Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Vapourware LOL ELECTRONIC ARTS: The EA Thread

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
http://archive.is/PjQDI
"People make the mistake of saying, 'This is what you really want'"
EA chief design officer Patrick Söderlund talks about bringing back Command & Conquer as a mobile game and what the publisher really gets out of EA Originals
Brendan Sinclair North American Editor
Monday 25th June 2018

This is the second part of our interview with EA chief design officer Patrick Söderlund conducted at EA Play during the week of E3. The first part, in which he discussed EA's current thinking around loot boxes and its future ambitions for streaming, can be found here.

Over the last few years, the industry has seen a pattern pop up when publishers are introducing new variations on their big franchises.

When Bethesda revealed the mobile game Fallout Shelter, it did so at the same E3 briefing it took the wraps off Fallout 4. At this year's E3 when it showed off The Elder Scrolls: Blades for mobile, it followed that up shortly with confirmation an announcement of The Elder Scrolls VI, even though that game is years away from release. Microsoft doubled down on that approach for its own show this year, announcing two Gears of War spin-offs in quick succession--the Funko Pop-branded mobile title Gears Pop and the XCOM-like Gears Tactics--before confirming that it is also working on Gears 5.

In short, a spoonful of sugar makes the medicine go down. You announce the audience-building brand extension for a beloved series when you can also assure hardcore fans that a proper sequel is on the way.

Electronic Arts took a different angle this year with the reveal of Command & Conquer: Rivals at its pre-E3 EA Play event, revealing a mobile-exclusive variant of the real-time strategy series with no traditional C&C game in the wings. Speaking with EA chief design officer Patrick Söderlund at EA Play, we asked about the decision to revive the dormant brand with a mobile spin-off instead of the game fans really want.


EA hopes a move to mobile will expand the Command & Conquer fanbase

"For us, I think people make the mistake of saying, 'This is what you really want,'" Soderlund said. "Mobile is the biggest gaming platform on the planet today. When the team came up with the construct of the game and we realized that there was a great fit for the C&C brand and we could make the game better as a result, that just felt like the next natural step. RTS games are still relevant in the market and for the most part PC-based, but if you can get a successful multiplayer, competitive-type RTS game to work well on mobile, we believe that could reach hundreds of millions of players in the world. That's what motivates us to do it.

"We're going to come to a point where we need to respect mobile games as much as console games"

"We believe this is a modern, contemporary interpretation of the Command & Conquer brand, but I think [mobile's] scale--not only across age but across gender--made this the natural platform for it. We're going to come to a point where we need to respect mobile games as much as console games. I know that's difficult to see when you come to E3, but our mobile business is growing quite significantly, and we look at those teams with the same value and the same integrity as we look at our console teams. And we believe this is the best interpretation we can do of the brand right now."


That raises the question of where the real value of a brand lies. Is Command & Conquer valuable because it has a core fandom that cares deeply about what happens with the franchise, or simply because it has been around long enough that it will have some name recognition with the more casual audiences EA is trying to reach with the mobile game?

"I think it's a little bit of both," Soderlund said. "When we started looking at this, we said OK, the Command & Conquer brand brings an IP that makes a game more interesting with the factions, the economy in there, and everything people relate to. It's also hopefully a flirt with people like you and I who grew up playing Red Alert and all these games. It feels familiar, like this is back in a relevant way. And when you have a catalog of properties like we do, sometimes it makes sense to resurrect them, and sometimes it doesn't. In this particular instance, with the game design the team had? The Command & Conquer brand just fit."

With its real-time multiplayer action and midcore appeal, Rivals seems like a departure from EA's previous mobile efforts like The Simpsons: Tapped Out and Star Wars: Galaxy of Heroes. And while Rivals got significant stage time during the EA Play conference and those other games were essentially absent, Soderlund cautioned against reading anything into that, saying Galaxy of Heroes has been a tremendous success and "we're treating that right now like we would treat a well-functioning live service on console, but times five."

As for the mobile move to midcore and real-time multiplayer games in general, Soderlund has of course seen that trend develop.

"Game designs on mobile are starting to mimic more and more what we deem to be console-based," he said. "The work Epic has done with Fortnite... I didn't think that would work, to be honest. I was super skeptical, yet I see my daughters playing it on their mobile phones while I play on my PS4 or Xbox or PC. I think they've shown the world that's possible. You can replicate a high-definition game onto a mobile phone and that works. The fact you can play against each other is also cool.

"The other trend we'll see is games on these devices used to be relatively shallow and simplistic, where it felt like they were free so everything was there so you could start paying money. I think we're seeing more sophisticated, deeper game designs. We're seeing more sophisticated and deeper fidelity. And I think we're going to see games that mimic what we see on the console side far more on these platforms long term, because they're powerful enough now."

Mobile gaming is standing in front of a gigantic shift, Soderlund said. The mobile audience has gender parity and spans virtually the entire planet, whereas there are still huge markets like India where the console business is essentially non-existent.

"It also spans across age unlike anything else," Soderlund said of mobile gaming. "It grows in so many vectors, which makes it very attractive to us."


Of course, that doesn't mean the console market can't expand its own audience a bit, and EA is working on that front as well. Its EA Originals program can be seen as one part of that effort, as the company works with developers it traditionally might not have in order to produce games one might not expect from a AAA publisher.

One of the key aspects of EA Originals is how little the company stands to directly benefit from these games. EA fronts the money for development, and once it recoups that, all additional revenue goes to the partner studio that created the game. That studio also gets to keep the intellectual property rights for whatever it creates, and even has creative control over the project. Each project does have a maximum budget, and developers are only eligible to participate in the program once.


EA Originals is sending out an SoS to the world

The closest thing EA can get to a home run with EA Originals seems to be first dibs on a second title from the developer of a breakout hit. When asked if EA gets right of first refusal on future projects from EA Originals studios, Soderlund said, "We do have a clause for working with them in the future, yes."

So far the program has a decent track record. Coldwood Studios' Unravel technically predated the EA Originals program, but its success helped inspire EA to formalize this method of working with indies. EA Originals has produced three titles so far, Zoink's platformer Fe, Hazelight's co-op prison escape game A Way Out, and Coldwood's just-launched Unravel 2.

All of the games launched this year, and A Way Out has already recouped its money. But even if EA Originals had a string of misses, Soderlund said the maximum budget condition keeps potential losses manageable and make the program "more sustainable." And that means a game's ability to recoup the initial development cost doesn't need to be a primary concern when picking titles for the program.

"We have to be very clear with the fact that for some of these games we pick, they're not picked because they're the most mass market products," Soderlund said. "And I think that's the beauty of the program. We want to get these games into the hands of players because they have a deeper meaning than just being a mass market play. I think A Way Out is a mass market play, but that's not why we picked it. We picked it because of the unique idea of a co-op only game, we liked Josef [Farres], we liked the story, and we liked his ideas. His execution and the work his team did made players love it... It shows the program can bear fruit and it can work, and I think the next game they're going to build will be a much, much bigger, more ambitious game with far deeper funding."

The next project for EA Originals is Jo-Mei's Sea of Solitude, a game about young woman's traversing a flooded city as her loneliness turns her into a monster. Scheduled for release early next year, the game is one Soderlund says "may not feel quite so mass market," but he believes it has the potential to be a hit regardless.

Same genius that did this brilliant interview regarding Battlefield V during E3: http://archive.is/stpUA
So, internally how do you hold yourselves accountable? There's two things. There's the lootbox thing which was somewhat addressed earlier this week...I wonder what these kind of PR issues look like inside EA? There's the women being featured in Battlefield backlash, too. Can you give some insight of what it was like internally?

Well the lootbox thing was just something that, we've said that and I've said it publicly many times, we clearly didn't get that right. And you have two choices. You can hide in a corner and pretend it didn't happen or you can actually be accountable and say "okay, we didn't get that right."

That triggered a whole event inside the company. We put together a team that's worked on issues like, what does a life service look like inside of EA, what are rules, guidelines, and a framework we can put together? That's why you can see us standing up on stage today and clearly articulating what it means for Anthem. People know, okay that seems fair.

For us, if we can put together a framework in a system that is fair, where I feel like I don't have an unfair advantage because I pay and where I feel like I pay $60 to EA for my product and I feel like there's enough value for that. If there's a means for me to pay to dress differently and to look differently in the game or something else, we want that to feel fair and relevant and I think that's the mantra. And I think people will respect that. And we will continue to ask people questions and listen to people to get it right. Sometimes you have to get something wrong to make it right. And that's the approach that we've taken.



"On the [women] in Battlefield, this is something that the development team pushed. Battlefield V is a lot about the unseen, the untold, the unplayed…The common perception is that there were no women in World War II. There were a ton of women who both fought in World War II and partook in the war. And we felt like in today's world—I have a 13-year-old daughter that when the trailer came out and she saw all the flak, she asked me, 'Dad, why's this happening?' and she plays Fortnite, and says, 'I can be a girl in Fortnite. Why are people so upset about this?' She looked at me and she couldn't understand it. And I'm like, ok, as a parent, how the hell am I gonna respond to this, and I just said, 'You know what? You're right. This is not ok.'

These are people who are uneducated—they don't understand that this is a plausible scenario, and listen: this is a game. And today gaming is gender-diverse, like it hasn't been before. There are a lot of female people who want to play, and male players who want to play as a badass [woman]. And we don't take any flak. We stand up for the cause, because I think those people who don't understand it, well, you have two choices: either accept it or don't buy the game. I'm fine with either or. It's just not ok.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Jesus, whenever someone from EA says something it's like listening to a robot trying to mimic humans.

It's like they all take intensive courses in marketing bullshit.
 
Last edited:

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
That first interview is a no-brainer. Of course they want to expand new markets and push for new audiences. It makes them more fucking money, which is what this business is all about. It's annoying as shit of course, when decisions are made against your smaller audience for the greater one, but why we always act surprised or offended I have no idea. Welcome to the real world, welcome to how it has always been and always will be. Even if GLORIOUS COMMUNIST REVOLUTION comes the State-run EA propaganda machine will still focus on mass-market appealing simplistic bullshit. You can't escape it.

Support companies making Command & Conquer inspired incline and stop whining.
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
That first interview is a no-brainer. Of course they want to expand new markets and push for new audiences. It makes them more fucking money, which is what this business is all about. It's annoying as shit of course, when decisions are made against your smaller audience for the greater one, but why we always act surprised or offended I have no idea. Welcome to the real world, welcome to how it has always been and always will be. Even if GLORIOUS COMMUNIST REVOLUTION comes the State-run EA propaganda machine will still focus on mass-market appealing simplistic bullshit. You can't escape it.
Both sides of this argument seem to be missing the point and make retarded arguments that basically come down to "it makes them fucking money", from one side we have posters like this stating it, from the other side you have YouTuber's complaining that EA wants to make money, as if that would be an inherently bad thing:


When the actual argument to make is that exploiting a franchise with an established fanbase and a multiple-decade long hallowed history, having put out over a dozen titles over said timespan for a quick cashgrab similar to their mobile "Dungeon Keeper" game that might or might not work is a very stupid business decision. It might (or might not) lead to some quick cash, but you'll essentially destroy the franchise that way and it loses its value and brand recognition. The proper way to rape a franchise for ultimate profit is the way Bethesda does it, by taking a beloved franchise, extracting some of the core components that were beloved and gave it its atmosphere and making it a shooter or Multiplayer game. EA could totally do this and try and put out properly designed Open World FPS (like Far Cry) or Multiplayer shooters in the C&C universe, they could turn it into Halo and maybe produce a few games on the side to throw a bone to and placate the original fanbase and keep them in line (New Vegas). They could potentially grow the franchise this way, heck they could turn it into a movie franchise, C&C was always a bit FMV-heavy. Instead, EA being EA with their alignment of "Stupid Evil" while solely relying on their Sports franchises (FIFA/Madden) to dig them out of any other retarded business decisions they might make: https://www.forbes.com/sites/greatspeculations/2017/10/10/fifa-remains-eas-bread-and-butter/ decided to make a mobile game that makes it clear they don't seem to appreciate what they are sitting on or shows any respect for the IP. It only has the "C&C" name in it for marketing purposes and otherwise this newest product has the integrity and merit of selling toilet paper or stale bread.

Destroying long-existing franchises you acquired for short-term profit is not how you do smart long-term business or the most money, it's just stupid. (See Mass Effect, Medal of Honor, Need for Speed, Ultima, Wing Commander, Dragon Age, The Sims/Sim City etc.) It's like DC Comics or Marvel taking Batman or The Avengers and licensing them for casino games, making it known that they're now related to casinos and gambling because they could get a few million instead of creating and putting out dozens of Blockbuster movies, games and also cashing in on merchandising and action figures.
 
Last edited:

Cross

Arcane
Joined
Oct 14, 2017
Messages
2,998
When the actual argument to make is that exploiting a franchise with an established fanbase and a multiple-decade long hallowed history, having put out over a dozen titles over said timespan for a quick cashgrab similar to their mobile "Dungeon Keeper" game that might or might not work is a very stupid business decision. It might (or might not) lead to some quick cash, but you'll essentially destroy the franchise that way and it loses its value. The proper way to rape a franchise for ultimate profit is the way Bethesda does it, by taking a beloved franchise, extracting some of the core components that were beloved and gave it its atmosphere and making it a shooter or Multiplayer game. EA could totally do this and try and put out properly designed FPS or Multiplayer shooters in the C&C universe, they could turn it into some Halo and maybe produce a few games on the side to throw a bone to and placate the original fanbase and keep them in line (New Vegas). They could potentially grow the franchise this way. Instead, EA being EA with their alignment of "Stupid Evil" they decided to make a mobile game that makes it clear they don't seem to appreciate what they are sitting on or shows any respect for the IP. It only has the "C&C" name in it for marketing purposes and otherwise this newest product has the integrity and merit of selling toilet paper.

Destroying long-existing franchises you acquired for short-term profit is not how you do smart long-term business or the most money, it's just stupid. (See Mass Effect, Medal of Honor, Need for Speed, Ultima, Wing Commander, Dragon Age, The Sims/Sim City etc.) It's like DC Comics or Marvel taking Batman or The Avengers and licensing them for casino games, making it know that they're now related to casinos instead of creating and putting out dozens of Blockbuster movies, games and also cashing in on merchandising and action figures.
Bethesda's success had very little to do with 'extracting some of the core components' from the original Fallout series. Or do you think that the dozens of millions of people who bought Fallout 4 played Fallout 1/2, games that sold 100-200k copies back in the day? Modern Fallouts are succesful because Bethesda turned the series into Elder Scrolls with guns.

Unlike Fallout, Command & Conquer was hugely succesful back in the day, so exploiting its brand recognition for a low-effort mobile game, while despicable, makes way more sense. What doesn't make a whole lot of sense is your idea of turning the series into a console FPS. Since C&C was always primarily a PC franchise, it holds very little appeal or name recognition for the console crowd.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,163
Location
Bulgaria
That cuck Yea is annoying with his bitching,he is even a retardera fan :roll:. Still the C&C mobile shit is no surprise at all,EA are masters of fucking themself over. Another game that we all knew is long dead,meh. It is not like anyone buys EA shit outside of the sport fans.
 

Deathsquid

Learned
Joined
Jan 18, 2018
Messages
382
Is the mobile market still viable and lucrative in 2018? I kinda thought that stream of revenue has been dwindling for the last few years, was I completely off?
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
Bethesda's success had very little to do with 'extracting some of the core components' from the original Fallout series. Or do you think that the dozens of millions of people who bought Fallout 4 played Fallout 1/2, games that sold 100-200k copies back in the day? Modern Fallouts are succesful because Bethesda turned the series into Elder Scrolls with guns.
Are you saying Fallout doesn't play after a Nuclear holocaust anymore, there's no Vaults, radioactivity, Pip Boy/Vault Boy/Vault Jumpsuits, Power Armor, Super Mutants, Ghouls and Deathclaws etc. don't exist? Are you saying they didn't try to keep to the general "mood" of the setting, keeping a similar Retrofuturistic design, Americana, pseudo-sarcastic B&W documentaries, playing the same type of classic music etc.?




In your mind, why do you think they acquired the franchise in the first place? Wouldn't it have been a much cleverer move to just brand it "The Elder Scrolls - In Zeh Future™ - WITH GUNZ!" if that is all it's about? After all Elder Scrolls has brand recognition, why not turn it into a WARHAMMER/WARHAMMER 40k thing according to your own logic? :lol:

Unlike Fallout, Command & Conquer was hugely succesful back in the day, so exploiting its brand recognition for a low-effort mobile game, while despicable, makes way more sense. What doesn't make a whole lot of sense is your idea of turning the series into a console FPS. Since C&C was always primarily a PC franchise, it holds very little appeal or name recognition for the console crowd.
So wait, they didn't pick Fallout because it had a unique and easily recognizable feel to it and mascots and things that made it stand out and are easy to market (Vault Boy/Power Armor/Vault Jumpsuit), but because it's "Elder Scrolls With Guns". But you admit that C&C was more successful and popular, that it has more brand appeal, but that somehow, because it was a PC franchise... unlike Fallout it somehow makes a lot of sense to waste the IP and people's memories on a throwaway mobile game they could have branded literally anything instead of trying to take core components and rebrand it for console audiences, according to you?

You gotta untangle your thoughts some more, we're getting into "use Batman to market condoms even though he's one of your best-known/popular and easily recognizable characters/brands" territory here.
 
Last edited:

Deathsquid

Learned
Joined
Jan 18, 2018
Messages
382
You gotta untangle your thoughts some more, we're getting into "use Batman to market condoms even though he's one of your best-known/popular and easily recognizable characters/brands" territory here.

Gotham's greatest protector is here to protect YOUR Dick Greyson!
 

DavidBVal

4 Dimension Games
Patron
Developer
Joined
Aug 27, 2015
Messages
2,998
Location
Madrid
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Pathfinder: Wrath
Is the mobile market still viable and lucrative in 2018? I kinda thought that stream of revenue has been dwindling for the last few years, was I completely off?
DavidBVal would know.

Hard to say. It has been very profitable to me (and still is), but you can't extrapolate to big companies. Their spending is probably much higher than mine, but their income is, as well, thanks to pay2win schemes. Things can go either way for them.

I can tell you it's a goldmine for indies that want to do a serious effort and offer a honest payment model.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Bethesda's success had very little to do with 'extracting some of the core components' from the original Fallout series. Or do you think that the dozens of millions of people who bought Fallout 4 played Fallout 1/2, games that sold 100-200k copies back in the day? Modern Fallouts are succesful because Bethesda turned the series into Elder Scrolls with guns.
Are you saying Fallout doesn't play after a Nuclear holocaust anymore, there's no Vaults, radioactivity, Pip Boy/Vault Boy/Vault Jumpsuits, Power Armor, Super Mutants, Ghouls and Deathclaws etc. don't exist? Are you saying they didn't try to keep to the general "mood" of the setting, keeping a similar Retrofuturistic design, Americana, pseudo-sarcastic B&W documentaries, playing the same type of classic music etc.?

Would YOU say it plays anything like the originals? Don't be purposely ignorant.

There's a solid point to be made that Command & Conquer has too much "hardcore" gamer cache to be wasted on a mass-market mobile attempt, but you're doing a shitty job of making it. Also I still disagree, because I think that cache is largely old and very PC focused. If EA were Paradox or even 2K then I think there might be a stronger case there, but EA is alllll about the mainstream cross-platform money. All they care about is business model charts and bringing in new users who pay frequently through online-focused games. They have literally zero interest in relaunching Red Alert as a great PC RTS with a reasonable budget like 2K did with turn-based Xcom. Zero. Interest.
 

Tehdagah

Arcane
Joined
Feb 27, 2012
Messages
9,324
When the actual argument to make is that exploiting a franchise with an established fanbase and a multiple-decade long hallowed history, having put out over a dozen titles over said timespan for a quick cashgrab similar to their mobile "Dungeon Keeper" game that might or might not work is a very stupid business decision. It might (or might not) lead to some quick cash, but you'll essentially destroy the franchise that way and it loses its value and brand recognition. The proper way to rape a franchise for ultimate profit is the way Bethesda does it, by taking a beloved franchise, extracting some of the core components that were beloved and gave it its atmosphere and making it a shooter or Multiplayer game. EA could totally do this and try and put out properly designed Open World FPS (like Far Cry) or Multiplayer shooters in the C&C universe, they could turn it into Halo and maybe produce a few games on the side to throw a bone to and placate the original fanbase and keep them in line (New Vegas). They could potentially grow the franchise this way, heck they could turn it into a movie franchise, C&C was always a bit FMV-heavy. Instead, EA being EA with their alignment of "Stupid Evil" while solely relying on their Sports franchises (FIFA/Madden) to dig them out of any other retarded business decisions they might make: https://www.forbes.com/sites/greatspeculations/2017/10/10/fifa-remains-eas-bread-and-butter/ decided to make a mobile game that makes it clear they don't seem to appreciate what they are sitting on or shows any respect for the IP. It only has the "C&C" name in it for marketing purposes and otherwise this newest product has the integrity and merit of selling toilet paper or stale bread.

Destroying long-existing franchises you acquired for short-term profit is not how you do smart long-term business or the most money, it's just stupid. (See Mass Effect, Medal of Honor, Need for Speed, Ultima, Wing Commander, Dragon Age, The Sims/Sim City etc.) It's like DC Comics or Marvel taking Batman or The Avengers and licensing them for casino games, making it known that they're now related to casinos and gambling because they could get a few million instead of creating and putting out dozens of Blockbuster movies, games and also cashing in on merchandising and action figures.
Or maybe C&C isn't viable for big-budget productions anymore? Fallout 3 was successful so it makes sense to invest in the franchise. Also people would've complained even more if EA made a shooter. It would like if Age of Empires 4 was a Dark Souls clone.
 

Drakron

Arcane
Joined
May 19, 2005
Messages
6,326
I read that if your game is not in the top 100 downloads, its not turning a profit but this was in relation to The Sims Mobile that EA been trying to push for a long time now but they inevitable end up being discontinued and replaced by another title. But I suspect this is more they put a lot of money into those titles and then expect high returns, in Command and Conquer I suspect its kinda like what happened with Wing Commander were they put out Arena for the XBox Arcade. It will just end up forgotten likeTiberium Alliances, remenber that one? you know the F2P Browser that requires a Origin Account to play? It didnt end with Twilight you know ...
 

markec

Twitterbot
Patron
Joined
Jan 15, 2010
Messages
46,265
Location
Croatia
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Dead State Project: Eternity Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Or maybe C&C isn't viable for big-budget productions anymore? Fallout 3 was successful so it makes sense to invest in the franchise. Also people would've complained even more if EA made a shooter. It would like if Age of Empires 4 was a Dark Souls clone.

There was already C&C shooter and it didnt get this kind of hate.

I do believe that a AAA Battlefield: Command & Conquer would have been a good business decisions. Even if few Battlefield fans played C&C games it is still a recognizable brand.
 

Tehdagah

Arcane
Joined
Feb 27, 2012
Messages
9,324
Or maybe C&C isn't viable for big-budget productions anymore? Fallout 3 was successful so it makes sense to invest in the franchise. Also people would've complained even more if EA made a shooter. It would like if Age of Empires 4 was a Dark Souls clone.

There was already C&C shooter and it didnt get this kind of hate.

I do believe that a AAA Battlefield: Command & Conquer would have been a good business decisions. Even if few Battlefield fans played C&C games it is still a recognizable brand.
From what I remember C&C: Renegade got a fair bit of love, not hate.
It was a spin-off, released back when the anti-shooter sentiment didn't exist in the gaming community.
 
Joined
Mar 3, 2010
Messages
8,865
Location
Italy
it was quite awesome actually and i'll never understand why it hadn't the success it deserved. lack of balance perhaps? fuck balance, it was old enough people still cared for fun.
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,514
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
I remember LAN sessions of Renegade, it was quite fun! Completely forgot that this game existed until I read the name just now.
 
Joined
Jan 7, 2012
Messages
14,241
It was a fun game and seeing all them your favorites from main game was amazing back then.
<3 Obelisk of Light

Fuck the Obelisk of Light. In MP that thing was desynced as hell from the audio/visual feedback and you'd just die randomly if you had line of sight.

Still practiced for hours figuring out all the ways on all of the maps to sneak into bases.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom