Sony hate thread

I was looking at upcoming PS5 games and all the ones that seemed even vaguely interesting weren't exclusives.

Capcom's first new IP in years, Pragmata? On Xbox & PC. Final Fantasy XV? Timed-exclusive for PS5. I think there were some superhero games but I'm not sure if they are PS5 exclusives, or if they'll be on PS4 as well.

It's still relatively early, but Sony would be wise to drag this generation out, otherwise it may end with the fewest notable exclusives of any PS. If Microsoft is smart they'll smell the blood in the water and rush next-gen hardware out, forcing Sony's hand.
 
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It's still relatively early, but Sony would be wise to drag this generation out, otherwise it may end with the fewest notable exclusives of any PS. If Microsoft is smart they'll smell the blood in the water and rush next-gen hardware out, forcing Sony's hand.
Microsoft currently has less exclusives and IPs than Sony does. Currently their largest announcement was that Warcraft is coming to mobile platforms.

It's going to take ages to get everything related to the activision buyout to be done and ready to make new games. Take for example Disney, only just now they were able to finally use the X-Men IP after the Fox Buyout because of paperwork and other legal things. Microsoft has always had issues with getting their studios to produce content. The Bethesda buyout happened years ago and still there's relatively nothing made from it as far as exclusives other than Starfield and TES6 and both of those are a good ways off. Rare's IPs have not been seen since Banjo kazooie Nuts and Bolts. To put it in direct comparison, Insomniac was bought out after Spiderman was released and currently they've put out the Miles Moralas expansion and Ratchet and Clank Rift Apart post buyout, and they have Wolverine and another Spiderman game to be known to be in the works.

And we know that more company buyouts are happening on Sony's end.
 
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Microsoft currently has less exclusives and IPs than Sony does.
So? And they're gonna have TES6, that's worth like 9 TLOU2-tier games lmao

Rare's IPs have not been seen since Banjo kazooie Nuts and Bolts.
They've always misused Rare. I'll never understand why. Imagine if they put Bethesda to work on some shitty shovelware for peripherals. I think it's the only studio they bought and basically killed, tmk.
 
They've always misused Rare. I'll never understand why. Imagine if they put Bethesda to work on some shitty shovelware for peripherals. I think it's the only studio they bought and basically killed, tmk.
From what I remember Rare was a shitty company after the N64. They couldn’t keep up with modern tech well, which is why Nintendo did not buy them out as they were probably seen as a liability. Jumping from 5th to 6th gen was a leap, and Rare seemed to be one of those studios that was unable to really handle it.
 
From what I remember Rare was a shitty company after the N64. They couldn’t keep up with modern tech well, which is why Nintendo did not buy them out as they were probably seen as a liability. Jumping from 5th to 6th gen was a leap, and Rare seemed to be one of those studios that was unable to really handle it.
Gaming journalist Emily Rodgers had an entire article dedicated to the history of the Gamecube on her old website, Dromble, called "A Dolphin’s Tale: The Story of GameCube". In it, she had an entire section dedicated to what happened between Nintendo, Rare, and Microsoft. Here is the segment, titled "The End of a Partnership":

Rare Ltd., also known as Rareware, was one of the first developers to receive development kits for Nintendo’s Dolphin. Rare Ltd’s Chairman and technical director Chris Stamper spoke on IBM’s “Gekko” processor chip which would help power GameCube’s hardware. “Designing games is an ever-changing process, and this chip with its speed and seamless data flow, will allow us to make even more amazing games, ” explained Stamper. “Consumers will love the end result with the upcoming system.”

Asked how he felt about Rareware’s E3 2000 lineup, Shigeru Miyamoto said that Rare had been very influential on the industry, and they had encouraged Nintendo to experiment with more genres.

We are very thankful that Rare is creating such great games. Rare has done a lot for the gaming industry. All of Rare’s games are 3D, but they all have very different gameplay. They are encouraging us to create a different genre of games that departs from 3D adventure gaming,” said Miyamoto.

During that same E3 2000 event, Miyamoto was asked in a seperate interview about his thoughts on Rare’s Dinosaur Planet. “It looks really nice, doesn’t it? I wish they would use Star Fox characters so that they could use the title Star Fox Adventures. Maybe I should call the team and talk about it [laughs],” said Miyamoto. One year later at E3 2001, “Dinosaur Planet” would reappear as “Star Fox Adventures”.

Rare Ltd would have at least seven projects in development for Nintendo’s GameCube, but only “Star Fox Adventures” would actually release on the console:

  • Quest
  • Kameo: Elements of Power
  • Donkey Kong Racing
  • Perfect Dark Zero
  • Conker’s Other Bad Day
  • Star Fox Adventures
  • Grabbed by the Ghoulies
On February 2000, Rareware registered a domain address www.velvetdark.com which sparked discussion about whether Rare was working on a new Perfect Dark sequel. Six months later at Spaceworld 2000, Rare showed off a GameCube tech demo for Perfect Dark featuring a 3D model of Joanna Dark. Fast forward to Nintendo’s E3 2001 conference, reporters asked Ken Lobb about the possibility of a Perfect Dark sequel. Lobb replied, “It’s out there. We’re making it. No one will be disappointed.”

Around 2000, Rare was also busy developing a project called “Quest”, an multi-massive online RPG for the Nintendo GameCube. One year later, “Quest” would change direction and become a MMO Space shooter with Mark Edmonds programming, Duncan Botwood designing, and Chris Seavor handling the art direction. Nintendo’s online strategy for GameCube was still unclear at the time, but Rare continued developing the project anyways.

At E3 2001, three GameCube games developed by Rare were shown to the press: “Kameo: Elements of Power”, “Star Fox Adventures: Dinosaur Planet” (later renamed to just “Star Fox Adventures”), and “Donkey Kong Racing”. I asked Lee Musgrave, lead designer of Donkey Kong Racing, why we only saw a CGI video but never any actual gameplay. Musgrave told me that “Donkey Kong Racing” was in an early prototype stage with playable gameplay, and he explained to me how the game would have worked.

“Ha! – yes, I made that [E3 2001 CGI video]! . . . Donkey Kong Racing was obviously pretty heavily tied to Nintendo as a franchise, and as Rare approached the finalization of a buyout deal with Microsoft it was clear that the game had no future, at least with the ape’s as characters,” said Musgrave.

“[Donkey Kong Racing] was a pure racing game, the underlying software mechanics were actually based on car physics, but it also incorporated the idea of riders jumping between different animals mid-race, to always be riding the ones that were bigger or faster . . . we had some awesome gameplay in place, and it was lots of funwe even had a multiplayer version working – and when you fell off, you had to tap-tap-tap (HyperSports style) to run on foot and catch up with an animal,” said Musgrave.

In December 2001, Rare Ltd. sent out Christmas cards featuring a Christmas tree with presents wrapped in the shapes of GameCube, PlayStation 2, and Xbox. The card’s message read “…and surprises under every tree”. The card sparked rumors across the internet with insiders claiming that the company had development kits for Xbox and PlayStation 2 in their possession. Tim and Chris Stamper, the founders of Rare, were interested in selling their company to a third party publisher so they could publish on multiple platforms. The U.K. developer approached major U.S. publishers such as Activision, Electronic Arts, and Disney about acquiring them.

Nintendo owned half of Rare Ltd, and they had already extended their option to acquire Rare by one year. Unfortunately, the aggressive bidding war between Activision and Microsoft reached a point where Nintendo didn’t want to be involved anymore. The deal with Activision eventually broke off, and Microsoft was looking to swoop in and grab the company for themselves.

Microsoft Game Studios Ed Fries explained to Eurogamer, “If they [Nintendo] didn’t exercise that option then Rare had the option to find a buyer for Nintendo’s half. Nintendo had already extended the option by one year, but it looked like they weren’t going to acquire the other half of Rare, so the Rare guys started looking around to see if anyone else might be interested. We were a logical choice for them to call.”

Although Microsoft was the highest bidder to purchase Rare, Nintendo still had the priority option to purchase the company. To prevent Nintendo from buying Rare, Microsoft raised their bid as high as possible so Nintendo wouldn’t be able to match it.

“Still at this point, Nintendo had the priority option to buy the other half of Rare at the price we were offering. So, there’s a problem; if we drive a hard bargain and put in a low price for Rare, Nintendo would have the chance to buy at that low price and probably would. So, the price was high,” said Fries.

On September 24th, 2002, Microsoft paid $375 million to Nintendo to own 100% of the company. Rare would now become a first party developer for Microsoft, and games like “Donkey Kong Racing” would end up in limbo. Martin Hollis, the producer of Goldeneye, explained that it was Hiroshi Yamauchi who shrewdly declined the offer.

“In the end I understand Mr Yamauchi [Nintendo’s President] declined to offer more than a fraction of the value Rare was asking; shrewdly, it would seem. Meanwhile Microsoft had a strategic reason to buy, two reasons really: firstly so Nintendo would not have Rare’s games, and secondly so that Microsoft would,” said Hollis

Nintendo’s George Harrison explained to Electronic Gaming Monthly that Rareware hurt GameCube’s momentum by failing to deliver any games within the launch window. This was compounded by the fact that Rare Ltd. was one of the first studios to receive development kits.

“…when we launched the GameCube, we put the concentration of our development kits in the hands of only a few people — internally, of course, with Mr. Miyamoto’s EAD team, but also with Rare. And Rare didn’t deliver a single game for us at the launch, when their history had been to make some really great games for us in the past. That hurt us, and it led us into this gap of titles, starting after the launch and lasting for about seven or nine months until Mario Sunshine came out. Consumers want consistency. They would never buy a DVD player that had only one or two good movies a year; they want consistency and variety, and we’re trying hard to make sure that’s not only resolved for the GameCube, but as we go into the next system,” said Harrison

Harrison’s comments weren’t the first time that Rareware was blamed for hurting GameCube’s momentum. When Nintendo of America’s Jasmine Ramya was asked about why Nintendo was no longer working with Rare, this was the answer given:

“Although Nintendo doesn’t comment on rumors or speculation by the media, we can tell you that Nintendo has made the decision not to request Rare to make any further exclusive games for the Nintendo GameCube. Although we’re proud of our joint efforts with Rare over the years and have enjoyed our relationship with them, in fiscal year 2001, Rare accounted for only 9.5% of total Nintendo software revenue worldwide. In fiscal year 2002, that number declined to 1.5%. Therefore, in evaluating our investments in developers, as well as the financial benefits to Nintendo over the years, we’ve decided it’s in Nintendo’s best interests to focus on diversifying our portfolio of developers and projects,” said Ramya.

Both responses seemed unusual for a company that stresses quality over quantity. At the same time, Microsoft had jacked up the bidding price so high that Nintendo would be forced to decline the offer. Employees at Rareware seemed happy with the buyout since Microsoft’s ownership would mean financial stability for the studio. But that financial stability would come at the cost of killing creativity and cancelling projects.

A Rare employee told Gamekult, “Several of us just got fed up, so we left. Beating down our creativity was definitely part of it, but it’s more than that. It’s more like having a strict parent telling you don’t do this and don’t do that. It’s just the environment there. Guess we should have been careful what we wished for. I guess we saw the grass as being greener with Microsoft coming in. Nintendo had always been strict with our compliance to their ideas or standards as they would call it. We figured things would be better after the deal went through,” the employee continues. “Microsoft is much stricter, the my way or the highway type. Nintendo was more of the this is how you should do it. You don’t have to, but we highly recommend you do. Highly recommend.”

In 2012, I spoke to former Rareware employee Don Murphy about the Rareware/Microsoft acquisition. He had worked on games such as “Conker’s Bad Fur Day”, “Killer Instinct”, and “Perfect Dark Zero”. Murphy says Microsoft bought the company because they only had the hardcore shooter market, and Rare would help the Xbox brand reach a broader, family friendly market.

Murphy says, “At first it seemed that they wouldn’t interfere much, but it was soon clear that they were more interested in using Rare to help aim at a younger market. This stifled a lot of creativity, Rare was renowned for their diverse portfolio, so to not be involved in making Mature games was a real blow. When the stampers left it seemed that Microsoft was losing faith in Rare, it was hard to take when all around were incredibly talented people, with massive amounts of experience. There [were] numerous projects that were put forward that I believe would have been huge hits, but MS rejected them one after the other. I remember seeing a couple of prototypes that Chris Seavor had designed and was working on, that looked amazing, but alas they got shelved. It seemed that MS didn’t want to take the risk in Rare doing anything outside the younger demographic, they quickly forgot the company’s heritage. We started to lose a lot of great talent then, people were losing job satisfaction, so they just left.”

Murphy was not the only person who believed the atmosphere at Rare had severely changed after the Microsoft acquisition. Phil Tossel, another former Rare developer, had worked on games such as “Diddy Kong Racing” and “Dinosaur Planet”. Tosell told Eurogamer, “For me personally, the atmosphere became much more stifling and a lot more stressful. There was an overall feeling that you weren’t really in control of what you were doing and that you weren’t really trusted either.”

When I asked Lee Musgrave in 2012 why he left Rare, he said one reason was because there had been less emphasis being on placed on attention to detail to make games great, and more emphasis on just getting things ‘done’.

“I’d been there for 17 years by the time I left and by the end, the Rare I joined had gone. I don’t really attribute that to anything that Microsoft did, but the simple migration to becoming part of a mammoth organisation inevitably changes the atmosphere of a hitherto insular place like Rare. Some of the people embraced the corporate culture whilst others, like me, felt that there was not enough emphasis being placed on real attention to detail or iteration of ideas/features in order to make them great, rather than just being ‘done’ and able to be ticked from a list,” said Musgrave.

The biggest internet myth is that Nintendo wasn’t interested in buying the other 50% of Rare. Nintendo wanted to buy the other half of Rare, and that’s why they asked for a one year extension to look over all of their options. The problem is Rare’s founders wanted a giant bidding war between Microsoft, Nintendo, and Activision to boost the value of their company. When comparing financial investments, the price of Retro Studios ($1 million) was a drop in the bucket compared to the $300 million that companies were bidding to buy Rare Ltd.
 
Most shmups on the playstation store are around 8-15 bucks this has been the norm for awhile since Arcade Classic Archives has ported over a load of older shit from the likes of Neo Geo, Taito, Namco and others. Which would be under the 34 dollar price point to even offer a demo in the first place.
American game prices =/= japanese game prices. As I demonstrated earlier, game prices of japanese games in their home country are way more expensive in general, surpassing easily the threshold most often.

Since it's Sony's own people who are doing the demos and not the developers themselves it's no lost resources.
It's now confirmed that Marissa Moira is literally unable to properly read just like he doesn't really play videogames.
Developers will reportedly have up to three months after their games launch to release a timed trial, and timed trials are only required to be available on the service for at least 12 months.
Even in the alternate scenario that it was SIE making the demos of third-party games, I would have expected nothing short of just slapping a time counter on the full-game and call it a day.

It's not that hard to balance daily gym activities with everything else.
More like daily mental gymnastics lol
 
It's now confirmed that Marissa Moira is literally unable to properly read just like he doesn't really play videogames.
it's said the following

A new report now says that while the game trials are in fact true, Sony isn’t imposing a mandatory demo on developers. Instead, Sony will help create these game demos themselves and it won’t be the developer’s responsibility to create them.
Zero responsibility from developers

demos.png


They've also done a conversion rate between countries for game prices. It still would not affect lower budget games. There are 90 dollar visual novels being released in western countries so there's still low hour software being sold at high prices everywhere.

Sony themselves also will not require the full game up and can allow just the first stage of something be a demo that the player can play for 2 hours.
 
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Who spends $90 on a non-game, for fuck's sake.
There's some people who do unfortunately.

However all these demos with an exclusive membership remind me of costco. This is basically allowing you to go around the store and sample stuff all you want.
 
it's said the following

Zero responsibility from developers

View attachment 3235675
The reporter in the tweet has no definitive proof that supports his claim yet whereas the mandate to submit a time trial was confirmed within Sony's developer portal as the articles pointed out. It's fair to assume for now that he could be eventually damage-controlling, something you've always been doing on the other hand.

Who spends $90 on a non-game, for fuck's sake.
Japanese text games specifically developed for consoles have more gameplay than you'd like to assume, between Fuuraiki, (Shin) Hayarigami, Ace Attorney, Death Mark, Buddy Mission Bond, Doukokou Soshite, Famicom Detective Club, etc. And I don't ever recall this kind of pricing for them (even when directly paying in yen) so it's likely another instance of Marissa just pretending to know what he's talking about.
 
The reporter in the tweet has no definitive proof that supports his claim yet whereas the mandate to submit a time trial was confirmed within Sony's developer portal as the articles pointed out. It's fair to assume for now that he could be eventually damage-controlling, something you've always been doing on the other hand.


Japanese text games specifically developed for consoles have more gameplay than you'd like to assume, between Fuuraiki, (Shin) Hayarigami, Ace Attorney, Death Mark, Buddy Mission Bond, Doukokou Soshite, Famicom Detective Club, etc. And I don't ever recall this kind of pricing for them (even when directly paying in yen) so it's likely another instance of Marissa just pretending to know what he's talking about.
You can check the price for the soon to be upcoming ai somnium files sequel, the collectors edition is over 100 bucks and the base game is 60 that is AAA pricing.

Also for further evidence that the demo program rage is much ado about nothing.

Some of the initial reporting around the PS Plus demo situation seemed to stipulate that devs would have to manually create demos – proper vertical slices a la Demo One or the Xbox Marketplace – for their games. But, now that some things have been cleared up, it looks like simply giving you access to the start of the game will do. This feels like a good middle-ground between devs and consumers; it’s not too much more work for beleaguered staffers already crunching to meet an immovable Christmas-time deadline, and it lets players do a little try-before-you-buy, too.

Sony's involvement to make the demos looks like it's going to be them unlocking only portions of the game from the digital download. This will just boil down to the developers filling in a box for the paperwork on what can constitute the demo for the already existing game development papers and then sony will allow access to users for that portion of the game.
 
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You can check the price for the soon to be upcoming ai somnium files sequel, the collectors edition is over 100 bucks and the base game is 60.
We get it, you love to larp as a rabid consumer with muh limited editions. But they're unrelated to the argument about the threshold

Also for further evidence that the demo program rage is much ado about nothing.
"why demos locked behind the highest tier of a subscription service is a GOOD thing"
god I hate game journalists so much

Sony's involvement to make the demos looks like it's going to be them unlocking only portions of the game from the digital download.
Nice reading comprehension, you retard. Are you sure you're an english native?
The journalist in that VG247 article doesn't even bother to show proof links about how "things have been cleared up" and I'm assuming he's just taking the other reporter's tweet at face value (just like you). The whole article is in fact nothing more than a blog post about his personal life than something actually informative.
 
We get it, you love to larp as a rabid consumer with muh limited editions. But they're unrelated to the point of the argument about the threshold


"why demos locked behind the highest tier of a subscription service is a GOOD thing"
god I hate game journalists so much


Nice reading comprehension, you retard. Are you sure you're an english native?
The journalist in that VG247 article doesn't even bother to show proof links about how "things have been cleared up" and I'm assuming he's just taking the other reporter's tweet at face value (just like you). The whole article is in fact nothing more than a blog post about his personal life than something actually informative.
I am often quite surprised by Moira's lack of reading comprehension. He'll often cite articles to support his argument that don't actually support his arguments, or may even contradict them.
 
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We get it, you love to larp as a rabid consumer with muh limited editions. But they're unrelated to the argument about the threshold


"why demos locked behind the highest tier of a subscription service is a GOOD thing"
god I hate game journalists so much


Nice reading comprehension, you retard. Are you sure you're an english native?
The journalist in that VG247 article doesn't even bother to show proof links about how "things have been cleared up" and I'm assuming he's just taking the other reporter's tweet at face value (just like you). The whole article is in fact nothing more than a blog post about his personal life than something actually informative.
You posted stuff that was early reporting and now you're upset that you may have to backtrack because it doesn't match the doom scenario that you thought it would be.
 
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There are 90 dollar visual novels being released in western countries so there's still low hour software being sold at high prices everywhere.
I haven't seen any, myself. And if you're talking special editions, I wouldn't count those, since those are made for a very small and dedicated audience.

If you're gonna complain about visual novels, you may as well complain about the ones on the American Nintendo eShop that are completely untranslated, and appear to just be bikini babe coomershit photo galleries with a bunch of text to click through.
 
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