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.

  • @chemical_cutthroat
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    2393 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.

    • Jaysyn
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      803 months ago

      I had never heard of it either until this post.

      • snooggums
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        383 months ago

        This is the first time for me as well, and it sounds likely to be the last.

    • @tomi000
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      563 months ago

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

      • M137
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        -43 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
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      123 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.

    • M137
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      3 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.

    • @FMT99
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      883 months ago

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

      • @acosmichippo
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        203 months ago

        but that was like 6 whole months ago. the market is totally different now. /s

    • @Viking_Hippie
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      3 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.

      Edit: crossed out mistaken assumption

      • @[email protected]
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        3 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 filled with screaming, racist misosynist babies and manbabies alike 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.

      • @[email protected]
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        3 months ago

        I’m not sure that’s really true what 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.

        • @Viking_Hippie
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          63 months ago

          Fair enough, I’ll retract that part heh

          • @[email protected]
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            43 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.

  • @[email protected]
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    1343 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.

    • P03 Locke
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      583 months ago

      Probably spent it all on cable TV ads, where their audience ain’t at.

      Or just blow and hookers.

      • @[email protected]
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        33 months ago

        “I’m telling you, the cocaine and hooker market is ripe for a AAA single player FPS game.”

    • Decoy321
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      113 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
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        83 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
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          23 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
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        83 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.

        • @[email protected]
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          43 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.

    • @Zahille7
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      63 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.

  • twoface
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    1203 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
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      433 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.

    • @[email protected]
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      283 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.

      • @[email protected]
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        3 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.

          • @[email protected]
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            3 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.

            ???

            • ampersandrew
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              23 months ago

              Best of luck. But yes, there’s a good chance your scope is too large, so definitely start small.

              • @[email protected]
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                13 months ago

                Oh hey Im surprised that all even posted, my connection crapped out right as I hit send.

                But uh haha yeah.

                My one saving grace is I have a lot of time on my hands.

                But I expect it to take probably at least 6 months before I even have what Id consider a working combat prototype with a variety of different weapons and Ai routines, and maybe a barebones model of a procedural map generator.

                Im guessing that me soloing a whole project like this could take 3 years, but if I can get a prototype working, I might have enough money to pay for some 3D assets to speed up dev time a bit.

                Almost certainly not enough money to hire anyone lol, and I really really do not want to do kickstarter or early access and deal with the community and possible total failure.

                Im the exact opposite of a PR person.

    • @yamanii
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      93 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.