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.
Well, EPD is roughly 3x the size of Japan Studio but they develop and produce like 10-20x the software. It's very much a different approach to having a Japan styled (centralized) versus western styled (distributed) R&D structure.The way of working of Nintendo, in which their dev go from a project to another easily reduce even more the unmovable staff on their project
But I agree that one of the big difference is that Mario team have free hands and time, when Sony Japan are limited on both
FUCK no.Give it to Sumo Digital for what they did with Sackboy as well.
They need to get merch out there but they need to time it properly. Maybe release an Astro sequel around Christmas 2021 or 2022 and do a big merchandise push as well.
I'd love that.I haven't even played either game and I say yes. We need more high budget 3d platformers.
As the Walnut King, I hereby declare that Asobi Studio is the new king of 3D Platformers. Astro Bot: Resuce Mission was magical, but Astro's Playroom is godlike. It's fun to play, it's not at all frustrating, it controls like a dream, the music and graphics are amazing, and everything about it is just absolutely perfect.
I agree. Difficulty is the main reason I have not gotten the latest Crash game. I just wanna have a good time with platformers. Not be frustrated.I think the emphasis on playfulness and avoiding frustration is what a lot of platformers today get wrong. I could see hints of that in the Crash remake, like at the very start of the game where you begin on the beach and you can spin the television to change its channel, but very quickly that style of design is lost for the sake of a focus on challenge above all else. As a result, games like Crash I think quickly become frustrating, and that actually gets in the way of their efforts to be playful.
Like when you finally get to ride Polar in Crash 4, that should be a fun moment, a really cool throwback to previous games... but collecting the boxes in that segment is so freaking hard. It sucks all the fun out of it.
Why would you choose "organic" of all words. It's a freaking robot lmao.Not only have they made one of the greatest VR games ever made and an outstanding demonstration/tutorial game for the PS5, they've also finally given Sony and PlayStation a true, organic mascot that they've been looking for for four entire console generations.
They deserve all the resources Sony can give them
Because I'm saying that AstroBot has become a Sony mascot organically - they didn't force it or invent it to be the PlayStation mascot. AstroBot has become the perfect symbol for PlayStation because of the fact it's the star of arguably the best PSVR title and is now featured on every PS5 with Playroom.Why would you choose "organic" of all words. It's a freaking robot lmao.
Oh yes I agree, they have an opportunity here but I'm not sure they'll take it since mascots don't seem to be too popular these days. They could at least expand the "PlayStation world" thing and embrace their own identityBecause I'm saying that AstroBot has become a Sony mascot organically - they didn't force it or invent it to be the PlayStation mascot. AstroBot has become the perfect symbol for PlayStation because of the fact it's the star of arguably the best PSVR title and is now featured on every PS5 with Playroom.
AstroBot may well have become the perfect mascot for PlayStation in the way Crash and Knack and all the others never have.
Naughty Dog did that for PlayStation 24 years ago. Sony just didn't have the good sense to buy out the IP in 1998, make it PlayStation exclusive for all time, and maintain its pedigree the way Nintendo did with Mario. It took a while for Sony to truly understand the power of flagship 1st party IP.Not only have they made one of the greatest VR games ever made and an outstanding demonstration/tutorial game for the PS5, they've also finally given Sony and PlayStation a true, organic mascot that they've been looking for for four entire console generations.
That happened literally every generation.Not only have they made one of the greatest VR games ever made and an outstanding demonstration/tutorial game for the PS5, they've also finally given Sony and PlayStation a true, organic mascot that they've been looking for for four entire console generations.
They deserve all the resources Sony can give them
This is why Galaxy is probably the best 3D Mario imo. It's the easiest one yes but not exactly easy to 100%. That smooth difficulty curve and general lack of frustration is probably it's biggest asset.I think the emphasis on playfulness and avoiding frustration is what a lot of platformers today get wrong. I could see hints of that in the Crash remake, like at the very start of the game where you begin on the beach and you can spin the television to change its channel, but very quickly that style of design is lost for the sake of a focus on challenge above all else. As a result, games like Crash I think quickly become frustrating, and that actually gets in the way of their efforts to be playful.
Like when you finally get to ride Polar in Crash 4, that should be a fun moment, a really cool throwback to previous games... but collecting the boxes in that segment is so freaking hard. It sucks all the fun out of it.
I'd rather they do literally anything else. I honestly do not understand the hyperbole around Astro's Playroom. It's an above average pack-in game. That's it. Just because it tugs at everyone's heart strings with PS references does not elevate it beyond that, IMO.
I disagree, the time trial stuff shows how fine crafted it is. I'd love for more of it.I'd rather they do literally anything else. I honestly do not understand the hyperbole around Astro's Playroom. It's an above average pack-in game. That's it. Just because it tugs at everyone's heart strings with PS references does not elevate it beyond that, IMO.
I'll agree they definitely added some cool ideas throughout with excellent pacing to keep the experience fresh, but it still just lands as a well-paced, decently tight pack-in showcase of the DualSense. Like an extended tech demo that's pretty neat. I guess it just didn't click for me to the extent that I want a full-length version of it, or any more. I was quite happy to put it down by the time I was done.I'm not even that much of a Sony fan, only had a PS2 (which dropped mid-gen) and a PS4. Yet I found Astrobot amazing, it doesn't only play beautifully, it's very original and inventive, it keeps throwing new cool stuff in every stage.