Personally I would not call Immortals of Aveum an AAA game. 😅

And I mean, that’s maybe where the problems lie. This game is all jank and all generics, with no specific thing to present except “OMG LOOK AT OUR GRAPHICS!!!”. Which are also pretty unoptimized, so you end up with:

  • Only a tiny tiny fraction of players can even play it.
  • Then, the game is utterly generic. Despite how it might look to someone not knowing about it, DOOM 2016 and Eternal are quite unique games and have a very well-designed gameplay flow that even differs divisively between the two.
  • The writing is horrible and would make even an MCU movie/series writer question their decisions in life.
  • The magic is still just guns with replaced graphics. They didn’t lean into the very premise of the game at all. And all they had to do is play Lichdom Battlemage from 2014 to get some ideas and that game already struggled with the concept. But at least it pulled it off.

Can’t really say I’m surprised the game flopped hard. But unlike the dev I would call the underlying idea solid, just not anything about the execution.

  • raptir@lemdro.id
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    5 months ago

    Why does a game cost that much to make? I’m not saying every game should be an indie, but given what indies can accomplish it’s a little ridiculous to spend $125 million.

    • dylanTheDeveloper@lemmy.world
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      5 months ago

      Well you see managers need to be paid more than everyone else and theirs lots of managers. Plus headcount is in the hundreds to pump out all the features and art assets within a few years

    • Carighan Maconar@lemmy.worldOP
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      5 months ago

      If I had to guess, texture quality and graphical fidelity is really high, plus this was one of the first games to run in UE5. A mix of extreme amounts of manhours invested into graphics coupled with slow progress due to having to get used to everything.

      And rampant corruption at EA, I bet. 40 million marketing my ass, the game barely had any marketing!

      • dylanTheDeveloper@lemmy.world
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        5 months ago

        Also Unreal Engine has 24/7 support from the engineers at epic through Unreal Development Network which costs quite a bit of money.

      • space@lemmy.dbzer0.com
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        5 months ago

        Wait, didn’t EA had their in-house engine Frostbite? They botched Mass Effect Andromeda because they moved from UE to frostbite (not the only reason) .

        • Carighan Maconar@lemmy.worldOP
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          5 months ago

          Yeah and for a while it was mandated to be used for ~everything IIRC but after years of struggling to retain programmers and designers they finally relented on that mandate.

      • Paradachshund@lemmy.today
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        5 months ago

        You’re right about all that.

        Marketing and payroll are always the two biggest, and yes they can get to those numbers easily at AAA scale. AAA games are as big of productions as big budget movies these days. Hundreds of people involved. Graphics of that level are also extremely expensive and time consuming. Everything has to be motion captured, and the fidelity just takes a long time. Every single piece of trash on the ground has to have a full PBR material stack.

        With graphics it’s kind of an exponential thing. The closer you get to absolute realism the more time it takes exponentially. That’s why so many indies are embracing retro graphics these days. It lets you spend a lot more time on the gameplay and content. AAAs are expected to look this good as a baseline, and that already pigeon holes a lot of design choices with the deadlines they’re working with. A truly innovative game that looks AAA quality would take more years to make than these studios are willing to devote to them.

        And finally there’s the marketing. Mainstream casual gamers, which are who these companies are usually targeting, is the most expensive group to market to by a long shot. They can really only be reached by huge marketing campaigns on TV, social media, and physical signage. Those types of campaigns can easily get into the millions. They’re also probably spending a large amount on having influencers play the game on stream. The big guys I’m sure cost hundreds of thousands, though I have no idea the actual numbers.

  • chemical_cutthroat@lemmy.world
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    5 months ago

    Big “no one understands my art” vibes coming off that dev. You made a mediocre game for an outrageous amount and released it in one of the heaviest gaming release years in recent memory. Sorry, this year a new IP with a 74% on metacritic doesn’t cut it. They say EA dropped 40mil on the advertising for it, but this is litterally the first I’ve heard about it, and frankly I’m the target audience for this game. I bet this shit was shoved down the throats of Fortnight and Valorant players via tiktok.

    • M137@lemmy.world
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      5 months ago

      I’m not really the target audience and I’ve come across it what must be hundreds of times. It has been talked about a lot on anything gaming. Most of the big gaming journalism (good and bad) websites, youtube channels etc have made articles and videos about it.

    • tomi000@lemmy.world
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      5 months ago

      Same. Those 40mil probably went into someones pocket, not surprising noone is playing the game

      • M137@lemmy.world
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        5 months ago

        No one is playing it because it’s very “meh”, but it has absolutely been widely advertised and also talked about a lot (for being not so good).

        I really doubt any of you who replied here saying you haven’t heard about it ever interact with gaming journalism and community. It has been just as visible as most other AAA games.

    • loobkoob@kbin.social
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      5 months ago

      I heard about it when Skill Up, whose YouTube channel I have notifications turned on for, posted his review of it. Before that, I’d seen absolutely nothing about it, and I heard very little about it after that, too. I was shocked to find out it was an EA game - partly because it didn’t look (visually) polished enough to be an EA game, and partly because of the complete lack of marketing I’d seen for a major publisher game.

      Finding out it was an expensive flop and not just a smaller AA game they decided to put out on the side is a surprise, too.

  • twoface@feddit.de
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    5 months ago

    The issue is not the genre “single player (shooter)” itself, but that these big companies just churn out the same generic bullshit and then act surprised when no-one plays it.

    AAA studios just don’t have the balls anymore to take a risk and develop something unique. And this is their downfall.

    Titanfall 2, Metro Exodus, Ghostwire Tokyo, Doom (to name a few) are all excellent first person shooters. All of them have something unique about them that makes them worthwhile.

    • Hyperreality@kbin.social
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      5 months ago

      Goes to show that making a good game is still more art than science.

      Hell, make a broken or buggy game, if it has the special something it’ll still likely become a classic.

      Eg. Fallout New Vegas or Vampire: The Masquerade - Bloodlines.

    • Damage@feddit.it
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      5 months ago

      Titanfall 2

      Titanfall 2 had one of the most acclaimed single-player campaigns, with it being only a few hours long and mostly a showcase to get people on multiplayer, and it was still enough.

      • vexikron@lemmy.zip
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        5 months ago

        Quite seriously I am actually looking to attempt to solo indie dev a sort of fps/tactics/management hybrid FPS that would at least start out as single player, and titanfall 2’s gameplay is something I am drawing inspiration from.

        My basic idea is: What if you had the squad management and mission planning depth of basically Xenonauts, but you actually played out the missions in first person, with combat systems and load outs and player (and enemy) capabilities that resembled titanfall2’s mix of athletecism and gunplay?

        Im in very early stages, but yeah basically titanfall2/xenonauts hybrid with (this is likely the hard part) procedurally generated, 3d levels, strung together with a kind of narrative generation engine, something sort of like rimworld’s system that simulates world conditions and then generates certain events based off of them, but also responds to certain specific things you do or do not do in mission, or what missions you choose to embark on over others.

        Probably Im gonna focus on core gameplay systems and not really worry about graphics or assets at all until I can get any of this to an actual working concept level.

          • vexikron@lemmy.zip
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            5 months ago

            Probably similar in many ways, but ideally I would like to make it as or more in depth with other features from something like xenonauts.

            Youve got resources such as vehicles of differing kinds you may choose to deploy or not, but you have to store them somewhere and also be able to repair them. All this comes from pools of funding from at first probably just completing a mission according to guidelines, but some things take maybe an R&D program or just outright raiding a rival faction or something.

            Maybe you want to go a more special forces type route and have a few exceptionally well trained / equipped soldiers and leverage things like helicopters to do infil and exfil and leverage the element of surprise.

            Maybe you want to act more like a conventional military and go with larger numbers with decent equipment and a wider array of possible vehicles and support systems.

            Maybe you want to focus as much as possible on gathering intel before missions, maybe you want a more intelligent active battlefield info you can access in mission via various sensors.

            So… what I am aiming for is something that eventually allows for a more broad array of mission profiles and sort of map archetypes, which, depending on many factors, will have surprises that may occur, like an enemy force having the ability to call for reinforcements that maybe you did not know about, and might force you to withdraw.

            Or maybe some missions will take place with a relatively high number of civillian AI running around and your org you work for/run will suffer massively if you just go scorched earth.

            I dunno, these are all ambitions at this point, and Im going to focus on at the very least getting a functional combat prototype done first, and then testing out how well that and what I can make combat AI actually do actually works.

            Its possible I’ll find some kind of thing that really works well, or really doesn’t work, and change scope significantly.

            So far all I have really figured out is that a near future setting would seem to work best with the scope of either my minimal working concept, or a more extended version of it.

            ???

    • yamanii@lemmy.world
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      5 months ago

      Titanfall 2 also bombed, even a good game can flop if your marketing sucks or if you release it next to other massive hits.

    • FMT99@lemmy.world
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      5 months ago

      I think BG3 showed conclusively that no one will ever play single player games no matter how great they are. /s

    • Viking_Hippie@lemmy.world
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      5 months ago

      I get what you’re saying but FPS specifically are mostly played competitively, so a single player game in THAT specific genre in 2023 sounds like a very bad idea.

      Every other genre than FPS needs more games where you’re allowed to only play single player and use tons of mods if you want to without risking being locked out of playing, though.

      Fallout New Vegas, Baldurs Gate 3, Skyrim, The Outer Worlds and the older Bioware games are where it’s at for my favorite genre, to name a few examples.

      • flamingarms@feddit.uk
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        5 months ago

        I’m not sure that’s really true that you’re saying about single player FPS games being mostly competitive or that it’s a bad idea. See: Doom, Metro, Ghostwire, Dying Light, System Shock, people seem stoked for Space Marine, etc.

          • flamingarms@feddit.uk
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            5 months ago

            Props to you for using strikethrough instead of deleting in your edit so the context still makes sense. I think you bring up an interesting point about competitive fps games. I imagine companies structure their development similar to games-as-a-service because they are essentially two flavors of the same thing, right? I had never really considered whether the growth of the competitive scene was part of the drive towards GaaS and away from tight single player experiences.

            I think underlying all of this is that publishers want a guaranteed profit margin. That doesn’t exist in art, of course, but they still want it. And if that means choosing what they think is a safe bet, they’ll choose it. I think Bungie made GaaS look way easier than it actually is, and maybe the competitive scene contributed to that too. “Look at all the money these hero shooters are making, let’s get a piece of that pie.” Formulas just never quite work out that simply in real life.

      • vexikron@lemmy.zip
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        5 months ago

        Yep, nobody enjoyed playing through Half Life 1/2, or FEAR or Deus Ex, or the early Medal of Honor or Call of Duty campaigns, or the Doom series or Battlefield Bad Company or the Wolfenstein Series.

        Just because most modern popular FPSs are basically cartoony tf2/overwatch clones/derivatives and there are a lot of highly competitive multiplayer FPSs doesnt mean theres no market for a single player FPS.

        It means that making a single player FPS game these days is apparently too hard for modern game devs to figure out how to do.

  • Chainweasel@lemmy.world
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    5 months ago

    Single player shooter’s aren’t bad or even unpopular right now. But I think people are beginning to realize that anything that has EA’s name attached to it is trash and just avoid it on principal.

    • RubberDuck@lemmy.world
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      5 months ago

      Jup, even new iterations of their older IP seem to be devolving instead of taking that which was fun and expanding on it.

      Maybe they should use all these behaviour experts to investigate why people keep playing games instead of figuring out how to maximally predate on your customer base.

      Ubi does the same. I found the last farcy so Uninteresting that I stopped playing somewhere mid game. And the first signals from their pirate game are also not encouraging, while I know many people that looked forward to it.

    • vexikron@lemmy.zip
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      5 months ago

      Everyone in the single player fps demo is replaying the old good games, or seeking out like custom doom wads or the occasional actually good indie fps single player game, having at this point long given up on large studios being able to make a compelling single player fps.

      Sure, a lot of us enjoy lots of other kinds of games too, but good lord is there an unscratchable itch for a new, compelling FPS campaign thats actually interesting and challenging.

      • ampersandrew@kbin.social
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        5 months ago

        It’s boomer shooters or nothing in that space right now. We’re starving out here. On my radar in the coming year or two are Mouse, Core Decay, and Agent 64, but no one knows what kind of quality we’ll get out of those. Also, is it a crime to just throw in some competitive multiplayer that’s meant to be played a handful of times with friends instead of being the next e-sport?

  • mrfriki@lemmy.world
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    5 months ago

    I’m very into shooters and this was a hard pass because it looked like a generic and boring Call of Duty re-skin and I’m not into that game.

    Maybe the problem is not the current AAA or shooters landscape. Maybe it is more about the quality and the fun your games are.

  • elgordio@kbin.social
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    5 months ago

    Most notable thing about this game was it was one of the first to launch with FSR3 frame generation. Other than that I think I’d have completely forgotten about it.

  • rustydrd@sh.itjust.works
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    5 months ago

    The development cost was around $85 million, and I think EA kicked in $40 million for marketing and distribution.

    Apparently, $40 million doesn’t buy you much in today’s market, because I’ve literally never heard of this game until now.

    • Zahille7@lemmy.world
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      5 months ago

      I saw one YouTuber that I follow play it. It looked kinda interesting from his video, but he also has the same criticisms.

    • Decoy321@lemmy.world
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      5 months ago

      It was actually quite fun! I rented it off Gamefly and enjoyed it for about 30-40 hours. It’s basically an action-adventure shooter like Metroid. It’s a decent game, not groundbreaking, but definitely doesn’t deserve the hate people give it.

      • guacupado@lemmy.world
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        5 months ago

        but definitely doesn’t deserve the hate people give it.

        I don’t think it’s getting hate. I think it’s getting indifference because no one knows what it is.

        • DrQuint@lemmy.world
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          5 months ago

          Nah, I’ve seen hate. But mostly from people who hate Wesdon-Like quip writting and, well, women-haters who can’t handle the characters being ugly (and they are ugly, admittedly), so I just dismissed the hate.

      • Joe Cool@lemmy.ml
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        5 months ago

        It has Denuvo, and runs like crap even on $1500 hardware.

        I don’t know what kind of sales they expected when they don’t test it on lower spec PCs.

        • noobdoomguy8658@feddit.de
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          5 months ago

          We should expect more of that with the upcoming UE5 titles. The devs that have devoted to releasing those seem to have very hard time optimising - they’ll likely expect us all to just own 4090s and still run their game with DLSS ultra performance or other fake frames.

          STALKER 2 will have the janky soul we expect from the series, but this mostly, mostly due to engine choice and apparent attempts to visually impress the player. Or the investors.

  • yamanii@lemmy.world
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    5 months ago

    It was flawed from the start, clearly people that love COD and magic aren’t that big of an intersection, also like people said already the magic acted more like guns and they had a pretty dumb system of calling it by their colors.

    Still looked fun though, but I would never pay the asking price for it.

  • rainynight65@feddit.de
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    5 months ago

    Unlike many people in this thread, I actually have heard of the game. The makers of a podcast I follow loved it, and had the head of the studio on their show for a pretty frank interview, too. When I learned that there was a free demo, I decided I would give the game a try some time.

    And in light of the overwhelming negativity in this thread, I did so last night. And what can I say? I spent an hour and change going through the prologue, the training and the first battle sequence, and I really enjoyed it. Movement and shooting slinging magic are great fun, with a diversity of spells available pretty much from the get-go. Just shoot, or throw a massive armor-breaking spell at a wave of enemies, or use a lash to pull a remote enemy close and whack them. I wouldn’t have know what to expect from the ‘CoD with magic’ premise but it’s really enjoyable so far.

    The voice acting is very good, and while the facial animations are a bit uncanny valley, I am enjoying the snarky dialogues and matching facial expressions. Gina Torres has presence, and the rest of the cast so far blends in fine.

    I will definitely spend some more time with the demo, and if it doesn’t annoy me too much, I might just buy this. And that seems to be the feedback the devs got from many people - once players actually get their hands on it, they actually enjoy it. According ton the studio head, sales have picked up towards Christmas, and they’ve been getting a lot of conversions from the free demo.

    • hswolf@lemmy.world
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      5 months ago

      I think the problem is just that, the game is… okay, not bad or good, just okay, unremarkable and forgettable.

      If you want good sales you need to do something innovative and interesting, or something cliché but really well done.

      Taking a look at Doom 2016 (also a single player shooter) we can see the core gameplay: Shoot demons, Pick up ammo, Shoot more demons. But it’s crafted so masterfully that you spend dozens or hundreds of hours doing just that.

      Now with this game that I actually forgot the name mid comment, It’s… well you get the ideia.

      • rainynight65@feddit.de
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        5 months ago

        If you want good sales you need to do something innovative and interesting, or something cliché but really well done.

        Or a recognisable brand. Starfield got panned and still sold oodles.

        Taking a look at Doom 2016 (also a single player shooter)

        Case in point. Doom has a lot riding on its name and legacy, and many people will buy it just because of that.

  • Alien Nathan Edward@lemm.ee
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    5 months ago

    I play a lot of single player shooters. One thing they all have in common is that I know they exist, which I’m thinking could potentially be part of the problem with this one. Based on reactions in this thread it seems like a lot of people are in the same position I’m in, where the first they hear of the game is when it’s being pronounced a flop. I’m getting big The Producers vibes.

  • steeznson@lemmy.world
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    5 months ago

    This game was the most AA shit I’ve ever seen. In the PS2 days it would have got a 7.5 average from most reviewers then it would have had a not-insignificant number of people pick it up.

    They are delusional for thinking a UE5 asset flip is a AAA game.

    • ExfilBravo@lemmy.world
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      5 months ago

      Wait for the “Body Cam” games to flood the market with their UE5 asset flips. Its all shit.

  • guacupado@lemmy.world
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    5 months ago

    EA is a truly awful idea. I’m curious if their sports games are the only thing keeping them in business.

  • kingthrillgore@lemmy.ml
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    5 months ago

    Not at that price point, of course. Ultrakill has a sub 2 million USD budget, its one of the most critically praised games on Steam, and its not even finished yet. I can’t look up Steamcharts at work but I have good reason to believe its more than made back its production budget.

    Live service games are starting to turn into a very expensive scam and if you can’t make a good single player game, you need to cut costs somewhere. AAA production budgets are just too huge and the product isn’t good.

    • HobbitFoot @thelemmy.club
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      5 months ago

      But that’s a problem with a lot of AAA developers. You can’t make a AAA game that isn’t a Skinner box for a price that players will pay.

      • NIB@lemmy.world
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        5 months ago

        God of War? Elder Ring? Baldur’s Gate? Spiderman? Last of Us? Super Mario? Zelda? Red Dead Redemption? Cyberpunk?