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The game had huge potential, but left me luke warm. The art style is amazing, but the substance is very thinly spread out. I think it would work way better if the game structure was an actual open world exploration, instead of linear progress. Unreal Engine is really bad when it comes to making open world games.
Is it all comes to question why good games fail? I've been thinking and so far only two answers come to mind - bad marketing and too small niche.
Let's assume Marketing was fine with "The Invincible". That leaves us with second option.
There are significant audience for walking sim, but what if walking sim in retro sci-fi setting is too niche? If that's the main reason - it's a pretty sad, not gonna lie.
I'd say one major thing is the appeal of the setting and the story in these games, and how, how should I put it, approachable, maybe, it is. SF, and especially hard SF (and classic, decades old on top of that) which The Invincible is rooted in, is extremly niche, compared to something like Firewatch which is pretty much an (almost) everday story of everyday people, something most people can relate to one way or another (and funny enough, one common complaint about Firewatch was that it had no real story and "no real ending", which showed how many players missed the whole point of what it was trying to tell).
If we stay with Firewatch as a comparison, that wasn't that big of a deal story and gameplay-wise either. You could also miss parts of the story, or get them in the "wrong" order exactly because it was somewhat more open world, while The Invincible drives you through the backbone of the story no matter what, only allows you to nip off some thin side branches if you always keep on the "main road" without looking around a bit. But, it is true that it's primarily about discovering (and influencing) a story, and less about letting you play with the world itself that the story takes place in.
From a financial point of view I dare say they put a bit too much effort into the visuals, the technical presentation, the level of detail etc. As I understand, these things tend to be rather costly to produce, and while the game sure looks awesome the way it is, there is the question: does it have to look this good to tell the story it aims to? Or could it have been realized in a somewhat less ambitious (and likely lower production cost) way, more matching the expectable audience for something like this?
Yep, exactly my concern. And if this is a real reason - it's a pretty bad precedent. We might see devs avoiding combination of sci-fi and walking sims entirely. I've enjoyed retro-futurism, but i wonder if different design choice for world development could've helped with public perception.
That's an interesting point. From one hand good picture is a huge marketing point by itself. On the other hand - making same game, but in PS1-style with assets from store and minimum animations could've been more successful financially. But that's just a speculation.
P.S. oh, I've actually read somewhere about possible VR-mode, so i hope it will bring some more players.
Just as I was about to purchase this game, I read a few reports on the walking mechanics itself being clunky and limiting. For a walking sim that's a no go for me - the walking mechanics has to be impeccable. Now that I have lost my faith that important aspect of "The Invincible", I don't want to spend my time on it. So that's why it failed to sell to me (so far...).
I'd say it's just individual opinions. It might be a bit slow paced, but mechanics are good in general. If you're a fan of retro-futurism and enjoy Lem, Bradbury, Azimov, Strugatsky brothers - you should definitely check it out. After all refund is available.
Also, I like hard scifi and on the contrary I am worried that it might not be that, since it shows a bunch of bombastic set pieces and the descriptions are a bit grandiose. I hope it's not one of those games that start with the pretense of authenticity and then panic about courting mainstream audiences, ending up in the middle without satisfying any of the sides.
The fact you can sit in a catatonic state -literally- and click and buy anything, shows how hard it is to capture an audience.
For eg, people buy then post up 'will i like this?' like WTF!! You just bought it and are asking US if YOU will like it..............................................that about sums it up.
Previous to this, you would be subscribed to a mail order PCZone/Gamer mag and read reviews etc . Maybe get a demo on their cover CD-ROM and then phone up for a price at competing shops.
People buy on impulse now; it's good and bad, as they then blame the game -for them not liking it, when it's them all along for being lazy. Or they find they love it.
Either way, it's the sign of the times