Amy developer responds to critical mauling
"Amy is a HARD game. Some people totally disliked that."
The developer behind critically-mauled survival horror Amy has issued a ripost to those who haven't taken to the title.
A note on the game's official Facebook page from developer VectorCell today (thanks Destructoid) suggested that if you didn't like the game you might want go back and try it on the easiest difficulty setting.
"Today is the official release day of the PSN version in the US and we wanted to take this opportunity to come back to you," begun the post.
"As many of you have already heard, Amy is a HARD game. Some people totally disliked that while others really enjoyed it.
"We believe this is part of the survival experience we tried to build as we wanted the game to be challenging. However, we actively listen to the community and comments and hence recommend the non-hardcore gamers to launch the game in EASY mode (in the settings) for now.
"This will give them a much more pleasant and smoother experience, especially as the checkpoints are scarce."
Despite universally dismal reviews, the developer went on to insist that the game is actually performing rather well.
"In addition, we wanted to thank those of you who bought the game and rated it on the Xbox market and the PSN Store. Indeed, Amy has been #1 in the daily XBLA charts since its launch in all major territories and players have rated it between 3 and 4 out of 5 on XBLA and more than 4 on the PSN despite the controversy.
"For us, the players' ratings (almost 9500 so far) are the most important ones."
Eurogamer's Dan Whitehead gave the game a thorough shoeing when it launched earlier this month.
"Amy fails on all counts. It's plagued by jerky movement, poor scripting, weak puzzles and shoddy checkpointing, but it's also a characterless mess of themes and ideas swiped from a dozen better horror titles," read his scathing 2/10 Amy review.
"Neither quirky enough to be forgiven its unfinished feel nor polished enough to satisfy the base gaming itch, Amy is a crushing disappointment with little to recommend it."
You may also like...
-
Activision vs. Vince Zampella and Jason West: Inside the game industry trial of the decade 54
-
Dirt Showdown Review 86
-
Minecraft overtakes Black Ops on XBL activity chart 22
-
Skyrim gets mounted combat in new update 23
-
The Cave Preview: Double Fine's New Game for Sega 18
-
Amalur developer 38 Studios lays off all staff - report 33
-
Judge recommends US Xbox 360 ban 171
-
Ghost Recon: Future Soldier Review 131
-
Going Hardcore in Diablo 3 92
-
First Castlevania: Lords of Shadow 2 image spotted 23
-
Diablo 3 real money auction house delayed again, client side patch out next week 17
-
Mass Effect 3 Rebellion DLC release date announced 13
-
Diablo 3 Review 244
-
Dragon's Dogma Review 136
-
New Minecraft XBLA content incoming 28
Comments (79) Latest comment 4 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
That's ridiculous...
A bad design choice does not make a game more challenging.
It simply fucks it up.
Dark Souls demonstrated what challening really means.
In view of that, this guy should either stfu or just admit that the game sucks.
Comment below viewing threshold Show
Expectations are high for easy mode then!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
- I have to believe that many of them believed in what they were working on.
- I have to believe that many of them worked very hard.
- I have to believe that many of them were proud of the finished product and wanted very badly for the game to perform.
- I have to believe that the critical lashing it received was very painful to endure for many of the individuals involved with the project.
So you can see how these poor chaps might grasp at straws once the reviews started pouring in. Maybe they genuinely believed the difficulty balance is a significant issue and just want a maximum number of people to be able to enjoy it?
I don't know. I'm sure it's a terrible game, but I think the snark and the venom being thrown their way is just a bit misguided. It sucks being told that you did a shitty job on something that you cared deeply about.
Comment below viewing threshold Show
"Its not a shit game, you're just not playing it properly!"
Comment below viewing threshold Show
Amy is a shit game, everyone hates it.
Comment below viewing threshold Show
Comment below viewing threshold Show
As someone else said, i don't see why EG and other sites feel the need to circulate this type of story. Had they got in touch about the review then good but this is a note from their facebook page and hardly counts as an all out attack against reviewers.
Comment below viewing threshold Show
However, VectorCell's response isn't really helpful. I've yet to try the trial, but the game does sound like it has issues, with no real redeeming qualities. Are we supposed to gloss over that because it's a new IP from a smaller studio? Of course not.
VectorCell ought to take in the criticism and work out where it went wrong, instead of saying it's working as intended. And at least the Hydrophobia developer listened to feedback, eventually, and tried to rectify the problems.
Comment below viewing threshold Show
"You guys aren't playing it correctly" - Hydrophobia PR
"Our game is just hard, okay?" - Amy Apologist
Comment below viewing threshold Show
I cant tell you hw many times I've logged into the Store just minutes after a weekly update, to see newly released 6GB games with ratings of 5 stars.
It's a flawed system as people feel they need to justify their new purchase by giving a good rating.
However, it's too late to change the rating a few hours later when they realise their new game was horseshit.
Comment below viewing threshold Show
Comment below viewing threshold Show
"It sucks being told that you did a shitty job on something that you cared deeply about."
Yep in some cases it takes years of hard work, only for some person to play your game for a few hours, take about an hour (I don't know how long it takes) to write a review, and say your work is complete and utter shit. If I was a developer I would fly across the world and punch every reviewer in the face, not just defend myself on the internet.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
As Destructoid said, the easy setting doesn't fix poor animation, dodgy controls, pathetic voice acting, graphical stutter, characters getting stuck on the environment, shit AI or the ability to break the game by completing actions in the wrong order and the game attracted a 2/10 from EG because of it. Skyrim on the other hand suffers all of the above and more and got 10/10 and not the merest mention of any issue during the review.
The bias towards the big devs who can withhold things like interviews and previews has removed almost all meaning from games reviews. It means that the big boys can push whatever broken game they like to critical acclaim while the newcomers get panned unless they release an instant classic.
Comment below viewing threshold Show
Couldn't have said it better myself.
Big publishers can pull of almost anything by lying trough their teeth and building pure hype from nothing.
Then again its the peoples fault for being so easy to manipulate in the first place.
Also the devs of Amy remind me of Bioware.
They also love to whine and moan about bad reviews, only difference is they have quite a few indoctrinated fanboys.(and not releasing utterly broken games only half broken ones)
Comment below viewing threshold Show
Player ratings are the only ones that matter? Bollocks, I'm sure Hydrophobia has a decent rating too and that game is a chore to endure...and I say that as someone who got it half price. Being a small studio is no excuse for releasing shit...make games within your budget. Even then, Penumbra and Amnesia came from a smaller dev and they ooze quality, so there really is little excuse for shoddy programming.
And the Skyrim comparison....sorry, that's a BS argument. It has nothing to do with big studio vs little studio, and all to do with people realising that a game with the scope and scale of Skyrim is going to have some issues. Now that the game supports 4gig of memory, I've had zero crash issues and only a few minor graphical glitches. The game still plays excellently, has plenty to do and looks great. This is a small, linear survival horror game that has been shoddily programmed at all levels and only really looks good in static screenshots. You can't just release a half-assed game and say we didn't have the budget to do it properly...either plan it out right, or make a more basic game.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
This character isn't a zombie
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
"Is there a particular reason why EG likes to post these 'developer responds' articles"
Oh, I don't know, maybe a little thing called journalistic balance?
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
i feel in this case its easy to see that this is not a good game. in fact i would say it looks down right shite.
i wont be wasting my time playing it
Comment below viewing threshold Show
@32768Colours
To be fair to the Hydrophobia devs, their initial response was poor but then they totally U turned on that and started investing quite heavily in responding to player feedback (to the extent that they built a tool into the game for gathering said feedback). I think they were just a bit stung by the reviews, and were feeling defensive. Once they had a chance to consider the situation more, they were much more proactive in their response. Maybe we'll see the same thing here in due course? I hope so.
Comment below viewing threshold Show
Comment below viewing threshold Show
I suspect this is probably more about PR but If these guys really can't objectively look at their product and see its flaws they are in the wrong job.
Comment below viewing threshold Show
Was it fantastic? No. Flawed, glitchy, over-reliance on some cheap, old-school instadeath mechanics and a general rough feeling like it was rushed out the door too quickly.
But I had few control issues. I got most of the puzzles, and the mechanics, quite quickly. I liked the atmosphere, the story was good, yes there were some pretty archaic colour-key puzzles but you know what? That's not the end of the world, Resident Evil did this for so long under a thinly-veiled disguise and people shout about having the old Resi style back. Guess what? That would come back too.
Amy is a game that promises so very much but delivers nothing but a pretty standard experience. The fact that it slightly rips off Ico probably doesn't help its case any, because if you're going to borrow such a famous game mechanic, average may not really cut it. You have to go all out.
But I've played uglier. I've played games with worse puzzles. Worse mechanics. Worse sound. Worse controls.
Amy is a game that has oodles of potential with none of the delivery. Seeing as my New Years Resolution is to stop judging games on their potential - seeing as any game has potential if we're going to be honest here - I walked into Amy thinking; "Alright. It's not going to change my world, and it's likely going to be dog-eared and rushed."
I was right. On both counts. And I still enjoyed it. As, it seems, do others. I guess we weren't looking for the wheel to be reinvented.
That said, what is disappointing about Amy is that it so often wants to be more than it is - you can almost feel so often the frustration of the designers and developers, angered at their limitations and the confines of which they work in.
I suspect Amy - as we see it - is not the game they envisioned. I can only assume corners were cut, budgets were slashed and there was a strict "Get it on on X date or you can kiss your studio goodbye!"
This outburst does nothing to help their case - sometimes silence is a viable answer (although as has been said, I'm sure the team who worked on it feel passionately about their work. I'm sure no-one sets out to make an average game or worse!). I'm more interested why a game with so much... no, I stopped using that word... let me rephrase; Are you sure this is the game you intended for us to have in the end?
I want an honest answer, and I suspect - from the clues in the game itself - the answer to that is, "No."
Comment below viewing threshold Show
FYI mr game developper, you lost my money when you introduced marcello and his DNA hacking device, that demo was the stuppidest thing I played since vampire rain, and that's saying something.
Comment below viewing threshold Show
Comment below viewing threshold Show
It just seems reporting a fact and then using it as a vehicle to push an opinion again, saying that he's responding to people saying his game is crap and then saying 'and if you want to read our review on Amy, go here' is one thing, using that to en push your own opinion yet again is another. And its not necessarily this article but certainly some of the SW:TOR articles of late appear to be any excuse to have a go.
Ah well, agree to disagree I suppose.
Comment below viewing threshold Show
YOUR GAME IS JUST SHIT!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
"Get out of here, Amy!"
Comment below viewing threshold Show
"AMY is a terrible game and some people don't like that"
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
So where is this significant? You don't want a game that relies on user feedback to fix problems that occur because developers seem to be ignorant of accepted wisdoms. Barrels you can shoot and pipes you can grab onto should have a suspiciously prominent colour, for example. Move games should have an adjustable central box inside which there's no turning at all.
Hydrophobia was poorly reviewed due to unwise design decisions that were fixable. Amy appears to be buggy and badly designed. There may be no way back from that.
Comment below viewing threshold Show
AND I REALLY, REALLY HATE AMY!
Comment below viewing threshold Show
Comment below viewing threshold Show
Cracks me up every time; especially with the pathetic attempt to bait players with a 'challenge'
Comment below viewing threshold Show
Comment below viewing threshold Show
"Amy's dead, Butch. Amy's dead."
Comment below viewing threshold Show
Eventually they came to realize that it's better to fix the game then get angry at your customers for "playing it wrong" and "not getting it".
Comment below viewing threshold Show
Players just don't like difficult games and instead of accepting they can't get through it, they slam it instead.
Comment below viewing threshold Show
Dark Soul's it is not mate.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I've not played Amy but I do know better than to trust reviews by Dan Whitehead, given all the fun games he's given crap ratings to. Even in comments he usually complains. I think he reviews games entirely by looking for things that are missing or caused him some degree of challenge, and they automatically become massive negatives.
Comment below viewing threshold Show
"It often IS the players at fault."
I think when you say 'often', you actually mean 'incredibly rarely'.
If a significant number of players in the target market (a crucial aspect, I admit) say they don't find a game fun to play, it is almost ALWAYS the game's fault.
You are also assuming that difficulty is actually a factor. The dev has chosen that tact as their defense, but nobody else seems to think that difficulty is the pressing issue.
Comment below viewing threshold Show
"um hello I dont like this car because the the brakes dont work properly, its got a flat tyre and the seat adjuster is stuck so I cant get it into the right position and I thing there is something wrong with the clutch as the gears keep grinding through changes."
"Well sir. You are driving the car wrongly and its probably too difficult for you"
"wtf?"
Comment below viewing threshold Show
Comment below viewing threshold Show
Whilst I agree with all the points you make regards people feeling bad when the fruits of their labour is getting panned, dignified silence is often the better option.
I also think that if you work in a creative industry, where subjective taste means someone will ALWAYS think your work is a pile of crap, you just have to get thicker skin. I work in games dev, and I just see it as part of the business. If you get paid to make games, the result of your efforts being held up for public scrutiny, followed by public applause or condemnation, was always part of the deal and you have to be ready for either of those results.
Sometimes, despite best efforts and no shortage of talent, things don't pan out as well as you might like. In those situations you have to expect (and perhaps deserve, as people ARE giving you their money) negative feedback, and so long as that negative feedback is fair, you just have to take it on the chin with dignity (and perhaps more importantly, learn from it and make improvements next time around).
Comment below viewing threshold Show
One shudders to think what they were going for then.
Comment below viewing threshold Show
Comment below viewing threshold Show
It's not about hard, it's about filthy broken and bugged. Also random glitches are not considered hard. Random is random.
Comment below viewing threshold Show
Comment below viewing threshold Show
No, what DED did with Hydrophobia was listen to feedback from the 360 owners (like myself) who bought the original game. Then they released the Hydrophobia Pure update and continued listening to feedback on the promise of further updates. Then they took that feedback and released Hydrophobia Prophecy on PS3 and PC, sticking a finger up at all us 360 owners. So yeah, DED can go suck the sweat off a dead man's balls for all I care about their game and their so-called PR, and they're certainly no role-model.
[/off-topic]
Comment below viewing threshold Show
So they improved the game that you bought, but then released another version of the game that contained new levels on other platforms, and you are unhappy that you didn't get the new version for free? Even though you got the updated and improved version?
The bulk of the changes between Pure and Prophecy are level changes and additions. The bulk of the issues that the reviews initially pointed out were sorted in Pure, which you have on 360.
They could have simply done nothing.
[/off-topic]