upgrades you eventually got weren't great either.
I know what it's supposed to do. The games are long because they are padding with bullshit. Why do I want to write haikus in an action game? It's not even a mini game, FFS. They really shouldn't be. It becomes a chore. I've got hundreds of hours in Hell Divers, yet it isn't because I can fire up the game for 30 minutes or all Saturday evening.
How it is implemented often sucks. I am supposed to believe at the start of Ghosts of Tshushima, Jin, who is a trained samurai, can barely fight. The old GoW games at least de-powered you via the plot device, and all the core game mechanics still worked. Why do I have to have a cut scene (which you have to play through but is still really a cut scene) to stab a Mongol in the back?
How about I start awesome and become even more awesome? Or make it make sense that I am weak and incorporate it into the gameplay itself.
> Speaking as a somewhat older gamer, if you really want variety in gameplay I'd recommend trying to branch out to new genres, indie titles, and lower budget PC games. The AAA games with huge budgets can tell a great story with amazing visuals and satisfying gameplay but they aren't going to take a lot of risks because of the amount of money on the line. That might also be why they can come off as PG-13, they want a wide audience.
I am not talking about what I like/don't like. My entire critique is around the problems with the Last of Us and Triple-A games, as you specifically mentioned. I play different games these days and just picked up Ghost of Tsushima because it was on sale and I heard it was good.
As for PG-13, the old God of War games managed to garner a wide audience while being R rated. The argument doesn't make sense.
They also soft-censor a lot of games. For example, the Stellar Blade demo originally (it was patched later) had a lot of gore and cleavage. The game that finally released toned down both.
The new Tomb Raider games (not so new now), Lara is completely sexless. You have this gorgeous athletic woman, and nobody finds her attractive or even comments on it?
Comment by IslandRebel 13 hours ago
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Comment by rossvor 16 hours ago
Comment by mcmcmc 16 hours ago
Lots of non EU games fall short, including several mentioned in this thread, e.g. Anthem
Comment by charm137 15 hours ago
I cannot point to the reasons as to why. Many of these teams are global teams - so a lot of the same problems apply: marketing costs/timelines, release-time crunch etc. The one difference I can point to is that perhaps executive payouts are not overly dependent on total shareholder returns.
Comment by 4dregress 16 hours ago
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Comment by izacus 16 hours ago
The list is rather long.
Comment by Henchman21 16 hours ago
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Comment by esseph 16 hours ago
(In no certain order)
- Baldur's Gate
- Baldur's Gate II: Shadows of Amn
- Neverwinter Nights
- Star Wars: Knights of the Old Republic
- Star Wars: The Old Republic
- Jade Empire
- Mass Effect
- Mass Effect 2
- Mass Effect 3
- MDK2
- Dragon Age Origins
- Dragon Age II
- Dragon Age: Inquisition
Comment by 4dregress 16 hours ago
Comment by tsimionescu 15 hours ago
And I would argue Obsidian was the better studio anyway. Besides NWN2, and moreso its fantastic expansion, Mask of the Betrayer, they also made the excellent Knights of the Old Republic 2, Fallout: New Vegas, and their own original franchises, Pillars of Eternity 1 and 2, and Tyranny.
Comment by esseph 12 hours ago
Obsidian and Bioware both had a working relationship with Black Isle Studios.
Love them all, they did some great stuff.
Comment by pepperoni_pizza 15 hours ago
Comment by uberman 16 hours ago
Comment by Ekaros 4 hours ago
It kinda works for those who get that one long term hit and after that can just deliver not much else...
Comment by Insanity 16 hours ago
There's other studios that similar to Blizzard didn't get bought out early and published multiple hit games, like Insomniac Games.
Comment by anthonypasq 15 hours ago
Comment by ram1500natrluvr 14 hours ago
"Imagine a Blizzard that never made or never found the success they did with WoW and continued on the path of boxed releases every couple years."
I did find myself rather salty back then that it felt like Blizzard abandoned anything outside of WoW until 2010. WoW wasn't something I ever grew an interest in, yet I played an absurd amount of SC and WC3. Then SC2 was a huge miss for me, as well as every game after it.
Comment by leoc 13 hours ago
Comment by anthonypasq 13 hours ago
extremely exaggerated. Recent reports said they are the top game studio at microsoft.
Comment by ram1500natrluvr 12 hours ago
I didn't get into Blizzard games because they were a financial powerhouse, I got into them because they were fun as hell and the identity of Blizzard at the time gave me faith that their next release would be just as fun. That faith started deteriorating around 2005/6 for me, and was gone within a month or so of SC2 releasing. The identity of Blizzard of the 90s and early 2000s that I fell in love with was gone by 2010.
I can go into more detail about the shortcomings of all of the games from 2010 on (IMO, obviously), but the overall point is that they are fundamentally different than their older games and might as well have been from a different studio.
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Comment by brailsafe 14 hours ago
The "been there, done that" vibe is their pitch to the older generation who no longer cares as much about technically or ladder climbing and just wants something to do when it's cold outside
Comment by AtlasBarfed 12 hours ago
So consider backing there. There may have been 20 companies trying to make 20 games, All in startup mode.
Now two or three of those succeed ed.. which means the management and team chemistry and creativity all worked really well. And the team members will have them mistaken impression that it's that easy.
But then some people leave some people ad in the next games, sure, they may have a better foundation than some other team situations at others, but it's going to gradually regress to the mean
Comment by zeryx 8 hours ago
You can make a complete masterpiece, and build it cheaply - but there's no guarantee you can do it again.
That's why there was such a massive push towards live service games and MMOs, or microtransactions - it's quite literally the only way to make one creative effort valuable 1 year post release.
I don't envy folks who make games for a living and I also don't envy the founders and leadership, it just seems do brutally difficult to do well.
Comment by ryukoposting 7 hours ago
Unless you're Valve, in which case you sell companion cube plushies until the end of time.
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Comment by mosura 17 hours ago
Even in the good times their ability to create (and hide) black holes was prodigious.
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Comment by mardef 17 hours ago
BioWare, in the last 12 years, has released: Mass Effect: Andromeda, Dragon Age: Veilguard, and Anthem.
It's still painful to see the studio go away, but I sadly agree.
Comment by Agentlien 16 hours ago
However, The Veilguard to me was amazing. I loved that game and it's my favorite Dragon Age.
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Comment by IAmNotACellist 10 hours ago
A what now?
Comment by ex-aws-dude 16 hours ago
They were purchased decades ago
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Comment by barbazoo 17 hours ago
Never thought that Saudi Arabia’s Public Investment Fund would shutdown the company that created so many childhood memories.
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Comment by hbn 15 hours ago
He hosted a friend and I end of last year and gave us a tour of their offices in Vancouver. Hits close to home.
I had never played any Bioware games but after that trip it inspired me to finally get around to playing through the Dragon Age series, and I marathoned them all over the next few months. It wasn't hard to see the very steep decline in quality. Which is unfortunate cause they definitely had a lot of talent but were being sabotaged internally from executives jerking them around with trend chasing (for as bad as Veilguard was, it's surprising they cobbled something together that's at least somewhat cohesive when it was going back and forth between a single player and multiplayer game), as well as people being put in charge of major creative decisions that clearly had not earned that role.
Comment by glimshe 17 hours ago
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Comment by vkou 16 hours ago
The last impressive things they shipped were Mass Effect and DA:O. That was 19 and 17 years ago.
Everything since has been trend-chasing and running on creative fumes.
Comment by sys32768 16 hours ago
Speaking of Andromeda, I still rewatch videogamedunkey's hilarious review of it titled Mess Effect: https://www.youtube.com/watch?v=QDjci1ODoBs
Comment by bigfishrunning 15 hours ago
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Comment by rubayeet 16 hours ago
I wish I had never seen the new ME teaser / trailer [1] out 5 years ago.
Comment by sbodnar 15 hours ago
RIP to one of the best game studios.
Comment by science4sail 16 hours ago
I think that a lot of Bioware fans just had nostalgia though - their recent work doesn't seem to have been as well received as their franchise initiator games.
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Comment by swiftcoder 15 hours ago
Apart from whatever the hell happened with Bungie's many changes of ownership, I can't think of many beloved franchises that have been successfully transitioned to new ownership...
Comment by ex-aws-dude 15 hours ago
Comment by WorldMaker 9 hours ago
(Outside of games, Expedia was a spin out that got an odd mix of old MSN IP.)
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Comment by trentnix 16 hours ago
I can't help but read that in the Critical Drinker's voice.
Comment by philipallstar 15 hours ago
Comment by Capricorn2481 13 hours ago
Sounds like a horrible existence. Might as well listen to a cheese grater.
Comment by elktown 15 hours ago
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Comment by Capricorn2481 13 hours ago
I've also learned a lot of people who listen to him don't play games to begin with and are usually just larping. It is what it is.
Comment by IslandRebel 12 hours ago
I am not a fan of him and don't like the culture war stuff, but I've seen the odd video from him in the past. He does have good criticism of films/games, where he highlights how badly written many of them are or how character motivations don't make sense.
He has a huge fan base on YouTube. You don't get that by being dull or not having any valid criticisms. You are way off base.
> Being a fan of him is a litmus test for tribalism.
The irony here is that when you make statements like this, you are engaging in tribalism.
Critical Drinker has 2.4 million subscribers on YouTube. I frequently am surprised by the sorts of people that will watch some YouTuber. There is a show (unrelated) I watch where I would expect the audience to be male-dominated, and many of the callers and super-chat donations are from women. I was quite surprised.
I would imagine he has a more diverse audience than you would expect.
> I've also learned a lot of people who listen to him don't play games to begin with and are usually just larping. It is what it is.
A lot of people like watching people shit on popular media. Cinemasins was doing the exact same thing a decade ago. I remember them ripping on the dumb stuff that didn't make sense in the original Avengers movie and all the goofs that you are unlikely to notice in the cinema.
People "hate watch" a lot of shows. My sister and I used to hate watch CSI Miami when we were in our teens/early 20s, and that was in the mid-2000s.
Comment by Capricorn2481 11 hours ago
That is a very tired thing to say. You don't need to look that hard to see how untrue this is. Take a brief glance at his twitter or his communities and you'll see how much of a "character" it is. They barely even talk about media anymore. They post the same gender war slop shit that bots are posting all over Reddit right now. Critical Drinker takes a bit of a "boiling the frog" approach to his content and his true character isn't obvious on a few listens.
> I am not a fan of him and don't like the culture war stuff
You are likely underestimating how much he does it now. It's night and day different from his earlier work. He was a ghost writer for James Patterson. He knows how to follow the money. He's essentially a parody of himself now.
> and he has much valid criticism of films/games where he highlights how badly written many of them are
I don't think such a vague and easy to defend criticism is worth handwaving the substance of the channel. People have been pointing and laughing at video game writing for 30 years. That's an uncontroversial vague post. And that is the best you're going to get from him, because he rarely talks about games or films in a specific way, he usually just copy pastes the same beat for beat plot complaints that better critics have, and putting an anti woke slant on it. Sometimes he reviews shit he hasn't even seen or played because he wants to get in on the discussion.
> He has a huge fan base on YouTube. You don't get that by being dull or not having any valid criticisms. You are way off base
Huh? Sure you do, if it has morphed from entertainment to outrage bait. That is dull, and profitable in the algorithm age. Are you under the impression cynical, lazy pop posting cannot survive on Youtube?
> I would imagine he has a more diverse audience than you would expect
I don't recall saying his audience wasn't diverse, I said his fans often don't play video games. So it's annoying to see people that don't play video games weigh in on the problems with the industry. It's nakedly obvious to the people that have grown up loving games when they are talking to a person who has just engaged with outrage content over the medium and not actually held a controller.
> A lot of people like watching people shit on popular media. Cinemasins was doing the exact same thing a decade ago
Ooph. That's exactly my point, though. Cinemasins is the kind of low brow film criticism that people who enjoy film will despise. It's pop entertainment, which is harmless, but there are 1,000 more interesting channels that can talk about film and are still entertaining. So when someone comes into a film space and you can tell they are just regurgitating Cinemasins videos, it's pretty clear they are not film watchers.
The difference is Critical Drinker has leaned heavily into the culture war stuff and has convinced a legion of fans that the reason everything is bad is down to a bunch of easily violated wokeness rules. I don't necessarily like the movies he dislikes, but the conclusions he comes to and the audience he caters to moronically shove the same 4 woke buttons into any media discussion, ad infinitum. It's extremely reactionary content. Every woman lead is a diversity hire, but every male lead in a bad movie is just an "unfortunate miss." Everything "woke" is going to fail, except whoops, for all of those things that were wildly successful, those are actually not woke anymore. It's just a channel that actively diverts discussion away from actual criticism, and makes it about algorithmically pleasing political content.
One of the funniest things I see is when Critical Drinker fans want us to return to non-woke franchises like...Metal Gear Solid. Maybe the gayest franchise of all time. A game where woke writers weren't trying to humiliate men! Except you're actually disarmed and ass kicked by your surrogate mother like 40 times.
Comment by BurnGpuBurn 1 hour ago
You must have put yourself through some horrible times then, given that you clearly dislike the guy a ton, but have listened to a lot of his content to asses his "true character".
> Sometimes he reviews shit he hasn't even seen or played because he wants to get in on the discussion.
That's a sweet but also very baseless accusation. You should do better research.
> Every woman lead is a diversity hire, but every male lead in a bad movie is just an "unfortunate miss."
I very much doubt he calls every woman lead a diversity hire. I think you are overreacting and putting him in the chuds tribe you are already very opinionated about.
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Comment by bondolo 14 hours ago
I remember debating with Ray why dying in games like Paranoia and Call of Cthulhu could be "fun". As I recall he didn't see the point but to each their own.
Thanks private equity for dismembering the carcass of everything you acquire!
Comment by Lerc 16 hours ago
It's like the cluttered overgrown forest that periodicly burns down to create space for new life.
EA is like a landowner who does no maintenance but loves to buy things that have been maintained because they look so good.
Comment by AmazingEveryDay 16 hours ago
Comment by D13Fd 14 hours ago
Honestly I bet Obsidian is next, and I'm not sure I'll mind. I still love them for the great games they've made in the past, and still I buy their new releases, but they haven't been able to pull off a compelling game since Pillars of Eternity 2. That was 8 years ago.
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Comment by npunt 14 hours ago
Look on my works, ye mighty, and despair! Nothing beside remains. Round the decay of that colossal wreck, boundless and bare. The lone and level sands stretch far away.
Comment by Mr_Eri_Atlov 17 hours ago
RIP to an amazing creative group
Comment by nozzlegear 16 hours ago
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Comment by akimbostrawman 16 hours ago
i can assure you that the original amazing group has been gone for over a decade. modern bioware has only been good at dragging someone else's legacy through the mud.
Comment by make3 17 hours ago
Comment by serf 16 hours ago
kotor was one of the first interactive media franchises to showcase that era in the Star Wars universe, and it was an era that's radically different than anything in the movies.
bg3 is a typical DnD setting + sex + lovecraftian elements and flayers sitting in for beholders to spice it up; and they were only there because during dev-time lovecraft was a huge gaming trend.
don't get me wrong; I love both of them, but the BG3 story was the one that ended up feeling like -- for me -- something that would have been a modpack for Neverwinter Nights.
Comment by shoobiedoo 15 hours ago
Comment by panzagl 16 hours ago
I guess you have the edition of Deities and Demigods where they were cut...
Comment by ninininino 16 hours ago
To me at least, somehow KOTOR and KOTOR 2 made me care more about the characters and story than BG3.
BG3 has better systems and combat and gear and such, but for many the worldbuilding, story, quests and such of KOTOR have yet to be beaten. Bastia Shan, Carth Onasi, Visas Marr, HK47.
The story of Revan and its twists.
Perhaps its just nostalgia and many KOTOR fans having been at an earlier age when they played those Bioware games compared to DOS 2 and BG3 though. Maybe people who were teenagers playing Larian games feel as attached to the characters and story as those of us who were teens in KOTOR's heyday did.
Comment by Mr_Eri_Atlov 17 hours ago
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Comment by WhereIsTheTruth 3 hours ago
I find it funny (and interesting at the same time) that the US, despite its massive ressources, never managed to replicate Hollywood's success in video games
And i'm not talking just about commercial success (they already pale in comparison), i'm taling about the blockbusters, the masterpieces, the things that combine technical prowess, artistic ambition and global cultural influence
Where is the Hollywood of video games?
Why was Elden Ring made in Japan?
It's similar with anime vs cartoons, there are some deep existential stakes at play for the west
Comment by opengrass 11 hours ago
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Comment by vlyan 10 hours ago
people loved Dragon Age. people craved more Dragon Age for a decade. Inquisition was not perfect, but some parts were great, and it did establish the plot for what could've been an amazing sequel. they only needed to give people more of the thing we wanted.
Veilguard was so irredeemably fucking bad that it seemed like deliberate sabotage. I can't, for the life of me, understand the folly of writers treating the audience of the franchises they inherit with extreme contempt. it happens again, and again, and again. franchise after franchise gets exhumed to have its corpse violated and reimagined into Marvelesque YA slop for the nonexistent "modern audience". they inevitably and predictably bomb, and the people responsible still get hired to do the exact same fucking thing again to other beloved franchises.
it's all so fucking tiresome.
Comment by Forgeties79 9 hours ago
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Comment by Forgeties79 24 minutes ago
Let’s even be generous and say it hits 20mill sold like BG3. Billions? That’s ridiculous. A game reaching a single billion is rare. Dragon Age isn’t remotely that popular, especially not in 2026.
Comment by bluefirebrand 17 hours ago
I'm honestly surprised they lasted this long. Sad to see them go but only because they should have been way better
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Comment by baal80spam 17 hours ago
Anyway - good riddance.
Comment by rjh29 17 hours ago
Comment by serf 16 hours ago
[0]: https://www.autismparentingmagazine.com/autism-and-sarcasm/
Comment by 2OEH8eoCRo0 17 hours ago
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Comment by aghuang 16 hours ago
Such as shame.
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Comment by shevy-java 16 hours ago
I guess in a way it was unavoidable. Still sad though.
I miss many great companies of the 1990s.
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Comment by pojzon 15 hours ago
Bad decisions, mismanagement, greed.
Tho not the first aquisition I see nose-diving due to incompetent management.
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Comment by mandevil 16 hours ago
https://theonion.com/anthem-developers-assure-players-whiteb...
'“We know the thousands of customers who pre-ordered Anthem have some concerns, but we are confident this collection of words scrawled on a conference room board will be a revolutionary third-person shooter experience when released at the end of the week,” said director Jonathan Warner, who shared a progress update with players by sending out a screenshot of an email chain that ended with an agreement to call the game Anthem.'
https://theonion.com/people-criticizing-anthem-don-t-underst...
"Stop complaining and attacking studios just because a game isn’t everything you want. Developers put too much stock in making games enjoyable and playable as it is. Planning to make something as profitable as Anthem was supposed to be and is a huge undertaking, so at least give them credit for trying. BioWare had 18 months to build a game that would sell millions of copies based on the goodwill they built up, and they hit it out of the park. You may not understand Q4 projections, but they do. Anthem is a game that exists and is funding [EA] CEO bonuses, and by that measure, it’s been a huge success."
Comment by ilamont 14 hours ago
https://en.wikipedia.org/wiki/Anthem_(video_game)#Developmen...
The "Frostbite" engine sounds like a disaster.
Comment by aucisson_masque 13 hours ago
Core issue was lack of clear leadership from what I read on Wikipedia.
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Comment by teirce 11 hours ago
Pretty sure there was even a Need for Speed game on Frostbite which was... huh.
Comment by hugmynutus 7 hours ago
7 if wikipedia is to be trusted
Comment by Agentlien 6 hours ago
There are some issues with workflow and it is true that the UI definitely was, as many at EA said, "by programmers for programmers". But it's a very capable engine in the right hands.
That said, I'd pick Unreal any day for a AAA project and Unity or Unreal for smaller projects.
Comment by saidnooneever 2 hours ago
Why would you pick unreal? It seems a lot of games made in it suffer performance issues. In my mind its a really unwieldy engine. (ofc, because its so feature packed, and perhaps because i am no professional engine dev :-))
Comment by Agentlien 1 hour ago
I like Unreal because it's really quite intuitive and ergonomic for larger productions, fairly well documented, and has some of the coolest tech in the industry. Their rendering pipelines are beautiful and a joy to work with and I could rant all day about my love for Nanite and Lumen. It is light years ahead of Unity and much easier to understand and modify than Frostbite.
I will say that Unity has better support out of the box for custom shaders and compute than Unreal (and Frostbite).
Now, you mentioned performance. Funny thing: performance has been my primary professional concern for the last six years of my career. Unreal itself performs very well if you use it correctly and has really good documentation for best practices as well as amazing tools for measuring performance and indicating what is wrong. The tools in Frostbite were very lackluster. Unity has some fairly good stuff. Unreal feels so far ahead.
I believe the reason there are more visible Unreal games with performance issues is because there are a lot more noteworthy ambitious productions in Unreal. That means games which push what they can deliver, and often don't quite get there. And for smaller productions it's likely just a matter of less experienced teams not following the best practices or cranking settings up to 11 without proper performance budgeting.
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Comment by andai 8 hours ago
lol wut. Is this like an SEO thing?
Comment by andai 7 hours ago
They dumped the coolest name ever because of the legal department. Sad!
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Comment by f6v 2 hours ago
Then they release Pharaoh TW that nobody wanted, Shogun TW "remaster" that everyone hates, and failed in many other ways.
At this point, I hope Sega puts them out of their misery. I can't stand another decade of Warhammer without any proper historical titles.
Comment by transcriptase 11 hours ago
No other game has come close to capturing the absolute joy of flying in that game.
Comment by BoxwoodSeed 2 hours ago
Seems like that description fits a whole lot of modern (read: everything from the past decade) games. And some of those even enjoy success and are beloved by many players for some reason, like Breath of the Wild.
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Comment by failbuffer 5 hours ago
Au contraire! Unreal Tournament with the Strangelove mod and no extras (e.g., just the puny Yellow Jacket gun) was some quality flying.
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Comment by burningChrome 15 hours ago
From the same post-mortem video:
former BioWare executive producer Mark Darrah revealed that internally at the studio, the shooter had code for local play and private server use until a few months before launch. Presumably, it's still there to be "salvaged and recovered."
"Anthem actually had the code for local servers running in a dev environment right up until a few months up to launch," Darrah commented. "I don't know that they still work but the code is there to be salvaged and recovered."
https://www.windowscentral.com/gaming/anthem-is-dead-after-t...
Comment by WorldMaker 11 hours ago
There is maybe some hope archivists will find a production build of Anthem in the wilds of Steam versions with that local server code still accessible in some sort of debug flag and then reverse engineer some of the other live services Anthem depended on.
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I think you had a very different experience than me. I enjoyed The Division 1 and 2 but the story was completely unmemorable and by the time you get to the end they shift you into end-game Diablo-esque grind-mode, not some definitive ending.
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Comment by vlyan 9 hours ago
I am as much of a chud as you are, and I had romanced every gay character in the previous games because the games were good, the characters were good, and I wanted to explore every bit of them. I would have done the same in BG3 if I still had the time to replay 50 hour games every few years.
even without the current year bits, the "D" in DA4 is for "Disney".
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Comment by milchek 14 hours ago
This will change. The silent majority of customers will vote with their wallets once they realise they will get a) more games and b) better games - because the barrier to entry has been lowered, the timeframes, resource requirements reduced, more unique IP or novel games, etc. Yes, there will be more slop/shovelware - that's bound to happen - but we will also get vastly more great games as well if we allow the industry to embrace AI coding and generative AI for assets to assist creatives and developers.
It is sad that EA announced they are choosing not to continue development of the next ME game. I'm sure there are many fans of that franchise here, I know I sank a lot of hours into the series (and the online co-op mode from ME3).
Maybe EA sell off the IP to a studio who can lean into fully AI assisted game development. There's a chance we'll get something decent - and hey, it can't be as bad as Andromeda, right?
Comment by vor_ 7 hours ago
Users hate AI-generated assets, and justifiably so because they're often really terrible, and they take work away from artists. Regarding LLMs, users are far less passionate unless the project has clearly been slopped out as a quick-and-dirty vibecoded app.
Comment by milchek 5 hours ago
I can sympathise why many hate gen AI for the jobs it’s taken (and there is nuance here because often it’s not gen ai - it’s cost cutting or misaligned expectations from executives) but I feel like the craftsman who embraces the tool can create more value for the world than the craftsman who does not.
In any case, there will be a market for 100% human made art, media, and games -I’m just not sure we should obsess with enforcing (and gatekeeping), if someone who is a mediocre artist with a great game idea wants to make a game and use AI to accelerate themselves to deliver a better product for the world then that’s great.
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Comment by milchek 10 hours ago
The thing is, customers/players generally don’t care. Just look at the annual incremental releases of games that continue to sell well. Sure, there is also a cohort of players who love the indie scene for its more grassroots or authentic approach to games. Both sides of that player spectrum would ultimately be happy with more quality content, but I agree with you that perhaps one side may be more averse to AI “assisted” game development.
I think the nuance here is for a fan of indie games, how much of the artwork has to be hand generated? What if the artist uses AI to help speed up tedious work like additional frames or animation? What the game is entirely coded in AI but hand drawn (or vice versa).