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curl-6 said:
Soundwave said:
Immortals of Aveum is more of a wide open, traditional game with lots of action on screen, there are going to have to be sacrifices, it looks to me like current consoles can only run stuff like Hellblade 2 better because it's extremely linear, slower paced game without a whole lot happening on screen. Aveum is a more ambitious game in scope. 
For HB2, unfortunately 5 hour games just aren't going to be marketable even if the reviews were even better (they seem to be OK) and the graphics aren't enough to get mass audiences to care. 
 
7 years in development to make a 5 hour game that is linear kinda tells a story right there. How long would it take to make a 30 hour game like that with more stuff happening on screen? And how many times higher would the budget have to be. I hope the studio doesn't suffer mass lay offs like the Aveum team did. 

30fps vs 60fps makes the biggest difference I'd say; running UE5's more demanding features like Nanite and Lumen at 60fps seems to ask a bit too much from current consoles.

Hellblade II was made by a relatively small team by industry standards, this isn't an AAA game, more of an AA project just with AAA graphics.

Also, it didn't take 7 years; production started in 2020 so it took 4 years.

5 hour game in 4 years is still not great though I believe they've said they did a pre-production in the year prior to that too. 

Unfortunately for them I don't think Unreal Engine 5 graphics is really something the general audience cares much about (same with the Aveum guys). 

80 people dev team isn't that small either, crazy how that used to represent a massive team, but it isn't anymore, the behind the scenes stuff to me kinda indicates they had at least a decent budget. They were making movie quality costumes physically for example to scan into the game for characters, massive amounts of mo-cap, and stuff like that. It is financed by Microsoft after all.