Hellblade Senua’s Sacrifice (Gaming)
This article at Redbull.com (of all people!) has what I think is the money quote:
Key to this model is that we’ve kept our budget low and, as such, we don’t need to sell millions to break even. We need to sell in the hundreds of thousands of copies to make our money back, which gives us the confidence to make a game that isn’t aimed at everyone. Our lower budget means we can take more creative risks without fear of not being able to achieve the multi-million unit sales that the big blockbusters now need to be deemed a success.
What risks were taken with this game? This is a genuine question, as I have not played it yet, and nothing in your post describing the game seemed like a huge departure from conventional mechanics or design.
Complete thread:
- Hellblade Senua’s Sacrifice -
Ragashingo,
2017-10-29, 08:28
- Hellblade Senua’s Sacrifice -
Cody Miller,
2017-10-29, 09:07
- Hellblade Senua’s Sacrifice -
Ragashingo,
2017-10-29, 09:49
- Hellblade Senua’s Sacrifice +1 - CruelLEGACEY, 2017-10-29, 10:17
- Hellblade Senua’s Sacrifice -
Cody Miller,
2017-10-29, 10:20
- Hellblade Senua’s Sacrifice - Ragashingo, 2017-10-29, 11:09
- Hellblade Senua’s Sacrifice - Korny, 2017-10-29, 12:45
- Hellblade Senua’s Sacrifice - Kahzgul, 2017-10-29, 20:01
- Hellblade Senua’s Sacrifice -
Ragashingo,
2017-10-29, 09:49
- Hellblade Senua’s Sacrifice - cheapLEY, 2017-10-29, 13:47
- Hellblade Senua’s Sacrifice -
Cody Miller,
2017-10-29, 09:07