Totally more character focused, and it worked. A lot of folk talk about how much they liked Kate McKinnon’s character, but Kristen Wiig’s was the star of the show for me.
Totally more character focused, and it worked. A lot of folk talk about how much they liked Kate McKinnon’s character, but Kristen Wiig’s was the star of the show for me.
Ditto. It was my go-to toys as a kid, had Ecto-1, a bunch of the character variations with the scary-face-arm-thing, the Ghostbusters boardgames, and watched both the original and second one no end of times, and The Real Ghostbusters cartoon was something we recorded off TV.
Yeah, it was good.
It really depends on what Activision was asking for. In this case, it’s more than likely that Fireforge were simply a gun for hire, and executing on a concept document with monetisation and core-content already laid out.
It’s likely that wasn’t their choice. It would have been something Activision dictated.
There was good Ghostbusters game on the Mega-Drive.
The movie was fun!
It just wasn’t a $60 game, and was likely selling to the wrong audience. It should have went out as a free to play, or a $1.99 game on iOS and Android.
I’d expect in the long term, the property itself will return well. A lot of merchandise to be produced from the IP.
Same, it didn’t look that awful. Just incredibly derivative.
Big ol’ balls-up.
That kinda positions Nintendo almost like a ‘premium’ option. But I don’t think their games are made like that.
It is what it is.
Appealing to dem whales.
They probably want to try and tweak it a bit first, otherwise this could throw of the balance in the app and affect the monetisation.
Who’s it hurtin’?
Players as numbers, not players as complaining.
Fans waiting are fine as long as the hype persists - which it does and is. So they didn’t have to rush to release in Japan. It would have legs, numbers and viral being sustained.
Not at all. Just stating why they released regardless of issues.
Yeah, “much more pressing”... gotta get them McD’s bucks.