- cross-posted to:
- games@sh.itjust.works
- cross-posted to:
- games@sh.itjust.works
After 5 years in development and heavily pushing Unreal Engine 5 technologies, Immortals of Aveum was met with a whopping 751 player peak. For reference, Forspoken was considered a flop but still had over 12,000 players peak total. This may be the biggest flop of the year.
It is funny to see the consumer pov change I guess. Back when crysis 1 released everyones PCs could barely play it too and the shooting gameplay wasn’t anything really ground breaking either. Yet it’s remembered very fondly today. This game kinda does the same thing 15 years later and everyone’s like ‘hard pass’.
The difference is that crysis was literally unbelievable to me back then.
I mean that is fair, it was a huge leap in graphics where the last 10 years has seen increasingly dwindling returns.
Graphics AND physics. Physics are so underrated nowadays in games that many of them flat out omit them altogether.
The way I see, that’s all the more reason not to go the “graphics out the wazoo or bust” route.
A bit after release, it was either the developers or the publisher who called it a mistake to limit their sales to those who could run Crysis. It might have been when they were talking about WARHEAD being more accessible.
But Crysis was also scalable. Anybody could run it on low. You needed to wait a couple years to run it maxed out.
Except this engine is going to be used by every other developer, so it won’t be special. I’m guess other UE5 games will run better and look better while also being more fun.