I already loved the nostalgia theme and how it was used to show off the controller. I think it was good enough to be on par with Mario.
From everything I've seen of Astro's Playroom it definitely seems like not only a love letter to PlayStation's past but a love-letter to Mario platformers.
They literally took the FLUDD hover from Sunshine and the spin attack from Galaxy lol. Also the whole Playroom concept is Sony's Nintendo Land.
Efficient relative to other cinematic AAA games with thousands of team members, but still fairly large. At least the 3D Mario games doThis is sort of tangential to the main point but do Mario games actually have big budgets? Nintendo tends to be super cost efficient.
Agreed. It was a serviceable platformer, but especially coming off of playing Super Mario 3D All Stars the gameplay gets stale quickly. The settings are nice and the collectibles are cute, but that game was the perfect length. Any longer and it would become boring. I think it is heavily buoyed by the nostalgia factor and Dualsense noveltyI haven't played Rescue Mission, is it significantly more robust than Astro's Playroom? Because my initial reaction was the same as yours but the more I thought about it, I enjoyed Astro's Playroom because it was a fun and joyful experience, but as a game it's pretty thin. The mechanics all work just fine but there's ultimately not a ton there. It's definitely not on the level of a Mario Odyssey or anything like that.
I haven't played Rescue Mission, is it significantly more robust than Astro's Playroom? Because my initial reaction was the same as yours but the more I thought about it, I enjoyed Astro's Playroom because it was a fun and joyful experience, but as a game it's pretty thin. The mechanics all work just fine but there's ultimately not a ton there. It's definitely not on the level of a Mario Odyssey or anything like that.
I went down a rabbit hole of trying to find out how many core staff worked on Mario Odyssey and Astro's Rescue Mission respectively. However, the way Sony do credits makes it hard to determine who actually worked substantially on the game or was just being thanked (more power to them, better to credit someone than not). Mario seemed like it had around 160 people who played a major role in development or QA.Efficient relative to other cinematic AAA games with thousands of team members, but still fairly large. At least the 3D Mario games do
I went down a rabbit hole of trying to find out how many core staff worked on Mario Odyssey and Astro's Rescue Mission respectively. However, the way Sony do credits makes it hard to determine who actually worked substantially on the game or was just being thanked (more power to them, better to credit someone than not). Mario seemed like it had around 160 people who played a major role in development or QA.
Sony credits a much broader pool of people than Nintendo (like tons of management and the entire QA teams of every region) so I do think Mario had a bigger core team. How much bigger though is a bit hard to say.I may be wrong, but wasn't there around the same quantity of people working on Astro bot comparing to Mario Odyssey?
I think we tend to overestimate a lot the size of Nintendo teams
https://nintendo.fandom.com/wiki/Super_Mario_Odyssey/credits
https://www.igdb.com/games/astro-bot-rescue-mission/credits
The difference seems to be more about the freedom given to the Mario team
I may be wrong, but wasn't there around the same quantity of people working on Astro bot comparing to Mario Odyssey?
I think we tend to overestimate a lot the size of Nintendo teams
https://nintendo.fandom.com/wiki/Super_Mario_Odyssey/credits
https://www.igdb.com/games/astro-bot-rescue-mission/credits
The difference seems to be more about the freedom given to the Mario team
A bigger budget wouldn't automatically make their next game into something on that level. Again, having not played Rescue Mission I can't say for sure, but they would need to prove they can create gameplay beyond what I experienced in Playroom for me to believe they could take on a huge game.Which is why they could use a juicier budget, like Odyssey and others got
A bigger budget wouldn't automatically make their next game into something on that level. Again, having not played Rescue Mission I can't say for sure, but they would need to prove they can create gameplay beyond what I experienced in Playroom for me to believe they could take on a huge game.
They list 40 something people from Sony Japan alone on their credits, so unless there is an interview I missed, that doesn't seem right? Since there was outside help too according to the credits. Regardless, it was an impressive game.Not even close. 25 people worked on Rescue Mission for 18 months. Mario team has more manpower and time.
A bigger budget wouldn't automatically make their next game into something on that level. Again, having not played Rescue Mission I can't say for sure, but they would need to prove they can create gameplay beyond what I experienced in Playroom for me to believe they could take on a huge game.
I've heard great things but I'm not going to invest in a PSVR at this point so it looks like unfortunately I won't ever get to play it.Then you're missing out on the most innovative 3D platformer since Mario 64
They list 40 something people from Sony Japan alone on their credits, so unless there is an interview I missed, that doesn't seem right? Since there was outside help too according to the credits. Regardless, it was an impressive game.
Sony credits a much broader pool of people than Nintendo (like tons of management and the entire QA teams of every region) so I do think Mario had a bigger core team. How much bigger though is a bit hard to say.
32 staff but close. A real tiny team tbh.Not even close. 25 people worked on Rescue Mission for 18 months. Mario team has more manpower and time.
Absolutely untrue unless you're talking about purely 1st party characters.Astro bot is to Sony PlayStation what Mario & Sonic have been for Nintendo & Sega. While there have been other character games before it on PlayStation, Sony never came close to matching Mario & Sonic till Astro bot came around. Sony finally has their mascot for the PlayStation.
The complete staff roll of Odyssey, including the localization, QA, etc is 200 staff,32 staff but close. A real tiny team tbh.
Mario Odyssey had significantly more staff on it (just under 200) and a much longer cycle (roughly 3 years) but is still incredibly lean for a AAA game. Something like Captain Toad is closer (around 70 staff) with a shorter timetable (less than 12 months).
Yeah, core prod/dev staff (so no admin, QA, marketing, testing, regional staff, etc) would likely be closer to 120-150 but I haven't done an exact count. Either way it's miniscule for a AAA game.The complete staff roll of Odyssey, including the localization, QA, etc is 200 staff,
no way the core staf is that (the 32 people on Astro seems to be only the core devs)