Mate, I just posted tons of examples that are making money.Again, outside of Nintendo. How much of this stuff is actually turning a profit? Obsidian and inXile limped their way to a Microsoft acquisition, Underworld Ascendant failed miserably to the point where I'm surprised that anyone is actually excited for another game from that studio, yooka laylee failed, etc. The Kickstarter nostalgia bait and switch has been largely over for awhile now due to broken promises and sub par releases. I get what you're saying, but it's not like this thing popped up on Kickstarter or Fig and it isn't coming from Activision or EA.
I just want to see some proper fucking gameplay footage already.
Microsoft is raking tons with their "Age of..." game remasters, so much they started releasing new expansions for them.
Beamdog is raking tons of money from the old Dungeons and Dragons "Enhanced Editions" games and new "expansions" they make.
Sega is making tons of money with their Remasters and Remakes of the old Yakuza games. Also making tons of money with their recent Yakuza sequels.
Activision made tons of money with the remake "Crash Bandicoot N. Sane Trilogy", released in 2017:
Now, Crash Bandicoot N Sane Trilogy sales since release have reportedly hit over 10 million.
Daniel Ahmad followed up the statistic by providing some context to the numbers by stating, “For reference, the original Crash Bandicoot sold 6.8 million units on PlayStation.”
This means that, since 2017, the remake has already sold more than the original title has in its lifespan.
These are other remasters/remakes (that I can remember) released recently or supposed to be released soon:
- System Shock (original released in 1994) (remake to be released in 2020 or something)
- Romancing SaGa 3 (original released in 1995)
- Resident Evil (original released in 1996)
- Final Fantasy VII (original released in 1997)
- Resident Evil 2 (original released in 1998)
- MediEvil (original released in 1998)
- Crash Team Racing (original released in 1999)
- Fear Effect (original released in 1999)
- Spyro Trilogy (originals released in 1998, 1999 and 2000)
- Final Fantasy IX (original released in 2000)
- Onimusha: Warlords (original released in 2001)
- Resident Evil Zero (original released in 2002)
- Final Fantasy: Crystal Chronicles (original released in 2003)
- Resident Evil 4 (original released in 2005)
The mini classic consoles are extremely popular and extremely overpriced, they are making tons of profit from it (and only the NES and SNES are Nintendo ones).
inXile made tons of money from Wasteland 2, they made so much money that they could use the profits to revamp (change the game to a newer game engine version) the entire game, add voice to all characters, add new mechanics and release the director's cut version for free to anyone who bought the Original game. The profits were still enough and considered such a success that they decided to make Wasteland 3, and make it larger than the second one.
inXile also made tons of money with the Bard's Tale 4, a sequel for a game from 1988, and also tons of money from the remake of the original Bard's Tale trilogy.
They're even making a remaster/remake (don't know which one is) from the first Wasteland game and included it with the purchase of the "Wasteland 30th Anniversary Bundle". It is scheduled to be released this year.
This is not what a game studio limping to Microsoft looks like. All of their crowdfunding projects were successful in record time, all their games brought lots of profit (not even one was considered a financial failure) it allowed them (a small studio with 80 people or so) to be developing several games at once. The thing with Microsoft is that they offer reassurance, they offer a free publisher, they offer a lot of things that independent studios can't compete with.
Brian Fargo said this about inXile becoming part of Microsoft:
Basically, being part of Microsoft will bring more resources and more time to develop their games, which inXile didn't have before.Most people in development know a little bit of extra time goes an incredibly long way towards the end. I know it doesn't seem like it but it's always the case.
When you finally get it together, you feel it, you can really focus on iteration. Is the pacing right? Is it hitting the right messages? Do we like the arcs of difficulty? Gosh if I had 90 more days I could really tune that in. As a smaller company it's really hard to get that. That's what this gives us.
We want to bring up our visual style and also make sure our launches are smoother.
Let's say we're doing controller support for Bard's Tale 4. They have a whole user group; let's put it in front of these psychologists and gamers they have up there and see what they like and what they hate, and really hone it in before we release to the public. Things of that nature allow us to hone our craft.
Also worth noticing, Brian Fargo was retiring after Wasteland 3. So I think that being bought by Microsoft was something to prevent the studio from going downhill without Fargo at it's head.
You want more examples? Mafia IP. First one released in 2002, the second one released 2010 and the third one released in 2016. Got tons of money.
Here are a few more (that I can remember) recently released, or to be released soon sequels:
Mechwarriors 5 will be released this year. The previous Mechwarriors game was released in 2002.
There's a new "Toe Jam and Earl" game released at the start of this month.
The Guild 3 was released in 2017, it's a sequel to a 2006 game.
Shenmue 3 will release this year, and it's a sequel to Shenmue 2 released in 2001.
These trend of making remakes, remasters and sequels from older games started around 2010 and it's still going strong almost 1 decade after.
And it doesn't matter (to the gaming companies), if these sequels, remakes, remasters are good or bad games. The initial boost of sales and pre-orders just from nostalgic fans usually already give the gaming companies profits. And it's easier and cheaper to make a sequel, remaster or remake a product, then to come up with a brand new product. So even if the game is bad, and players do not like it, it's fine, because the initial sales already made profit for the company, and it was cheaper to produce than make a totally new IP or game from scratch.
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