• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Darksiders 2 cost $50 million to make

Sayad

Member
If they ended the game at the desert, it would have been a much cheaper game, yet also a better one. This is an extreme example of bad planning both financially and game design-wise.
 

Rolf NB

Member
Did Darksiders 2 even get any worthwhile marketing? What the fuck did they spend $50 mil for?



All 150 people worked on the game??? Even with your high-ball estimates, it's a little too much.
After finishing the whole thing, it definitely seems overambitious in scope. Shitton of content, but wildly inconsistent and some very apparent lack of polish.

I say that wanted too much, started producing it all in parallel teams, and then ran out of time completing everything and tying it together.
 

HK-47

Oh, bitch bitch bitch.
No, please don't.

Also even though i liked the game immensly, that is an absurd ammount.

How much did VO, and hiring Jesper Kyd for the soundtrack cost?

Every penny spent on Jesper Kyd is a penny well spent.
 

Dahbomb

Member
Quality voice acting cast, quality composer, big marketing budget, ambitious scope of game, lots of people working on the game.

Anyone who followed the development of this game would know that it cost a lot to make. THQ were betting big on this game.


Give it to platinum and they will make a better game with probably 30% of that budget.
Nope. I really don't like this trend of "give it to PG" going around for every action game. It's even worse when used for a new DMC game...
 
More than Uncharted 2. I cannot believe it. How in fucks name did it they blow so much cash on what, imo, was for all intents and purposes, a mid-tier title.
 

Y2Kev

TLG Fan Caretaker Est. 2009
How was their budgeting if that game was ok and felt like a lower budget game?

50m seems way too high.

It didn't feel like a lower budget game to me. It felt like a huge, sprawling game with great graphics and music.

I just thought it was also not good.
 
Bro fist....I really wonder what tragic is up to...he was lead combat designer on DS2

he posted recently, I think he hinted he was basically doing grunt work to pay the bills.

Not involved. Actually, there aren't many people left =(.

The "Vigil Games survives Crytek" (from Polygon) is pretty misleading. I could be totally misinformed (so don't quote me), but I think it's about 1/4 of the people that originally survived from Vigil to Crytek (something like 11 or so remaining?).

Due to the unfortunate scenario at Crytek, most people had to go find work elsewhere. It sucks because there were a lot of awesome developers and the team was really badass, but luckily, those that left ended up at places like: Naughty Dog, iD, Bioware, Bethesda, Certain Affinity, Redfly, Cloud Imperium, Battlecry, and a handful of other great places that I can't think of off the top of my head!

It would be super cool if they pick up a few more guys that are currently doing contract work to pay the bills. Lot's of talent! Can't wait to see what they put together!

He could of be talking about just his ex-coworkers, but its telling he didn't talk about where he ended up.
 

Xav

Member
An anonymous insider from Microsoft told me that Kinect Sports Rivals cost $70 million and made $2 million shortly after launch. Parts of the game were outsourced to three different developers including Lionhead.
 
personally, I thought the combat in DS2 was just fine. Thanks Tragic

darksiders2deathcomba04e0b.gif
 

hateradio

The Most Dangerous Yes Man
I actually heard $80 mil at one point. I don't even remember where, but that was insane. Even 50 seems really high.
 

scitek

Member
Bro fist....I really wonder what tragic is up to...he was lead combat designer on DS2

He had joined Crytek USA, then just a few months later it was shut down.

EDIT: Maybe not. I could swear he had posted around E3 that he was at Crytek.
 

Data West

coaches in the WNBA
Wonder how much of that was spent on the 'lewt systems' that were ultimately the biggest fault I had with the game.
 

Biker19

Banned
Whoa, $50 million? Sheesh. I hope that it's not on just production alone.

More than Uncharted 2. I cannot believe it. How in fucks name did it they blow so much cash on what, imo, was for all intents and purposes, a mid-tier title.

Probably more than any Uncharted game, as a matter of fact.
 

Jackson

Member
$50m isn't high. Most AAA of last gen were $40m-$60m or more.

Dev + Loc, QA, VO, cinematics, trade shows, publisher overhead, outsourcing and CoGs could easily get you there. Marketing probably wasn't included.

Quality of the game is secondary.
 

Kater

Banned
The game feels like it deserves maybe 20% of that budget. This is real insanity that they thought that this is a wise choice to spend that much on marketing or whatever.
 

LiquidMetal14

hide your water-based mammals
It didn't feel like a lower budget game to me. It felt like a huge, sprawling game with great graphics and music.

I just thought it was also not good.
Playing on PC and it felt run of the mill. Certainly felt like an average budget game but not 50m. Perhaps multi platform dev costs added up.
 

Mario

Sidhe / PikPok
I was told by a THQ exec just before the first Darksiders released that they had spent $50m on development, but that cost would be partially amortized across a sequel as well.

I remember thinking at the time they had spent way to much. And obviously if the sequel did cost another $50m again, they obviously didn't "save" anything from producing and leveraging the first (which presumably means it ran way over the expected budget).
 

Pachinko

Member
That has to include marketing. 2 year development cycle X 100 employees X 90,000 USD salary (pretty close to accurate). That's 18 million. I suppose if the team actually had 200 employees you could double that to 36 million but I really don't think that many people worked on Darksiders 2.

I could see THQ spending about 20 million on the game and 30 million on marketing though. Which would then mean they were likely hoping for it to sell about 2 million copies for the 360/ps3 and then the PC and eventual wii U ports would have been a tidy profit.

It only sold like half that though right ?
 

NeOak

Member
All I can say is that it's THQ. They also thought it was a good idea to make uDraw for the PS3 and 360 and to create a bunch of pads for it that just ended up clogging their wearhouse because the game tanked on those consoles. To say they were badly managed during the last gen would be a major understatement.

Is there an article about the downfall of THQ? I would love to read that.

personally, I thought the combat in DS2 was just fine. Thanks Tragic

darksiders2deathcomba04e0b.gif

Better than DmC. So good.
 
I really dislike these "Platinum should do everything" kind of posts.

As others have said, combat (Platinum's pretty much only strenght) was not Darksiders' problem.

The context here though is Platinum, or rather Inaba, expressed interest in the franchise, and would of liked to work on it.

Personally I don't think they would of made a great Darksiders either, but at least the comment makes sense.
 

Dahbomb

Member
It's not that hard to see how Darksiders 2 cost that much when you look at something like Destiny.

Money =/= High quality game

Money probably can help you make a bigger, prettier game though.
 

Courage

Member
Combat was fine, it was the stupid story and worthless loot system that brought the game down. It was alright, while Darksiders 1 felt more fresh (even though a unique hybrid of a bunch of games) at the time.
 

Data West

coaches in the WNBA
.

People who prefer the first game are ridiculous. DS2 is so much more fun to play.

They're not. DS 1 combat was straight and to the point with everything that was considered fodder. It made the fight go much longer if it was an actual boss or major enemy.

In DS 2, to 'show off' their combat engine and their dice rolling weapons, every fight goes on for far too long. It's like if the Green Ranger spent 30 minutes fighting a putty instead of taking them out in a matter of seconds. It's not more difficult, it's just dragged out to boost combo scores in a game that didn't put emphasis on combat score multipliers and tried to turn Darksiders into something that the fans of the original didn't want. At all.
 

Dahbomb

Member
I felt like the repetitive fetch quest system and barren environments is what held the game back.

Of course having Lifesteal/Wrath steal on weapons was a huge blunder on the part of the developers especially when everything in the game is a dodgeable like an action game.


In DS 2, to 'show off' their combat engine and their dice rolling weapons, every fight goes on for far too long. It's like if the Green Ranger spent 30 minutes fighting a putty instead of taking them out in a matter of seconds. It's not more difficult, it's just dragged out to boost combo scores in a game that didn't put emphasis on combat score multipliers and tried to turn Darksiders into something that the fans of the original didn't want. At all.
Completely false, fights in DS2 don't take that long at all. At least not any longer than a standard action game.

The problem was the loot system. If you were under geared, enemies would take long to kill but if you were over geared then they would die very fast.
 
Top Bottom