Concord - robots with pronouns

Is this the BIGGEST GAME FLOP, EVER? Seeing how much money they spent on it, how long they developed it and whos behind it?

Is it?
what about HYENAS? that game got cancelled before release despite it being SEGA's biggest budget endeavor ever ($100 million at least, and 6 years down the drain), reception has to be exceptionally fucking bad if you decide to bin it right before release.

at least there is an iota of interest in abortions such as Concord before they inevitably shut down, the fact it even got over 500 concurrent players on Steam with a $40 premium is insane when all the alternatives are F2P.
 
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Slim nose, straight hair, and clear skin are evil western beauty standards, and athletic builds are unrealistic.

The future is fat, gender ambiguous, ape-faced negroids with jutting jaws, splotchy vitiligo skin and a ragged, unkempt, unwashed afro saving the world in their jet-pack wheelchair.
"You want a vision of the future? Imagine a yelling Shaneequa standing on your face. Forever."
 
Technically, it does. It's about a merry band of quirky and le epic space pirat-...I mean, "Bounty hunters" going around in a "fun and wacky" adventures across space!
I feel like space bounty hunting is something of a solitary profession.
but he was a strong-fat body-type,
People like diverse body types for characters but they also really like appealing characters. People like Heavy because he's a strong fat Russian bear man with a funny accent and a chiseled face, he's also a badass.

Shanequa Sheboon Fatass is ugly, a nigger, talks like an inner city reject, etc;
 
Full retard regalia, pronoun pin included
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Seems like she's a late 30s, >5ft tumblrina. According to her resume, she's been fucking up games since 2009. Her specialty appears to be making designs and being a "leader" (i.e. doing nothing/talking while other people work).

Games I Worked On​

Firewalk Studios​

Unannounced, Principal Designer, Fall 2020 - Current

  • Designing gameplay systems for an unannounced game
  • Mentoring and furthering design education at the studio

Bungie​

Destiny 2, Staff Designer, Spring 2017 – Summer 2020

  • Worked with the sandbox team to design and implement various character abilities, build perks, and exotic armor for Destiny 2
  • Designed and created exotic armor for Curse of Osiris expansion
  • Designed and created exotic armor for Forsaken expansion
  • Designed new Dawnblade and Voidwalker subclass path perks for Forsaken expansion
  • Worked closely with activities team to create Gambit Prime armor and activity perk system
  • Designed and created exotic armor for Season of the Drifter and Season of Opulence releases
  • Acted as feature lead for the armor team, working closely with character and fx artists, testers, narrative and engineers to deliver armor
  • Acted as feature lead for the weapons team, working closely with concept, hard surface and fx artists, testers, designers, narrative and engineers to deliver weapons
  • Designed and created exotic heavy bow Leviathan's Breath for Shadowkeep expansion
  • Collaborated on design and creation of exotic heavy machinegun Heir Apparent for Season of the Worthy release
  • Acted as feature lead for the controller remapping feature released in Season of Arrivals, working closely with gameplay and ui engineers, ui/ux designers, accessibility consultants, and testers to deliver the feature
  • Scripted automation and validation tools to help weapons testers and designers with content setup
  • Designed and created exotic stasis launcher Salvation's Grip for Beyond Light expansion
  • Redesigned the reprisal of D1 exotic pulse rifle No Time to Explain for Beyond Light expansion
  • Collaborated on design and creation of exotic sniper rifle Cloudstrike for Beyond Light expansion
  • Organized and ran lunch-and-learn discussions for the design department for continued design education

Independent​

Game Design Consulting, Spring 2015 - Spring 2017

  • Consulted on mini-game design, onboarding UX, and other design details in a whimsical VR Camping sim
  • Designed economy and crafting system
  • Advised on game design usability issues

Heart Machine​

Hyper Light Drifter, Level Designer, Spring 2015 – Spring 2016

  • Designed and built levels for 2D action RPG using custom game engine extension in GameMaker
  • Assisted with systems design for economy

Insomniac Games​

Slow Down, Bull – Designer, Project Lead, Summer 2013 – Spring 2015

  • Conceived, prototyped, and pitched a small action PC game as a process experiment for the company
  • Lead a 5 person team to create the game from pre-production through production
  • Hosted regular live development streams of the project and composed regular devlogs
Sunset Overdrive – Designer, 2011 – Summer 2013

  • Prototyped a variety of mechanics during pre-production using Insomniac’s proprietary tools
  • Iterated on core mechanics with the pre-production team
  • Created visual design documents to convey feature proposals
  • Prototyped early iterations of Chaos Squad
  • Created levels to prototype early integration of traversal mechanics and combat
Resistance 3 – Designer, 2009-2011

  • Responsible for level design of the boat and train levels, combat implementation in the terraformer level, as well as contribution to design of enemies, weapons, co-op mechanics and other game objects for the single-player campaign
  • Implemented design via Lua scripting and use of Insomniac’s proprietary level editor
  • Organized playtesters for weekly level segment internal playtests
  • Responsible for documentation of design decisions and mechanics for respective levels and co-op mechanics
Resistance 2 – Game Design Intern, 2008

  • Designed and implemented scenarios and battles in Cocodrie, Louisiana level
  • Scripted in Lua and used Insomniac’s proprietary level editor to implement setups for the single-player campaign

Schell Games​

Pixie Hollow – Game Design Intern, 2009

  • Designed levels and polish on mini-games for the Disney Fairies web MMO
  • Wrote and implemented initial quests for the Wilderness, a group questing area

It also wrote a book full of frustrating grammar about a they/them bird creature's plight of being a big gay retard: https://www.amazon.co.uk/dp/B0BKCX74FR
"Growt doesn’t remember who they used to be before the Pit. They were lucky to fly out, but Growt can’t fly away from what it left inside them.

When they inadvertently become entangled in the lives of the feather-winged, science-loving Prokkota — a people who are at war with Growt’s kind — Growt finds safety in the most unexpected of places, and finds family in the most unexpected of people.

But between staying hidden, unraveling the mystery of their former prison, and avoiding an ominous warrior, Growt’s biggest challenge comes from within. Escaping the Pit is one thing, but escaping its trauma is another thing entirely."
 
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what about HYENAS? that game got cancelled before release despite it being SEGA's biggest budget endeavor ever ($100 million at least, and 6 years down the drain), reception has to be exceptionally fucking bad if you decide to bin it right before release.

at least there is an iota of interest in abortions such as Concord before they inevitably shut down, the fact it even got over 500 concurrent players on Steam with a $40 premium is insane when all the alternatives are F2P.
I don't think Hyenas was canned only because of the exceedingly bad feedback from the beta that was available shortly before the supposed launch, but also because it was being developed by Creative Assembly who, at the time, was working on Total War: Pharaoh, a full priced smaller scale Total War game (these are generally called Total War Saga games, but this was absent from Pharaoh's marketing. The planned DLC was also to include cosmetics) and just released an extremely unpopular DLC for their current flagship game Total War: Warhammer 3 (Shadows of Change). As TW:W3 was in a very bad spot at the time, the DLC being utter dogshit compounded the issues and not a lot of people bought the DLC. SEGA probably made the decision to can the game (and made some heads roll at CA, since they had a REALLY bad year) so the money fountains from CA are not threatened.
With CA's full focus, TW:W3 is in a much better spot now, the last DLC was really good and they even retroactively refunded every Pharaoh purchase (even those who only bought the standard editions), since they canned the planned paid DLC and just patched a bunch of the stuff in slowly for free. I hear TW: Pharaoh Dynasties is a really good time.
I guess the lesson here is that you should know your audience and don't be afraid to eat the losses if you know the game releasing has no chance of recouping the costs. Unfortunately, the above perfect storm pretty much has no chance of happening at Sony.
The game was 6-7 years into development when Sony bought the studio. I wouldn't know how the overall price breaks down but between development costs and the acquisition, everyone is down a load of money that absolutely eclipses the $100-200m. $300m isn't an unreasonable guess.
We know from the Insomniac leaks that Spiderman 2 cost $315m to make. I honestly don't think this game broke the $200m mark, but I guess more retarded things have happened in the past...
 
I just can't understand the level of incompetence needed to waste 8 years of your life and 300 million to make such a turd of a game. I couldn't be this much of a fuckup even if I tried. Even driving a bunch of brand new ferraris against a wall wouldn't cost as much as this shitheap has.

Meanwhile SEGA makes a new Sonic game for the cost of chipotle meal and it sells 100x more than this.
Its notyourshield again, all this talk about minorities but when one of them dares to be more than background decoration they get told to go back to the cotton fields.
Nigga you're already a "gamergate men" for nooticing these things, like what the hell you think we were complaining about you chickenshit dumbass?
 
Does anyone else find it strange that there haven't been more players during weekend?
I mean how many of those 600 peak players were doing it during office hours?
A lot of those people probably checked it out because "shiny new toy", discovered it was mediocre at absolute best and immediately dropped it.

All the discussion about it being completely dead already doesn't help either. Not much point playing a game that's probably going to be abandoned and/or taken offline within a year at most.
 
Is this the BIGGEST GAME FLOP, EVER? Seeing how much money they spent on it, how long they developed it and whos behind it?

Is it?
I could be wrong, but wasn't Battleborn by Randy Pitchford and co. a worse flop? Not that this one is far off, I'm still baffled that Sony signed off on charging $40 for a hero shooter in a market saturated by better and FREE competitors.
 
I bet my left ball the exact same type of people are working on Overwatch and Valorant.
The only two reasons Overwatch has any white female characters are because they were already included back when the team behind it was competent, and because Mercy/Ashe skins are the only thing keeping it from bankruptcy. And they're all gay IIRC

Looks like Sony is forcing their devs to play Concord all weekend, lol
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Lol half the all time peak players are the devs themselves because they were forced to, and the testers because they were paid to. lmao even
 
I could be wrong, but wasn't Battleborn by Randy Pitchford and co. a worse flop? Not that this one is far off, I'm still baffled that Sony signed off on charging $40 for a hero shooter in a market saturated by better and FREE competitors.

Battleborn had more players in its all-time peak, and Rule 34 of it exists. (although Pitchfork tried to force push for it by promoting the R34Battleborn subreddit)
 
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