As a longtime gamer and industry observer with over two decades of experience, I can’t help but admire the ambition and vision that Sony brings to its gaming projects. However, there’s something about their approach to 3D platformers that resonates deeply with my gaming heartstrings.
2024 has proven to be quite remarkable in the world of video games, a statement that might actually undersell its excitement. We’ve witnessed triumphs such as Black Myth: Wukong, a game that, despite the buzz, outperformed expectations by selling an astounding 18 million copies within merely two weeks. On the flip side, there have been flops that underperformed even our most pessimistic predictions. You’re probably familiar with a few of those.
Yet, Sony seems to have embarked on an unusually unique journey among all companies. In February, they confessed that they didn’t possess any significant new franchise titles scheduled before March 31st, 2025, a revelation that disappointed fans who eagerly follow their favorite intellectual properties.
During its controversial May State of Play event, the spotlight was on “Fairgame$” and “Concord” prominently – both being live service games. This situation became even more puzzling following the company’s dismissal of 900 employees several months earlier. Additionally, Sony London, which was working on a live service game title, was closed down. Incidentally, this closure occurred just a couple of months after Naughty Dog shelved its standalone multiplayer project for “The Last of Us”.
Without a doubt, everyone’s aware of the turn of events – the game “Concord” failed spectacularly, with estimates suggesting it sold just 25,000 copies. Firewalk Studios removed it from sale and shut down its servers as they explored potential solutions. It’s clear that this is a catastrophe, and Sony hasn’t shared any details about their future plans yet. Although the live service strategy hasn’t completely halted since “Fairgame$” is still on the horizon, it’s far from the initial grand vision.
Even in the same week that one of its major live service failures occurred, a failure so pronounced at launch (particularly on Steam) that it outdid even the dismal player base of games like Redfall and Suicide Squad: Kill the Justice League, Sony unveiled Astro Bot. This served as a stark reminder to long-time fans and possibly company executives: Sony excels in creating single-player games. Indeed, this is hardly surprising.
As a gamer, I’ve been looking forward to diving into Astro Bot, a masterpiece created by the talented Team Asobi, who rose from the ashes of Sony’s Japan Studio. At a fair price of $59.99, this game offers an immersive single-player experience with no multiplayer or microtransactions to distract you. It’s refreshing to know that there are no live-service elements either; the only post-launch content confirmed so far includes free challenge stages and speedrun levels (with at least ten challenge stages and five speedrun levels coming later this year). Unlike some games, Astro Bot won’t have daily tasks, XP boosters, premium currency, or a store for cosmetics. There’s no Battle Pass, tier skips, Prisms, or any of that nonsense either. Best of all, you can play it offline without worrying about an always online requirement.
In simpler terms, there’s a feature called Gacha from Gatcha Lab, which functions as a depository for the Coins accumulated during gameplay. These coins don’t have any impact on the game mechanics other than opening up new animations and cosmetic items for the premium bots. As for whether the drop rates are competitive with other games, it remains to be seen. At least, there’s no fear of incurring a crippling debt from this feature.
At this time, sales figures haven’t been disclosed, but as per Metacritic ratings for the year so far, Astro Bot stands out as the top-rated game with a score of 94 from 115 critical reviews. Elden Ring’s Shadow of the Erdtree technically surpasses it, but it’s an expansion rather than a standalone title. Currently, Astro Bot is rated higher than Final Fantasy 7 Rebirth, Animal Well, Tekken 8, Like a Dragon: Infinite Wealth, Dragon’s Dogma 2, Helldivers 2, and several other games.
It’s quite surprising that despite being compared to numerous other popular titles from Sony, and some of their triple-A productions, Astro Bot wasn’t created under the typical triple-A production model. A team of 60 developers at Team Asobi spent three years developing it, with the goal of enhancing the gameplay from Astro’s Playroom. The budget for this project is unknown, but considering the cost of creating games like The Last of Us Part 2 ($220 million) and Horizon Forbidden West ($212 million), it’s safe to say it would have been significantly less.
Indeed, it’s not a lengthy experience according to studio president and creative director Nicolas Doucet, as it typically takes around 12 to 15 hours to complete the game. Even if you spend time gathering the over 300 Bots within the game, you’re still looking at an average playtime of approximately 14.5 hours per HowLongToBeat.com. However, this is all by design.
Doucet mentioned during his conversation with Julien Chièze that they aim to create a game where the pace remains consistent and each stage offers the same high quality, rather than having sections that are somewhat extended. The team also shared with Edge magazine that they opted for a level-based design over an open-world concept because it provides them with the greatest control over the game’s diversity.
One thought that arises is: Why doesn’t Sony produce more 3D platformers like they used to, given their rich collection of IPs such as Jak and Daxter, Sly Cooper, and LittleBigPlanet? Instead, they have consistently prioritized triple-A productions featuring cinematic storylines, expansive worlds (both semi-open and open), stunning graphics, and extensive gameplay hours. These types of games have traditionally been major profit earners. Although there is an argument for creating smaller titles, Sony’s key strength lies in single-player games.
Absolutely, the allure of live-service revenue is evident, as demonstrated by companies like EA, Nexon, 2K, Rockstar, Warner Bros., and Microsoft. It’s not merely about the high costs associated with video game development that justify extensive monetization. Instead, it’s the attractiveness of a consistent income source for an extended period.
Issues occur when you take into account that the market is overflowing with numerous choices, making it difficult to stand out. Additionally, some of these titles lack the necessary foundation for continuous updates or don’t start off very strong. Despite the criticism surrounding the initial unveiling of Concord, it also received negative reviews upon release. While everyone enjoys a comeback story, people can only risk investing in a product so many times before expecting a high-quality experience from the get-go.
It’s possible that Astro Bot may not achieve the same level of success as Sony’s top titles such as Ratchet and Clank: Rift Apart. Given that Rift Apart has sold around four million copies by June 2023, it appears that Astro Bot might be more of a commemorative release for Sony’s 30th anniversary, offering a high-quality, standalone 3D platformer experience before transitioning to larger-scale games with bigger budgets.
Despite its budget and resources, Astro emphasizes that Sony’s most significant triumphs stem from solo player endeavors. This game demonstrates that video games aren’t always required to span lengthy periods or possess detailed plans susceptible to alterations or termination due to market dynamics. Instead, they can be beautifully crafted experiences in their own right.
You can have a campaign, a linear one at that, with enjoyable gameplay, and it will resonate with your player base. It may even get Xbox and Nintendo players to see what the fuss is about. You know, like every other generation of PlayStation console.
It’s evident that Sony’s initial live-service strategy isn’t successful, regardless of its original intention. Perhaps the incredible praise for Astro Bot serves as a reminder of Sony’s strengths. Marking 30 years of PlayStation is fantastic, but it’s crucial to highlight the franchises that have shaped the brand and spark nostalgia in many. However, creating games that appeal to both audiences while also excelling as standalone single-player experiences would be ideal.
As a passionate gaming enthusiast, I’d like to clarify that the opinions shared in this piece are my own personal perspective. They may not reflect the collective viewpoint of GamingBolt as a whole.
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2024-09-13 19:43