I asked the Housemarque CEO about a month ago (during a conference) about the reason for releasing Nex Machina and Matterfall back to back. The answer he gave me was basically that they delayed Nex Machina a few weeks and that delaying Matterfall would have put it into the fall season where it would be lost among the big releases.
I found the answer baffling back then (e.g. why not delay matterfall to Q1). Obviously I don't know financial situation of the studio, but why couldn't sony for example step in and delay the game they published purely to give the first one more space? Especially looking at the critics reception Matterfall might have used a bit more time in development.
i agree that sux. what smallish dev has made a big success in multiplayer? except like a lottery winner like bluehole or riot. try some rogue like shit instead imo look at spelunky, isaac, something where you can do a gaas lite or something urghNex Machina was the best twin stick shooter ever made. So of course nobody bought it, and now they're gonna do some big online multiplayer thing nobody will buy, and a great company that brought us Resogun, Nex Machina, and Outland will go out of business.
Thank you, 2017 video game industry
Smash TV and Defender with teleport mechanics.Arcade is such a broad concept, at least their games never screamed "arcade" for me
For me, Geometry Wars RE and RE2 will never be beaten for this. I think it's the fact that the online leaderboards were shown front and centre after every game, and where you stacked up against your friends. And all my friends had a 360 and all my friends had Geometry Wars - so it was just so incredibly competitive. It was amazing. Super Stardust had a similar vibe, perhaps Resogun too to an extent, but they still fell far short of the competitive feeling of GWRE.I hope they succeed with what they do next. To be honest, as good as their games are, the twin stick shooter concept got a little predictable and for me, somebody who isn't motivated by chasing high scores, owning one or two of their games was enough.
I asked the Housemarque CEO about a month ago (during a conference) about the reason for releasing Nex Machina and Matterfall back to back. The answer he gave me was basically that they delayed Nex Machina a few weeks and that delaying Matterfall would have put it into the fall season where it would be lost among the big releases.
I found the answer baffling back then (e.g. why not delay matterfall to Q1). Obviously I don't know financial situation of the studio, but why couldn't sony for example step in and delay the game they published purely to give the first one more space? Especially looking at the critics reception Matterfall might have used a bit more time in development.
I've never even heard of Nex Machina until now, which is a shame because it looks stunning. So maybe part of the problem was one of getting the word out.
more than happy to see what they can do outside of that arcade "genre".
The problem is that the high production values & impressive effects is one of the big reasons why their games got noticed & purchased compared to all the other indie arcade-style games that don't sell at all. So sure, they could save money by spending less on development, but they'd also sell fewer copies. Trying to find the ideal cost ratio is difficult.
The answer is simple, they wanted to move asap to their next project which will deviate from company legacy, most likely Sony is funding the game and the faster it goes into full production the better, delaying Matterfall would put the studio working on that game for longer, delaying their more ambitious project even further.
It's called business and they wanted to move from Arcade, so be it, do a Triple A in the style of Vanquish.
That article sums up my thoughts: arcade shooters aren't dead but sadly they aren't popular enough to warrant the AA budget of Housemarque's games. So, AA arcade shooters are dead.Was this posted?
https://www.pcgamer.com/are-arcade-shooters-really-dead/
Features some reactions by other devs