SEGAbits Forums

Gaming => General Gaming Discussion => Topic started by: ROJM on December 13, 2011, 07:40:59 am

Title: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 13, 2011, 07:40:59 am
A while back there was a silly rumour that a SHINOBI game using the BAYONETTA engine was being made by Platinum. For some reason it caught the imgination of a few people here that should have known better but understanble to why they wanted it to happen. Now the news about MGS has happened/confirmed it leaves a few questions to this sega old timer's mind. Why didn't Sega give PG a classic ip to revive instead of wasting it on the western divison? Why didn't |PG want to do on or did they want to do one? I feel a bit betrayed that platinum is working with Konami after all the fuss they made about not wanting to work on other peoples IP. It kinda makes the people who wanted PG to take a crack at old Sega IP like Shinobi demands a bit stronger now because we now know PG will create new titles of an estabilshed series.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Sharky on December 13, 2011, 09:34:57 am
I said something similar when this Metal Gear Rising game was announced, I don't feel betrayed but I think it should have been Shinobi and not Metal Gear.

Not least because people would be a ton more accepting of a new overthe top Shinobi game than they are being of this massive departure from the Metal Gear series.

So long as Platinum continues to work with Sega ill be fine, I really hope Kamiya is working on Bayonetta 2 becuase I'd rather play Bayo 2 than this new Metal Gear hack and slash.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: SOUP on December 13, 2011, 10:39:30 am
I'm surprised it took them so long to confirm this rumour. There's been talk that Platinum games had taken over development of MGR for the past year or so.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 14, 2011, 09:09:25 am
I said something similar when this Metal Gear Rising game was announced, I don't feel betrayed but I think it should have been Shinobi and not Metal Gear.

Not least because people would be a ton more accepting of a new overthe top Shinobi game than they are being of this massive departure from the Metal Gear series.

So long as Platinum continues to work with Sega ill be fine, I really hope Kamiya is working on Bayonetta 2 becuase I'd rather play Bayo 2 than this new Metal Gear hack and slash.
They will. Its just i'd be fine with them working on MGS if they didn't say they weren't intrested in doing estabilshed IP. At least we get new titles from them as well as Sega having new IP.
But this actually asks a lot of questions about Sega's practices when it comes to licensing or outsourcing their IP. DIMPS have worked on many Sonic games and imho kinda kept Sonic as a franchise going when the main 3d titles were losing its way. And it wasn't the first time SHINOBI has been outsourced to another japanese developer. I just can't see why this practice cannot be revived or extended to other japanese developers especially since the IP in question are games that sega hardly touches anyway. Having the prospect of another classic Sega ip being reimagined and ruined at the hands of a contract for hire western studio frustrates me to no end.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Sharky on December 15, 2011, 08:54:09 am
I couldn't agree more, some of the unused IPs could be reimagined greatly by external developers, and some like Golden Axe, in the right hands would even be done very well by a Western studio.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: CrazyT on December 15, 2011, 09:38:35 am
I think Shinobi is really the title that I think fits with platinum games style of designing games.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: George on December 15, 2011, 01:12:15 pm
They didn't do a Shinobi game because they obviously just released one on 3DS. Also, MGS sells a bit more than Shinobi games do. So was it the money? Most likely.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: nuckles87 on December 15, 2011, 08:12:27 pm
Quote
Why didn't Sega give PG a classic ip to revive instead of wasting it on the western divison?

Well for one, it certainly wasn't a waste. The new Shinobi game is a lot of fun.

But more to your point, SEGA didn't give PG Shinobi because it wasn't SEGA that pitched the revival. It was Gryptonite who pitched it to SEGA, and SEGA went with it. And from my talks with them at E3 they seemed pretty passionate about it. Beyond the fact that the first level demo held a lot of promise, the excitement over the developers with working with this franchise is what sold me that the game would be good.

6 levels in, aside from the fact that I've been stumped on a level for two weeks, I'm convinced that passion was there. All of the call backs to past games and the random Afterburner cameo certainly helped.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 16, 2011, 10:21:12 am
You guys are missing the point. Its nothing to do with who pitched for what game and that being the reason it didn't happen, the point is that Sega has a policy where western studios and western studios only has the opportunity to create new content on established Sega IP with a few exceptions(like SHENMUE). Japanese studios outside of Sega didn't and probably won't get that option. The whole Shinobi PG rumor started long before griptonite started any development on their homage to Shinobi.

I just think its time the policy since its still obviously going should be revised.

As for the MGS comment from George, exactly why it would be perfect for some other studio of PG or Valhalla studio's caliber because it would be a great way to relaunch the IP to new audiences as was the original intention or part of it when Sega wanted to get western studios to create new titles from their back catalog.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 16, 2011, 10:30:30 am
I couldn't agree more, some of the unused IPs could be reimagined greatly by external developers, and some like Golden Axe, in the right hands would even be done very well by a Western studio.

I guess Secret level didn't put you off the last time, huh Sharky? I dunno if it was Creative Assembly maybe but unless they or whoever they hire for this new AAA Sega classic ip, take an unorphadox approch to it like Headstrong did with HOTD or at least make it in a style/genre that the west game studios do better than japan then there's no point to it really.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Ben on December 16, 2011, 09:12:09 pm
My feeling is that Sega just hasn't been all that aggressive in keeping their partnership with Platinum Games and as a result, eh.

Sega should have (IMO) purchased Platinum a long time ago, it was a great partnership. I'm sure it didn't pay off in a huge way financially yet but Platinum developed some of Sega's most popular new IP this gen.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on December 17, 2011, 02:08:05 am
I couldn't agree more, some of the unused IPs could be reimagined greatly by external developers, and some like Golden Axe, in the right hands would even be done very well by a Western studio.

IP like Golden Axe is old hate and should be left for dead, just wouldn't work with today's market . SEGA could do a really great update with Burning Rangers and make in to a really great On-Line Co-op game. Looking at the old SEGA IP there's very little that really would sell in today's market sadly

IMO forget Platinum , FromSoftware and SEGA working together could make a real kick ass Shinobi game more so if the O.TO.GI/Ninja Blade Team helped SEGA, but for the most part I'm not a fan of out-sourcing IP; Its like a kick inthe teeth and lack of confidence in your own In-House studios imo

Quote
MGS sells a bit more than Shinobi games do. So was it the money? Most likely.

Got it one. Money to pay the bills and to be able to work on a massive multi million selling IP brand is hard for any developer to turn down
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Sharky on December 17, 2011, 04:49:37 am

I disagree that Golden Axe is old hat, and this is coming from someone that didn’t REALLY even care of Golden Axe even in its prime.

The Lord of the Rings / Conan style it has is still relevant and with the new Hobbit movies that kind of high fantasy setting is probably going to come back in a big way.

The old side scrolling style Golden Axe is of course out of date, old hat and never to return, but the setting is pretty cool with the creatures you can ride and the towns on the back of turtles and crazy shit like that I think if it was in the right hands some kind of multiplayer Eldar Scrolls (Skyrim) type game with the Golden Axe lore, creatures, characters would certainly turn some heads.

Personally I think Creative Assembly could do it justice, imo Viking was a good game and it had the potential to be an awesome game had it been more refined. Something alone those lines with Ax and Blaze instead of the Viking could be pretty awesome!
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 17, 2011, 01:00:03 pm
My feeling is that Sega just hasn't been all that aggressive in keeping their partnership with Platinum Games and as a result, eh.

Sega should have (IMO) purchased Platinum a long time ago, it was a great partnership. I'm sure it didn't pay off in a huge way financially yet but Platinum developed some of Sega's most popular new IP this gen.

TBH i don't think Sega marketed two of PG's biggest games properly, on the the other hand we still don't know if they have any new games lined up for Sega after AR. MGS obviously happened in the last minute judging from the article of the kojima topic.

I disagree that Golden Axe is old hat, and this is coming from someone that didn’t REALLY even care of Golden Axe even in its prime.

The Lord of the Rings / Conan style it has is still relevant and with the new Hobbit movies that kind of high fantasy setting is probably going to come back in a big way.

The old side scrolling style Golden Axe is of course out of date, old hat and never to return, but the setting is pretty cool with the creatures you can ride and the towns on the back of turtles and crazy shit like that I think if it was in the right hands some kind of multiplayer Eldar Scrolls (Skyrim) type game with the Golden Axe lore, creatures, characters would certainly turn some heads.

Personally I think Creative Assembly could do it justice, imo Viking was a good game and it had the potential to be an awesome game had it been more refined. Something alone those lines with Ax and Blaze instead of the Viking could be pretty awesome!

Don't pay him much attention Shark he doesn't know what he's talking about as usual.  ::)
The idea of GA is not out of date and the potential is still there for another great game, the question has always been who can take it to make it a great game again. Playing SHINING FORCE CROSS RAID the other day i can't help but feel that GA could go a similar MMO arcade style route but for consoles.
Looking at the

Quote
IMO forget Platinum , FromSoftware and SEGA working together could make a real kick ass Shinobi game more so if the O.TO.GI/Ninja Blade Team helped SEGA, but for the most part I'm not a fan of out-sourcing IP; Its like a kick inthe teeth and lack of confidence in your own In-House studios imo
You mean that NG clone? Are you kidding? I'd prefer a new original game from them actually that sega would support . And really the reality is old ips that really aren't going to get made by anyone within Sega anymore. if it was a game like ARCADIA,SHENMUE etc where there are still people in sega wishing to continue those titles, sure but its hardly a kick in the teeth if they give out defunct ip. So stop exaggerating that its a bad thing. According to you it was a bad thing for Sega morale when PG made the exclusive contract deal with sega in the first place. ::)
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on December 18, 2011, 10:13:51 am
Quote
The Lord of the Rings / Conan style it has is still relevant and with the new Hobbit movies that kind of high fantasy setting is probably going to come back in a big way.

The Hack and Slash side scrolling genre is dead . Todays market is just not interested in those style of games . The setting is great and it be interesting to see how Capcom's DD does.

I love to see a update   

Quote
You mean that NG clone? Are you kidding?

Ninja Blade is quite brilliant and totally and utterly over the top with insane action and QTE events. It's like playing a totally wild and nuts Hong Kong 80's flick

Quote
According to you it was a bad thing for Sega morale when PG made the exclusive contract deal with sega in the first place
It is in the sense that it takes revenue away from the In-House Teams and has Platinum have showed they'll work with anyone they want too and so far out of the deal only Bay have sold in any decent numbers . If like with Capcom where the DMV team are working on new IP I can understand the outsourcing to a 3rd part developer, or say in a genre SOJ just doesn't do well like a FPS, but I don't see Overworks Team working on much new IP.

Shinobi on the PS2 was really good and its a shame SEGA never really tried to build on it and make a great High End Ninja game to take on NG and DMC but for get that there's some IP than could works wonders and be pretty easy to update and wouldn't cost a bomb . It's quite strange why SEGA hasn't jumped on the Move and Kinect fad and made Samba De Amigo II , Space Channel 5 III for those platforms 
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 18, 2011, 02:39:33 pm

Quote
The Hack and Slash side scrolling genre is dead . Todays market is just not interested in those style of games . The setting is great and it be interesting to see how Capcom's DD does.

I love to see a update   

Lots of genres go stagnant, it takes a brilliant game to revive them again. Or don't you being the experienced gamer know that? ::)

Quote
Ninja Blade is quite brilliant and totally and utterly over the top with insane action and QTE events. It's like playing a totally wild and nuts Hong Kong 80's flick

That's exactly why FS shouldn't touch it because of the comparisons, its better if PG or someone else did it.

Quote
It is in the sense that it takes revenue away from the In-House Teams and has Platinum have showed they'll work with anyone they want too and so far out of the deal only Bay have sold in any decent numbers . If like with Capcom where the DMV team are working on new IP I can understand the outsourcing to a 3rd part developer, or say in a genre SOJ just doesn't do well like a FPS, but I don't see Overworks Team working on much new IP.

But they are working in a business and that's what the business HAS always done. And the truth of the matter is if they were working on SHINOBI, 3ds version wouldn't have happened so that can apply to western teams doing the same thing your accusing PG of doing. It wouldn't necessarily effect them. its not the first time they outsourced the game to other parties and it wouldn't stop SHINOBI being made by a Sega team even if it was outsourced by another team as AFTERBURNER CLIMAX and the psp BF showed which is where SHINOBI should return imo, the arcades.

Quote
Shinobi on the PS2 was really good and its a shame SEGA never really tried to build on it and make a great High End Ninja game to take on NG and DMC but for get that there's some IP than could works wonders and be pretty easy to update and wouldn't cost a bomb . It's quite strange why SEGA hasn't jumped on the Move and Kinect fad and made Samba De Amigo II , Space Channel 5 III for those platforms
Let's move from the make more DC game wish huh, i think its time to create new ips for new platforms or revive ips that hasn't been given a golden chance like the many DC titles out there..
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on December 19, 2011, 01:12:53 am
Quote
Lots of genres go stagnant, it takes a brilliant game to revive them again. Or don't you being the experienced gamer know tha

The genre is more or less dead for the mainstream ,  Not enough people would buy those sorts games these days for a full price Retail game, though a XBLA/PSN update could be a different story. Golden Axe was not only made when the genre was very popular but also  at a time when we had loads of B movie and some decent hack and slash films too, they were very different times to what we have now. I'm not sure if the genre is even that popular inthe Arcade's any more

Like Point and Click is seems its a genre that died with the 90's sadly

Quote
It wouldn't necessarily effect them. its not the first time they outsourced the game to other parties and it wouldn't stop SHINOBI being made by a Sega team even if it was outsourced by another team as AFTERBURNER CLIMAX and the psp BF showed which is where SHINOBI should return imo, the arcades.


Afterburner was not outsourced and it showed the Arcade game and XBLA/PSN was SEGA at its best . I don't mind HH games being outsourced  SEGA always done that, even in the game gear days, I'm on about if we were ever to get a Shinobi made for the 360/PS3 . I would like SEGA to do it In-House  Shinobi PS2 was a very good game, that really should have been built on , instead of the quick spin off it got.  The worst part of PS2 Shinobi for me, was that it looked and sounded so average much like the outsocured Saturn Shinobi , where the Shinobi games on the MD and in the Arcade were always known for their kick ass gfx and sound, that the area SEGA should have fixed

Shinobi is an IP that is asking for a kick ass next gen update.

Quote
Let's move from the make more DC game wish


It may have escaped your notice that Music games are in vogue and selling in quite decent numbers and SEGA used to make the best music games, bar none . Yet now when it has the tools and the Hardware to make Samba De Amigo accessible to all , its does nothing with it (lets not bring up the joke that was the Wii game).

All a Kinect Samba II would need is a cheap set of Plastic maracas to track and that's it some new songs Ect a fe more party games and that it's it, it would even cost a lot to make . We could have a brilliant version of Samba that was affordable to all and I'm sure Yuda-san could make a really good SC III for the PS3 move
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Pao on December 19, 2011, 06:42:07 am
TBH i don't think Sega marketed two of PG's biggest games properly, on the the other hand we still don't know if they have any new games lined up for Sega after AR. MGS obviously happened in the last minute judging from the article of the kojima topic.
From your words; they are working on an Action horror game and a Bayonetta spin-off.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 19, 2011, 10:17:33 am


Quote
The genre is more or less dead for the mainstream ,  Not enough people would buy those sorts games these days for a full price Retail game, though a XBLA/PSN update could be a different story. Golden Axe was not only made when the genre was very popular but also  at a time when we had loads of B movie and some decent hack and slash films too, they were very different times to what we have now. I'm not sure if the genre is even that popular inthe Arcade's any more

Like Point and Click is seems its a genre that died with the 90's sadly
 

You can say that about many games genres nowadays, if a game was brilliantly made in whatever genre most people woud buy that game. its happened before and it will happen again.

Quote
Afterburner was not outsourced and it showed the Arcade game and XBLA/PSN was SEGA at its best . I don't mind HH games being outsourced  SEGA always done that, even in the game gear days, I'm on about if we were ever to get a Shinobi made for the 360/PS3 . I would like SEGA to do it In-House  Shinobi PS2 was a very good game, that really should have been built on , instead of the quick spin off it got.  The worst part of PS2 Shinobi for me, was that it looked and sounded so average much like the outsocured Saturn Shinobi , where the Shinobi games on the MD and in the Arcade were always known for their kick ass gfx and sound, that the area SEGA should have fixed

AF BF was an outsourced game released around the same time AFC came out of arcades. ::)

Shinobi is an IP that is asking for a kick ass next gen update.
 

Quote
It may have escaped your notice that Music games are in vogue and selling in quite decent numbers and SEGA used to make the best music games, bar none . Yet now when it has the tools and the Hardware to make Samba De Amigo accessible to all , its does nothing with it (lets not bring up the joke that was the Wii game).

All a Kinect Samba II would need is a cheap set of Plastic maracas to track and that's it some new songs Ect a fe more party games and that it's it, it would even cost a lot to make . We could have a brilliant version of Samba that was affordable to all and I'm sure Yuda-san could make a really good SC III for the PS3 move

Those IPS are dead, they've been given more than enough chances already. give uo the DC ghost and move on.
Quote
From your words; they are working on an Action horror game and a Bayonetta spin-off.
Bayonetta isn't new, and the other game i've no idea what's happened to it now,many titles can start up for one company only to end up with another.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on December 19, 2011, 11:10:33 am
Quote
You can say that about many games genres nowadays, if a game was brilliantly made in whatever genre most people woud buy that game.

I don't think so , these days are certain genre tend to sell sadly and even if you make a quite brilliant AAA title it's be no means certain it will sell even in a genre that can boast good sales  . Its pretty sad when you see great games like Enslaved, Alan Wake just not sell like they should have.  I think like Point and Click, your Command & Conquer, style games, Flight sims. Simple  Hack and Slash title like Golden Axe have had their moment and their day for a full price retail game, but XBLA and PSN is another matter.

Quote
AF BF was an outsourced game released

Yes that was outsourced. Afterburner Climax was not and the gulf in quality was clear to see, not just in the GFX and sound, but game-play too. 

Quote
Those IPS are dead, they've been given more than enough chances already.

You're the one that often talks on about the DC legacy and starts threads on about the system. Also I wouldn't say too much but the Golden Axe IP is dead, Golden Axe III was a flop on the Mega Drive, Golden Axe on the Saturn not a massive seller and the last game in the series was a complete and total disaster on almost every front. if they was ever an IP that was dead, then its Golden Axe.


Now if the Golden Axe genre was coming back in vogue I would't say too much, it isn't . Music games are again boasting very decent numbers , hell even Just Dance 3 can top both COD and Fifa in the Christmas charts (and amazing feat) SEGA who used to make the best music games around are just wasting some decent sales imo






Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 21, 2011, 11:57:08 am

Quote
I don't think so , these days are certain genre tend to sell sadly and even if you make a quite brilliant AAA title it's be no means certain it will sell even in a genre that can boast good sales  . Its pretty sad when you see great games like Enslaved, Alan Wake just not sell like they should have.  I think like Point and Click, your Command & Conquer, style games, Flight sims. Simple  Hack and Slash title like Golden Axe have had their moment and their day for a full price retail game, but XBLA and PSN is another matter.
Hack and slash's which is an extension of beat em ups in case you didn't know are still being made or included in a bigger genre of game oh like the frigging countless fantasy MMOs that we have around today. Now part of what you said is true and part of it isn't,a brilliant game a pefect game that transcend all types of gamers and even reach out to the people who hardly ever play games a bit like Streetfighter 2 did(in a genre that was relativly low mark at the time) can usually bolster a genre and of course a game ips chances. now will it happen to GAXE? that's debatable,probably not but i won't say no matter what type of game it is that it can't be done.


Here's a reminder...
What I actually said..
Quote
its not the first time they outsourced the game to other parties and it wouldn't stop SHINOBI being made by a Sega team even if it was outsourced by another team as AFTERBURNER CLIMAX and the psp BF showed which is where SHINOBI should return imo, the arcades.

   

Quote
Yes that was outsourced. Afterburner Climax was not and the gulf in quality was clear to see, not just in the GFX and sound, but game-play too.


Now either you are stupid, dyslexic or whatever but don't bother twisting things i never said. The final point is yet again you've made yourself look stupid by doing this.



Quote
You're the one that often talks on about the DC legacy and starts threads on about the system. Also I wouldn't say too much but the Golden Axe IP is dead, Golden Axe III was a flop on the Mega Drive, Golden Axe on the Saturn not a massive seller and the last game in the series was a complete and total disaster on almost every front. if they was ever an IP that was dead, then its Golden Axe.
One thread i made and that was on the anniversary. But keep spinning that wheel....

Quote
Now if the Golden Axe genre was coming back in vogue I would't say too much, it isn't . Music games are again boasting very decent numbers , hell even Just Dance 3 can top both COD and Fifa in the Christmas charts (and amazing feat) SEGA who used to make the best music games around are just wasting some decent sales imo


If i actually believed you really felt that i wouldn't say anything but your just saying that to make yourself look cool to the gulliable sonic fans that usually defend you. The difference with golden axe compared to SC5 and SA was that GA was a more succesful franchise, the other two didn't even get passed a second sequel despite being on a more popular platform(ps2 and wii respectivly) and a few mobile games. Now if you actually read my thread on the DC then you'd know that the sentiments i'm showing here is the exacly made. The DC is DEAD. The IPs although brilliant didn't sell and are dead. Get over it and move on for fux sake..I want to see DF3 but that doesn't mean i'll get to see that made no matter how much points i can pull out of a hat on why it could sell in today's market.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on December 21, 2011, 01:18:53 pm
Quote
Hack and slash's which is an extension of beat em ups in case you didn't know are still being made or included in a bigger genre of game oh like the frigging countless fantasy MMO

Simple Hack and Slash games and beat them ups have all gone in to decline and one can see that reflected in the output from Japanese corps like Capcom, SNK and SEGA who used to make them by the dozen. Todays market just isn't into them any more, sure PSO and other MMO games share elements in game design, but they are no the same. No-one see's Shenmue or Yakuza has VS Fighters for example.

Maybe a 2D update on Vita or XBLA could work though.

Quote
Now either you are stupid

You've always got to turn a thread in to a slang match. You said

"and it wouldn't stop SHINOBI being made by a Sega team even if it was outsourced by another team as AFTERBURNER CLIMAX"

I just said Climax was not outsourced, that's all.

Quote
The difference with golden axe compared to SC5 and SA was that GA was a more succesful franchise, the other two didn't even get passed a second sequel despite being on a more popular platform(ps2 and wii respectivly)

Fair point, but Golden Axe III flopped on the MD, Golden Axe Dual sold poor and Beast Rider was a total disaster the IP is now dead. Music games are back in vogue and to me the biggest barrier to Samba was the cost, that isn't an issue now (don't bring up the Wii version that was a joke like the pad).

Quote
Get over it and move on

I'm over the DC, quite a lot here aren't. That's not to say IP from different platforms shouldn't be given another chance.  COD on the X-Box and PS 2 not a seller, on the 360 and PS3 its massive, Monster Hunter on the PS2, not that big, now its massive on the 3DS and PSP.






Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 22, 2011, 11:46:10 am
Quote
Simple Hack and Slash games and beat them ups have all gone in to decline and one can see that reflected in the output from Japanese corps like Capcom, SNK and SEGA who used to make them by the dozen. Todays market just isn't into them any more, sure PSO and other MMO games share elements in game design, but they are no the same. No-one see's Shenmue or Yakuza has VS Fighters for example.   

Maybe a 2D update on Vita or XBLA could work though.

Yet they keep churning them out from time to time. Or did you miss God Of War which is still a succesful franchise. The genre is stagant not dead, there is a huge difference.

Quote
You've always got to turn a thread in to a slang match. You said

"and it wouldn't stop SHINOBI being made by a Sega team even if it was outsourced by another team as AFTERBURNER CLIMAX"
And here's what i actually said...

Quote

its not the first time they outsourced the game to other parties and it wouldn't stop SHINOBI being made by a Sega team even if it was outsourced by another team as AFTERBURNER CLIMAX and the psp BF showed which is where SHINOBI should return imo, the arcades.



In plain and simple english TA.

Quote
I just said Climax was not outsourced, that's all.

No you were suggesting i said something i didn't said, i said clearly that sega outsourcing an IP wouldn't stop the main teams in sega making a new title themselves. If you don't like people insulting you don't insult them with your petty twisting and misquotes.

Quote
Fair point, but Golden Axe III flopped on the MD, Golden Axe Dual sold poor and Beast Rider was a total disaster the IP is now dead. Music games are back in vogue and to me the biggest barrier to Samba was the cost, that isn't an issue now (don't bring up the Wii version that was a joke like the pad).

Yawn, then let's use your own logic against you. The DC games that you mention haven't sold well outside of the DC/arcade in samba's case. Now we can all agree that many gamers didn't play the DC, so when SC5 was ported to a new platform where most gamers were using, the game should have at least sold enough. now to be fair in SC5 case the lawsuit Sega got over copyright may have effected the games chances despite them winning the case but now the game is available on xbox live and whatever and it still hasn't done anything, the same goes for SDA sans the lawsuit. You're making an argument about GA which has proven itself in sales despite your flimsy attempts at making out that its flops will stop the franchise which didn't(It won't because of its presitge which you as a supposed long time sega fan would have known)yet refuse to acknowledge that the other games won't fair any better when they have flopped time and again. Just because the genre is popular at the moment isn't even a guarantee that these games will sell. And do i need to mention the countless ports and touched up ports GA gets? Far from dead which can't be said for a lot of DC ip.   

Quote
I'm over the DC, quite a lot here aren't. That's not to say IP from different platforms shouldn't be given another chance.  COD on the X-Box and PS 2 not a seller, on the 360 and PS3 its massive, Monster Hunter on the PS2, not that big, now its massive on the 3DS and PSP.
The numourous DC titles have been given a chance by Sega that was the point, they keep failing so get over it.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on December 22, 2011, 03:20:27 pm
Quote
Or did you miss God Of War which is still a succesful franchise. The genre is stagant not dead, there is a huge difference.

Lool I made sure to emphasize the word 'simple' hack and slash game again. GOW is not a simple hack and slash game, but a game that combines Platforming, fighting and puzzling solving all in one massive adventure game. I can't think of a single puzzle in any of the Arcade or Mega Drive Golden Axe games at all they are not the same games. ,I LOVE the Golden Axe series on the MD and in the Arcades and still hope and wish SEGA will bring Golden Axe revenge of death adder to XBLA/PSN but I feel that style and genre is now dead for an main stream game;I guess SEGA could make a massive open world adventure like Capcom's upcoming Dragon's Dogma, but then it really won't be Golden Axe, but It could work I guess.

Quote
In plain and simple english TA

I know, both After Burner Climax and PSP AB in the sentence: implying both were out sourced. There is no 'Climax' in the PSP title.

Quote
The DC games that you mention haven't sold well outside of the DC/arcade in samba's case

Samba was a complete smash in the Arcades and the limited production run of the DC version sold out. It was the high cost of the sensor and the fact that it was only meant and used for a single game, that killed any chance the game might have had to be a bigger hit, well that and the fact that it was on a doomed platform. Those are not issues SEGA will have any more and it could be done on the cheap (the orginal was done on the cheap and in just 6 months), so even if it failed it won't be that bad for SEGA and Samba is such a better game, than that Ubisoft drivel

I think it be great for Kinect, Yes Space Channel 5 would be a huge risk and an much bigger undertaking , but its such a good IP, such a cool character and a game that screams of SEGA of old, that I love to see it given one more go, while music games seem to be in vogue Thought I understand the many good reasons why it would b a bad idea, Samba to me though makes perfect sense.

Quote
The numourous DC titles have been given a chance by Sega that was the point
I don't think that many have really been given the full sequel treatment by SEGA, most were just simple ports to be fair . Granted JSRF is a right hard one to work out, But you know some times its all about getting the game out at the right time and music games see to be having their day at the moment and maybe SEGA should be looking more at exploiting its past Music IP
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Ben on December 24, 2011, 02:16:45 am

Quote
Got it one. Money to pay the bills and to be able to work on a massive multi million selling IP brand is hard for any developer to turn down


Well, that and the opportunity to work on a legendary franchise that everyone at Platinum is a fan of.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 29, 2011, 07:26:29 am
Quote
Lool I made sure to emphasize the word 'simple' hack and slash game again. GOW is not a simple hack and slash game, but a game that combines Platforming, fighting and puzzling solving all in one massive adventure game. I can't think of a single puzzle in any of the Arcade or Mega Drive Golden Axe games at all they are not the same games. ,I LOVE the Golden Axe series on the MD and in the Arcades and still hope and wish SEGA will bring Golden Axe revenge of death adder to XBLA/PSN but I feel that style and genre is now dead for an main stream game;I guess SEGA could make a massive open world adventure like Capcom's upcoming Dragon's Dogma, but then it really won't be Golden Axe, but It could work I guess.

GOW is a hack n slash at heart. You might as well say Rastan wasn't a hack n slash because that too featured platform style gameplay. ::) And as for your last comment for it wouldn't really be Golden axe if they use an open world MMO style, well Sega you see has a history of creating spin off games of their main series that aren't in the same genre of gamestyle that that series was famous for. Or did you miss the boat on PANZER DRAGOON SAGA,PHANTASY STAR ONLINE and countless others.

Quote
Lool I made sure to emphasize the word
;D



Quote
I know, both After Burner Climax and PSP AB in the sentence: implying both were out sourced. There is no 'Climax' in the PSP title.
Strange because I said Psp BF which stands for BLACK FALCON. Dunno how you arrived at CLIMAX. Why must you treat anyone reading this topic as an idiot that won't or can't see a simple sentence?

Here it is again..
Quote
its not the first time they outsourced the game to other parties and it wouldn't stop SHINOBI being made by a Sega team even if it was outsourced by another team as AFTERBURNER CLIMAX and the psp BF showed which is where SHINOBI should return imo, the arcades.

Now TA you keep spinning your lies and i'll just keep quoting what i actually said just like i did now so people will know the actual truth. Everyone KNOWS that CLIMAX was made by Sega japan and that BF wasn't and that both titles were released around the same period. It didn't needed much explanation but obviously you didn't even know that fact. ::) Finally a game being outsourced by sega japan doesn't stop sega japan doing a game of that same title themselves.Remember that which was the original point in the first place.

Quote
Samba was a complete smash in the Arcades and the limited production run of the DC version sold out. It was the high cost of the sensor and the fact that it was only meant and used for a single game, that killed any chance the game might have had to be a bigger hit, well that and the fact that it was on a doomed platform. Those are not issues SEGA will have any more and it could be done on the cheap (the orginal was done on the cheap and in just 6 months), so even if it failed it won't be that bad for SEGA and Samba is such a better game, than that Ubisoft drivel

No one said Samba wasn't succesful, but only by arcade orders though, when sega updated the game the orders for it was less than impressive. It meant that not many arcade coinage was going through the machine to satisfy arcade operaters for them to operate the update. Calling it a smash is a bit excessive.


Quote
I think it be great for Kinect, Yes Space Channel 5 would be a huge risk and an much bigger undertaking , but its such a good IP, such a cool character and a game that screams of SEGA of old, that I love to see it given one more go, while music games seem to be in vogue Thought I understand the many good reasons why it would b a bad idea, Samba to me though makes perfect sense.
 I don't think that many have really been given the full sequel treatment by SEGA, most were just simple ports to be fair . Granted JSRF is a right hard one to work out, But you know some times its all about getting the game out at the right time and music games see to be having their day at the moment and maybe SEGA should be looking more at exploiting its past Music IP
You done yet? here's the reality. First: the ubisoft drivel and everything else music releated are cheaper to make. SC5 and SAMBA wouldn't be cheaper, the retail price alone would be over 40 quid and when most of these music games retail for 12.99 or less than it defeats the point doesn't it? For someone banging on about market forces its strange how you refuse to see the reality of these forces when it suits you which summises that you are only doing it to look cool to the others around here.
Second:Sega are already doing music games but not the titles you'd expect. Now considering i and a few others whose been long term fans can tell you Sega for some strange reason never follow a trend exactly and when they do they come up with a complete opposite style of game than what the main market is producing. Now these music style games are in the form of RYTHEM THIEF R and the PROJECT DIVA series which are music games but obviously more to them than just the mindless drivel that you mentioned. A bit like how Samba, Tamborine and SC5 were when they first hit the scene,something different and unexpected.
Thirdly: The games don't sell. None of the DC ips that Sega has tried to revive on bigger platforms have sold in satisfactory numbers, so what difference will the PS3 and Kinect make? NOTHING. And don't bother try to close an argument by saying don't mention the Wii version of Samba because that's a key point. Sega west only brought that game to the wii because fans were saying the wii would be a perfect fit thanks to the wii mote. Now what happened? Are you going to say a game sega pushed on tv didn't sell because it was faulty? With the type of audience that the Wii has who has been known to buy shitty product after shitty produt for that system? A vast audience that aren't knowledgable about games and wouldn't have heard the average reviews on it? If Samba couldn't even sell to that audience its hell not going to sell on the PS3, hell even the DC downloads aren't doing hot buisness. DC titles don't sell outside the DC period. Weve seen this with JSR and SHENMUE as well two other games identified with the system. If sega wants to do a music game they should do something different and not go with a failed IP. I feel that these titles are too SEGA for other gamers to really handle. What appeals to a sega gamer doesn't appeal to the gaming mainstream and the DC titles among some saturn and MD/MS classics are a proof of that. If they bring them back its better that they return on sega hardware.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on December 29, 2011, 02:38:12 pm
Quote
Or did you miss the boat on PANZER DRAGOON SAGA,PHANTASY STAR ONLINE and countless others.

You are  the one that wishes SEGA would make a proper Phantasy Star game because to you,  PSO is not a 'true' Phantasy Star game and you don't count it has one  (fair points really) . You know full well I don't truly class Saga has a proper Panzer Dragoon game and that  I love the series for being a 3D shooter , not a RPG and if there was every to be sequel to Orta (which they won't) I would want it to be a shooter. The one Huge difference with Panzer Dragoon was it also had rich world and a mysteries back story that could be built on and explained in a RPG type game. That and the fact that the Panzer story is  played out by you and you Dragon/pet (no-One else) Very much like SOC , which made the games all the more special. The Golden Axe back story or game world isn't half as interesting as Panzer's.

Spin off can work, like in WonderBoy, but just look at Sonic or Shining Force you change the formula too much and there's an outcry and people want to the series to go back to its routes , how it used to play and how they remember them . That is always the trouble, with updating any classical old IP.

Quote
Strange because I said Psp BF which stands for BLACK FALCON. Dunno how you arrived at CLIMAX

Again....

Quote
its not the first time they outsourced the game to other parties and it wouldn't stop SHINOBI being made by a Sega team even if it was outsourced by another team as AFTERBURNER CLIMAX and the psp BF showed which is where SHINOBI should return imo, the arcades.

Your 'own' words and if you can't see 'AFTERBURNER CLIMAX ' being used there, then there's something wrong.

Quote
Now TA you keep spinning your lies and i'll just keep quoting what i actually said just like i did now so people will know the actual truth

? I'm only quoting what you said .

Quote
Calling it a smash is a bit excessive

No It was a smash in the Japanese Arcades and pretty much every unit SEGA made was sold. hence like the DC version was allowed to be made and we had a upgrade (sequel for better world) made for the Arcade.

Quote
First: the ubisoft drivel and everything else music releated are cheaper to make. SC5 and SAMBA wouldn't be cheaper, the retail price alone would be over 40 quid and when most of these music games retail for 12.99

Ubisoft  dance does not cost £12  and it preety poor that you're even trying to include the after Christmas sales prices here as its RRP What next Gears  III, Fifa 12 only costing £25.  Samba was a cheap game to make has told by the games Director Nakamura-san

"The production team was no more than 10 people - It really was a small team" . "Production of the game itself only took us only five months, which was obviously a really short period of time"

 Samba was done on the cheap with a small team and small production period , even by DC standards that's a tiny team and a short production .There's no reason why an improved Kinect version would cost that much more to make

Quote
Sega for some strange reason never follow a trend exactly and when they do they come up with a complete opposite style of game than what the main market is producing

C'Mon  SEGA GT, Out trigger was made, sonic Shuffle, Sega All-Stars Racing, Streets Of Rage, Deep Fear, Columns  and there's no guessing where SEGA go the idea for Binary Domain from. I wouldn't say too much but Space Channel 5 and Samba was SEGA jumping on the tread for music games at that time .Be nice if SEGA tried its own Music game on the 360 and PS3 using the new camera's and motions controls  SEGA used to be at its best when it takes other games and puts it own spin on them.





 
 



 
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 30, 2011, 04:14:20 pm
Quote
You are  the one that wishes SEGA would make a proper Phantasy Star game because to you,  PSO is not a 'true' Phantasy Star game and you don't count it has one  (fair points really) . You know full well I don't truly class Saga has a proper Panzer Dragoon game and that  I love the series for being a 3D shooter , not a RPG and if there was every to be sequel to Orta (which they won't) I would want it to be a shooter. The one Huge difference with Panzer Dragoon was it also had rich world and a mysteries back story that could be built on and explained in a RPG type game. That and the fact that the Panzer story is  played out by you and you Dragon/pet (no-One else) Very much like SOC , which made the games all the more special. The Golden Axe back story or game world isn't half as interesting as Panzer's.

Rubbish, the point is Sega has a history of doing it with MANY of their titles something you didn't kjnow obviously, its got nothing to do with my preference if they should do it or not its the fact that they have a history of doing it. And heres a clue, its all make believe so it isn't hard to come up with a story like the GAXE spin off RPG games prove(which isn't about the main characters)

Quote
Spin off can work, like in WonderBoy, but just look at Sonic or Shining Force you change the formula too much and there's an outcry and people want to the series to go back to its routes , how it used to play and how they remember them . That is always the trouble, with updating any classical old IP.
Sonic is shit due to the fact he isn't highlighting what the game was created for, Sega hardware, SF well we all know what went wrong there.
Quote
Again....

Your 'own' words and if you can't see 'AFTERBURNER CLIMAX ' being used there, then there's something wrong.

? I'm only quoting what you said .
Again in my own words i mentioned TWO different titles. I didn't say ABC twice i used it once and then said psp BF. Everyone knows that they are two different titles, the sentence CLEARLY states that i was talking about one game being made by japan and one being outsourced. You clearly can't read properly.

Quote
No It was a smash in the Japanese Arcades and pretty much every unit SEGA made was sold. hence like the DC version was allowed to be made and we had a upgrade (sequel for better world) made for the Arcade.

No an arcade smash is when people are actually playing the game. Just because the units sold doesn't mean everyone played it as the update clearly showed with the lousy orders it got and that didn't need a cabinet to go with it that was a software update. next thing you might as well say TIME TRAVELLER was an arcade smash just because it sold most of its units.

Quote
Ubisoft  dance does not cost £12  and it preety poor that you're even trying to include the after Christmas sales prices here as its RRP What next Gears  III, Fifa 12 only costing £25.  Samba was a cheap game to make has told by the games Director Nakamura-san
Wrong that's how much it has cost since its been released nothing to do with crimbo sales, try again.All those games are cheaply produced and go on about a tenner.


Quote
Samba was done on the cheap with a small team and small production period , even by DC standards that's a tiny team and a short production .There's no reason why an improved Kinect version would cost that much more to make
Because it wouldn't sell as its proven before.

Quote
C'Mon  SEGA GT, Out trigger was made, sonic Shuffle, Sega All-Stars Racing, Streets Of Rage, Deep Fear, Columns  and there's no guessing where SEGA go the idea for Binary Domain from. I wouldn't say too much but Space Channel 5 and Samba was SEGA jumping on the tread for music games at that time .Be nice if SEGA tried its own Music game on the 360 and PS3 using the new camera's and motions controls  SEGA used to be at its best when it takes other games and puts it own spin on them.

And how many FPS were being released on the arcades? None. OUTRIGGER was and still foremost a good attempt at doing a fps inspired title but they didn't go the obvious route.  When they do follow the trend they do it very differently, which is the point, all those games you mentioned can attest to that. SC5 as i mentioned before were different to most of the dance games that was out there at the time. Talk about missing the point. ::)
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Orta on December 30, 2011, 06:31:07 pm
LOL
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on December 31, 2011, 05:56:05 am
Quote
And how many FPS were being released on the arcades? None. OUTRIGGER was and still foremost a good attempt at doing a fps inspired title but they didn't go the obvious route

For someone who claims to know so much about the industry to not know the likes of Quake were ported the Arcade (before Outrigger) is telling,  never mind that the likes of Half Life II and counterstrike also made it to the Arcades(ok they came latter, but yes there's been examples of FPS in the Arcades) . Anyway to look over where SEGA got the inspiration for the OutTrigger - where the team were big fans of Doom and Half Life is just being silly.

Quote
its got nothing to do with my preference if they should do it or not its the fact that they have a history of doing it.

? You the one that hated Naka for doing it hates PSO and wants SEGA to go back the the series routes and that's fair enough . And even the casuals know SEGA does spin off's they only had to play Sonic Spinball or Golden Axe the Dual, Ax Battler (since we're talking of Golden Axe) . So I do not get your silly little points.

Quote
Sonic is shit due to the fact he isn't highlighting what the game was created for, Sega hardware
I think Sonic was created more for SEGA tying to take on Mario more than showing off SEGA hardware. There's  been great Sonic games on 'Non' SEGA hardware be that Neo Pocket, GBA, DS and even now the Wii, 360 and PS3 . The huge trouble was people wanted to play as Sonic and its taken years for the Sonic Team to come round to that issues and now that they have Sonic is getting right back on form with Generations & Colors.

Quote
I didn't say ABC twice i used it once and then said psp BF

? I never said you used it twice, you used it and that's all I was replying too still . The only one that change their tune is you in you previous post you even said this 
Quote
Strange because I said Psp BF which stands for BLACK FALCON. Dunno how you arrived at CLIMAX

Quote
Wrong that's how much it has cost since its been released nothing to do with crimbo sales,
No it wasn't  it was £40 next you'll be making out that Saints Row III RRP is £15. Don't believe me, go to Ubisoft official website to see the RRP in full effect

Quote
No an arcade smash is when people are actually playing the game. Just because the units sold doesn't mean everyone played it as the update clearly showed with the lousy orders it got and that didn't need a cabinet to go with it that was a software update

? Outun was an Arcade smash and SEGA sold all of the 30,000 Coin Ups in Manufactured on terms alone it was a complete success . Samba was a great success for SEGA that's what gave the green light for the DC version and the update. 

Quote
next thing you might as well say TIME TRAVELLER was an arcade smash just because it sold most of its units.
I would  call it a success because that also how SEGA makes money- ie selling hardware to Operators) not just on how many times people pay the to play the games(granted that's why the most money is)  but like a lot of Laser Disc games at the time, they were very unreliable and not suited to the smoke/ dust filled Arcades and being on for hours and hours on end

Quote
Because it wouldn't sell as its proven before
None of us now it would sell decent on Kinect, because SEGA hasn't tried it and even if they were  it could be a nice cheap and simple production and if you are to go on sales before then sales of Golden Axe show the IP is dead .  Looking over to make a new Golden Axe game would need a much bigger team and bigger production budget if its to have any chance of taking on today's 3D action games


Be nice if you just have a open mined , some people  wants a new Golden Axe and people like Sharky make a decent case. I like to see a new Space Channel 5 game or more so a new Shinobi game and can all debate the pro's and con's. Why you have wade in with the Trademark insults and turn everything into a hate war and you know more than anyone about SEGA I really do not know






 

 






Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on December 31, 2011, 03:56:55 pm

Quote
For someone who claims to know so much about the industry to not know the likes of Quake were ported the Arcade (before Outrigger) is telling,  never mind that the likes of Half Life II and counterstrike also made it to the Arcades(ok they came latter, but yes there's been examples of FPS in the Arcades) . Anyway to look over where SEGA got the inspiration for the OutTrigger - where the team were big fans of Doom and Half Life is just being silly.
I did not say Sega wasn't inspired by any games i said they don't follow the trend or the bandwagon like many others do. Anyone else would have released OT as a console game but Sega chose the arcade route which was a brave move because no one was doing it at that time. Do you really think OUTRIGGER's development started after Quake's release in the arcades? A glorified port? Its the case of beating the rival to the punch. Just like what happened with JSR and another game that had cel shading when everyone knew that sega had developed that process first.

And the point still stands because not many companies or console/arcade operators were getting into FPS which was still the domain of the PC world and was yet to break big on the console world. Only a few attempted to bring that genre to the console masses with Sega among them.

But here's a better example. Streetfighter 2 is a clear case of what i'm talking about. Sega decided to cash in but they went beyond what anyone else would have done with two titles that would have a lasting affect on that genre. BURNING RIVAL and VIRTUA FIGHTER. The VF is more than obvious but BR an often overlooked title, while not setting the world on fire did something that Capcom and many others ended up doing by using anime/cel like sprites graphics for the game so it looked like you were playing a fluid cartoon/anime. Something as i said that capcom ended up doing two years after.

 
Quote
? You the one that hated Naka for doing it hates PSO and wants SEGA to go back the the series routes and that's fair enough . And even the casuals know SEGA does spin off's they only had to play Sonic Spinball or Golden Axe the Dual, Ax Battler (since we're talking of Golden Axe) . So I do not get your silly little points.
How does my opinion actually make a difference to what Sega has historically done with creating spin offs of their games?  This is just a distraction because you've lost the argument.

Quote
And even the casuals know SEGA does spin off's
Apart from you it seems.

Quote
I think Sonic was created more for SEGA tying to take on Mario more than showing off SEGA hardware. There's  been great Sonic games on 'Non' SEGA hardware be that Neo Pocket, GBA, DS and even now the Wii, 360 and PS3 . The huge trouble was people wanted to play as Sonic and its taken years for the Sonic Team to come round to that issues and now that they have Sonic is getting right back on form with Generations & Colors.

Wrong it was a bit of both. The game itself utilized the respective hardware's strengh which was one of the mainpoints for the Sonic series. its not much of a coincidence that the game series has suffered now that Sonic's main function was removed be it with games with poor design,ideas and execution.

Quote
? I never said you used it twice, you used it and that's all I was replying too still . The only one that change their tune is you in you previous post you even said this   No it wasn't  it was £40 next you'll be making out that Saints Row III RRP is £15. Don't believe me, go to Ubisoft official website to see the RRP in full effect

Cut the distraction, i just like you to point out where exactly did i mention the word Climax in psp BF? And what the hell are you babbling about saints row? You really are losing the plot.

Quote
? Outun was an Arcade smash and SEGA sold all of the 30,000 Coin Ups in Manufactured on terms alone it was a complete success . Samba was a great success for SEGA that's what gave the green light for the DC version and the update. 

OUTRUN? Now what are you talking about?  ::) Nobody mentioned OUTRUN. Boy you really are insane.
The DC version of Samba  got made because it was easy to port, the arcade game itself was never a smash hit. It sold the units to the operators, yes but the people actually paying and playing the game wasn't as big as the operators thought which is why the update sold less than sega expected and which is why there hasn't been any updates or sequels since then.


Quote
I would  call it a success because that also how SEGA makes money- ie selling hardware to Operators) not just on how many times people pay the to play the games(granted that's why the most money is)  but like a lot of Laser Disc games at the time, they were very unreliable and not suited to the smoke/ dust filled Arcades and being on for hours and hours on end
Yes but success also determines the next game or sequel to be made that's the point i'm making. TIME TRAVELLER could easly be called a smash hit because it sold very strongly but not many people actually played it oin the arcades. That's part of the reason why any followup that an arcade gamemaker may undertake is important because if the first game didn't do well in the arcade centres the operators won't order another version or sequel or type of it again.

Quote
None of us now it would sell decent on Kinect, because SEGA hasn't tried it and even if they were  it could be a nice cheap and simple production and if you are to go on sales before then sales of Golden Axe show the IP is dead .  Looking over to make a new Golden Axe game would need a much bigger team and bigger production budget if its to have any chance of taking on today's 3D action games
I never said GAXE would be cheaper to make. But neither would SAMBA if moved to the Move will probably not only have to use the move preperial but the 3D element as well as well as obtaining the licenses for the music it may want to use. And then you have to create a new game around it.


Quote
Be nice if you just have a open mined , some people  wants a new Golden Axe and people like Sharky make a decent case. I like to see a new Space Channel 5 game or more so a new Shinobi game and can all debate the pro's and con's. Why you have wade in with the Trademark insults and turn everything into a hate war and you know more than anyone about SEGA I really do not know

I haven't turned this into a hate war. The problem is and always been you. The problem with you is you want everyone to agree with you and you only. Your arguments don't make any sense at all. You come with this laughable premise about GAXE being dead because the genre its in is being dead when that genre its in has several succesful franchises which are still going. Yet when someone makes the same point to you about the games that YOU like being dead it you go into a triad and slander their character. And when that doesn't work you distract that person by creating more arguments on silly little things. The reality is this, GAXE has more of a chance to come back than SC5 because its a more better known title and its seen as a prestige Sega title. As the countless ports prove. Now will it come back as a new title? Who knows. But the game retail wise has been more successful than SC5 and SAMBA. That's a fact. Sega has brought those two titles back on more than one occassion and they have failed. Now to me that's a proven case of a game being dead,you can keep making points about Kinect and move but there's no guarantee that the games will succeed when they haven't succeeded on platforms with a bigger userbase. I don't have anything against SC5 and Samba, i would welcome their return but i'm not blind to the reality of their situation like you are. Its obvious you don't like GAXE because of your constant erronous attacks about the genre its in doesn't sell when in fact it has and still is. Now please cease your zealous behaviour






 
[/quote]
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on January 01, 2012, 06:24:09 am
I'm not going to turn this in a trademark quoting session and spoil another thread so I just do some brief points

Yes Quake came out inthe Arcades before Outtrigger and Yes I agree Outtrigger was a bold move, but when you control some 60% of the Arcade market you can take some risks more so on the cheaper NA@MI board but yes to SEGA, Tatio, Namco making a FPS for the Arcade market were risks . Yes you make a vaild point about Virutal Fighter,  that's what I mean when SEGA is at is best when it takes other games for inspiration and put its own spin on it.. Like with Panzer Dragoon or REZ - nothing more than simple 3D shooters but the SEGA spin is very telling and the same for SC 5 A music game inspired by Parappa the Rapper and the like, yet the SEGA spin and take on it is brilliant

Sonic is all the better for going back to being SONIC. Outrun is an example of where SEGA made a ton of money not just based on a percentage of revenue  from people playing the game, but also selling out of every unit  ever manufacture in both cases it was a win Samba sold all its units and was a great success in Japan and be nice to see SEGA do a spin on the game for either Kinect or Move or both imo
You clearly talked  of After Burner Climax in the same breath as After Burner BF  but lets leave that be

 Now don't turn this in to a hate war or I know more about SEGA. Lets get back on the debate on which IP could work today or may work .
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on January 11, 2012, 06:06:42 am


Quote
Yes Quake came out inthe Arcades before Outtrigger and Yes I agree Outtrigger was a bold move, but when you control some 60% of the Arcade market you can take some risks more so on the cheaper NA@MI board but yes to SEGA, Tatio, Namco making a FPS for the Arcade market were risks . Yes you make a vaild point about Virutal Fighter,  that's what I mean when SEGA is at is best when it takes other games for inspiration and put its own spin on it.. Like with Panzer Dragoon or REZ - nothing more than simple 3D shooters but the SEGA spin is very telling and the same for SC 5 A music game inspired by Parappa the Rapper and the like, yet the SEGA spin and take on it is brilliant

good we agree on one thing. Apart from the fact that while its true about the 60 percent control, what i'm trying to infer is that this behaviour of not making the obvious choices was part of sega's DNA ,i believe they would have done the same thing regardless of how much they had control of the market. We just have to look at their earlier arcade titles and console games to see that. This behaviour has been their strengh and also their greatest weakness IMHO. Under satomi though that's drastically been toned down. My point with OT was who had the idea first to do an FPS arcade the quake team or the sega team? To me it just sounds like they managed to get their version first.

Quote
Outrun is an example of where SEGA made a ton of money not just based on a percentage of revenue  from people playing the game, but also selling out of every unit  ever manufacture in both cases it was a win Samba sold all its units and was a great success in Japan
Units sold and units played are two different things. If people don't PLAY the game then the arcade operator doesn't make that much revenue which will affect the orders for any potential sequel Sega would want to make or sell. You are so fond of adding the DC then why the hell did sega include SDA 2000 edition of the game with the original version? I know because i got it. Using the idealogy that the game was ported because it was popular doesn't make sense,since you might as well say 18 WHEELER was a hit as well and that was ported. OUTRUN was a bigger hit in japan and aboard. Both sold units and units made a lot of money on the arcade floor. Hardly the same thing in Samba's case.

Quote
and be nice to see SEGA do a spin on the game for either Kinect or Move or both imo
Not a fan of RON i take it? I would but while their creative surpless seems to be down in sega japan i not sure sega has the people to create a great kinect game but who knows?

Now let's get this clear. I'm not saying i wouldn't want to see a proper new SAMBA or a SC5 title with move or kinect ability.I'm questioning the point on will they. And we all know what may look perfect sense to a fan doesn't translate to the boardroom or developers mind in Sega for some reason. other than that i 'm using the reason that the games haven't done well on the previous platforms mentioned outside of a sega base system. Who knows how the SC5 download is doing.Well enough to warrant a sequel? In this climate i dunno in this commericial fiscal sensible sega regime.

Quote
You clearly talked  of After Burner Climax in the same breath as After Burner BF
 

No i didn't. That's why i said and BF if i was saying they were the same game i would have said afc and the psp version. ::)Nice try but no cigar.

Quote
Now don't turn this in to a hate war or I know more about SEGA. Lets get back on the debate on which IP could work today or may work .


I haven't turned this into a hate war you have. I've simply stuck to the facts.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on January 12, 2012, 03:50:51 am
Rise of Nightmares I don't mind the game it even has some nice ideas and moments,  but its hurt by a total miss judgement by SEGA for a number of reasons (and Yes I do own the game) The playtime for one thing is far too long (levels too big and too long)  and I thought it was a huge mistake by SEGA to think that the casual's (who are the ones that love Kinect) would ever take to this style of a game , this is a more game for the serious gamer and its age ranting is a killer for family gamers (the casual's)  and why I felt it would have been better if SEGA made a music game with lovely bright visuals and real happy go lucky feeling (which is Samba all over) that would have been a better fit, that's all

Move is a little different as it can handle the serious and non serious games and gamers thanks to SONY wise choice on input method
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on January 12, 2012, 12:01:15 pm
RoN was a missed oppurtunity in my opinion for the exact sentiments you've expressed. But i feel it will be one of those titles that will be better appreciated over the years for being different after the 360 becomes another note in game console history.Trouble is if Segatech's Kinect title is still happening and THE AVENGERS being kinect enabled it doesn't seem the hardcore titles from sega is going to stop with just one. I wonder if this is more to do with the company showing gamers that they are being different rather than just doing what makes sense because of the consumer base.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on January 19, 2012, 07:08:22 am
I would imagine some of Rise of Nightmare idea's will be copied by future Kinetic titles , but the market for that title with Kinect isn't there yet  its not mature enough and most of the people who like and play Kinect  are family and casual gamers - that may well change in the future.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on January 19, 2012, 11:44:30 am
I would imagine some of Rise of Nightmare idea's will be copied by future Kinetic titles , but the market for that title with Kinect isn't there yet  its not mature enough and most of the people who like and play Kinect  are family and casual gamers - that may well change in the future.

I don't think it ever will be there, unless M$ proves me wrong on this( i said once that the current systems won't go for the immediate  new system update after 8 years) but if they update their 360 system then the kinect won't gather the audience IE pull the average "core" gamer to their system. Actually this is similar to my feelings of the megadrive and saturn. While were always going to disagree about the 32x being an asset or taking away games from saturn, one add on that should have been made for saturn and not the MD was the ill fated SEGA VR system,which of course never came out but the tech would have been better suited for the saturn and would have immediatly differentiated it from its competitors.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on January 20, 2012, 12:23:42 am
I think Kinect it utter shit but it looks like MS is now making it more or less a must have with the way it's trying to make sure every game uses it and push it - even down to voice command which the 360 Head set can do anway .

Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on January 22, 2012, 03:59:36 pm
I suppose you can say that. I think Move's better and that's coming from an anti s*ny supporter. :-\

*Patiently waiting for the day when Sega decides to return to consoles to end my current hell.
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: Team Andromeda on January 23, 2012, 02:04:42 am
I suppose you can say that. I think Move's better and that's coming from an anti s*ny supporter. :-\



They're both pretty crap to be honest but that's down to me not liking motion controls at all. What I do like about move is the interface-since you had a input device and something to interact with and the fact that it means light gun games now work pretty well on HDTV even for the next gen systems
Title: Re: Why didn't Platinum work on a classic Sega IP...
Post by: ROJM on January 24, 2012, 05:29:42 am
They're both pretty crap to be honest but that's down to me not liking motion controls at all. What I do like about move is the interface-since you had a input device and something to interact with and the fact that it means light gun games now work pretty well on HDTV even for the next gen systems

that's my point, Move is good for the LG games. Now that sega has finally figured a way to use these games effectivly for this gen without adding extra costs,i'm expecting a flurry of Sega LG games to hit. Now HOTD4 is coming maybe its time for VC 3 to finally make an appearence. Top of my list though is for a 2 SPICY and(while it would make sense for them to do it as a cash in ) Alien 3: The Gun port. Kinect and move i wouldn't say is my all fave but i'd like seeing Sega experiment with new tech and doing something different with it(even if it doesn't work all that well.)