Neoseeker : News : PlayStation All-Stars developer SuperBot and Sony part ways, Santa Monica Studio to handle DLC
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Swampasaur Feb 4, 13
So...why did they part ways? Anyone know?
Staff
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bluexy Feb 4, 13
Swampasaur There's no official word, but it's likely due to a relative difference in what it cost to make the game versus what it brought in. Sony likely bet a lot on PlayStation All-Stars becoming a Super Smash Bros. level success, so even though the game was well received and reasonably popular... not enough.
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Lorx Feb 4, 13
It was well-received? Everybody I talk to just sees it as a marketing endeavor that passed below the radar of people. Combat system rather cringe-worthy, nothing much else there to hold up. Don't even know anybody who owns it come to think of it. According to vgchartz it sold like 410,000 units worldwide. That doesn't really strike me as making much of a dent.
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Slash Feb 4, 13
quote Swampasaur
So...why did they part ways? Anyone know?
The game didn't even sell a million copies, so Sony did what they did with Lightbox they ditched them. :V
Sony is part to blame as well, they didn't advertise this game at all. I didn't see a single ad on tv and none of my irl friends knew about this game since it came out the same week as Blops II so it got steam rolled.
Not to mention No Crash,SPuro,Cloud,etc. put people off of buying the game.
Staff
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bluexy Feb 4, 13
Lorx It was fun.
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Slash Feb 4, 13
Combat system is fun, most people won't give it a chance though.
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kuje Feb 4, 13
Sony were to quick to ditch these studios. I bet a sequel to both PSABR and Starhawk would have sold better and be great improvements over their predecessors. Sony were not willing to make the same bet unfortunately.
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Lorx Feb 4, 13
quote bluexy
Lorx It was fun.
It's like...playing SSBB but where the only way to kill somebody is with a smash ball. The "Why would you even" tier of game design. Multiple ways to actually harm an opponent, multiple ways to use your moves to attack somebody, that's depth in game design. Remake SSB but take out the depth of what the style of fighting mechanics brings, with a finisher system? Why? That's just removing depth. Forced choices take out what branching strategies could be possible in a similar environment. Depth in game design doesn't come from having mechanics that are complex. It comes from giving players tools that are multipurpose, tools that can be combined and used in a variety of ways. Giving the player the power to choose how they use your tools, choice being the key word here. All that PS All-Stars did was remove that depth by removing choice. If you want to kill somebody, you have to use the finish move. You can certainly choose to wait until it builds to higher levels, but is that really a branching, powerful choice that shows depth in design? Moreso than allowing players to use an entire kit to their own purposes?

It's silly.
Staff
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bluexy Feb 4, 13
quote Lorx
It's silly.
It's definitely no Super Smash Bros. Definitely. It's pretty fun, though.
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JacqueseVonRIP Feb 7, 13
The Supers were a great idea in that they usually meant you couldn't stalk around in the back waiting for other people to do the killing while you come in at the last minute to finish off for easy points.

Instead of making Supers the only way to kill people, they should have given the characters a ton of health, and the super meter would instead be used to boost the amount of damage done by attacks or something. Having said that, I do like the Supers, but they're not perfect.
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