This is kind of confusing. It states that Nintendo has less Game of the Year Awards, and that is because they don't give their developers creative freedom. And I have no idea how we got from point A to point B.
For most of this (because I don't feel like repeating myself), I'll refer you to my reply to mZuzek above. My thoughts are tough enough to put into words the first time, let alone many times, many ways.
For the bolded part though, some of the commercial risks I see connected to Returnal:
1) It's a roguelike type game. In a AAA space. With an actual budget. That doesn't exactly happen very often for a very real reason: the difficulty level of such games tends to be fairly high since they tend to lack many modern conveniences people are now used to (e.g. by forcing you to start over after every death), which can be a turn-off for many people.
2) It's an original IP, so it doesn't come with a pre-established fan base attached that's guaranteed to buy it.
3) It's got a female lead (with short hair and everything), which also tends to reduce sales since most gamers are male.
4) The choice of story structure and themes here. Enough said.
5) The unusually high starting price tag. This one I don't sympathize with.
It seems like cumulatively these were just too many chances to take for even most PS5 owners. I can think of one that might've been better scrapped, but I still like the game and can't help feeling like Housemarque clearly had the creative freedom they wanted to make exactly the game they wanted to make. Now that doesn't by itself make a game good by any means, but to me it sure makes a difference anyway. And I hope that, in the aftermath of Returnal's commercial failure, Sony will still be willing to maintain their relatively hands-off approach to the content creators they subsidize.Last edited by Jaicee - on 26 June 2021