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And yeah, the 95 % for Outlast was good, but Outlast 2 already fell short with 89 %, a third game right after this probably would've made it even worse at this point. Taking some time often makes it easier for a successor to feel fresh again, so it's not surprised, that Outlast Trial was released now and even reaching a higher score than Outlast 2 and having twice as many peak players as both of the other ones combined.
And if you want to see games being mishandled, feel free to look at Resident Evil up to RE6 and pretty much any long ubisoft series in the late 2010s. Overestimating your grip on the playerbase just makes you fall even faster than you can predict.
My point is, that you're not as good of a business men as you're trying to act, if you can't even interpret those public stats properly. This "the game i want to play is definitely better than what you've made"-bs never caused a dev to abandon a healthy little niche game in favor of a risky alternate niche game idea.
I have over 500hrs in outlast trials, so I think the winner here is clear.
Luckily, most devs doesn't have such an elitist attitude towards never venturing into new ideas, otherwise 95 % of all franchises wouldn't even exist in the first place, including Outlast. After all, the founders of Red Barrels had taken part in the development of Splinter Cell, Prince of Persia and Assassins Creed, but i guess you don't mind, that they didn't stay in that genre and instead started their own studio to develop Outlast.
Also no, Outlast Trials introduced me to the series, since i'm more into gameplay than story when it comes to horror.
just because its a multiplayer game doesnt mean its not the next game or a legit title of the series.
and its very good.
game is still in development and JUST released into 1.0.
next game, if it ever comes out probably has years left to cook.
that explains everything lol
na i would rather they stop the decline in quality, we know they're capable of making a great horror game. i hope outlast 3 is good, but i got a bad feeling about it.
More like them actually investing time in researching their target audience. And having a healthy game as a service-title backing up your research financially is definitely helping them more than just listening to the guy, who claims that their idea is perfect and nothing can go wrong, ignoring the 100s of companies, who already made the same mistake and went bankrupt because of it.
So many people replay outlast, including myself. you're mistaken.
Was it really that bad of a decline though?
I mean I agree that 2 simply didn't reach the same heights as the first but I'd be remiss to say it wasn't an almost equally great experience. I saw a lot of improvements in their formula, even if a lot of it was experimental.
Probably wasn't a flop and it's hard to say how many people really played the game, given that i got released pretty much everywhere, however if we look at Steam alone, then it definitely declined a littlebit and there's a high chance, that it happened on consoles as well. And given that we're talking about competitors with like 160k peak players on like the RE4 rework, we can say, that Outlast doesn't even come close to be a competitor in the AAA-ranks as of now, but it rather being a niche title in the horror genre, that casual players doesn't even seem to consider.
And in the end, for us it's hard to say, why in particular it didn't do as good as the first one, but the devs must've come to the conclusion, that it's quite risky to develop Outlast 3 now and that they profit from looking into multiple directions.
Also a game not doing well financially doesn't mean, that the individual experience must be bad too. Small dev studios in particular have the problem, that they highly rely on content creators, much more than big companies and Outlast 2 might've done worse on that front.
bro thinks he has some kind of relevance while opening a topic only to cry