Eidos and Square Enix Birth Great Things

tombraiderEidos was founded in 1990 and has been the king of its own destiny since its inception. As part of Square-Enix, Eidos and its destiny were called into question, would they continue to run the show or would they become one with Square-Enix. Square-Enix has come out to say they’ll be leaving Eidos to themselves and allow creativity to flow between the companies.

“This is an exciting beginning to what I believe will be an incredible journey. I am very happy that Phil Rogers has agreed to lead Eidos in what I see as an international marriage between our two companies, a marriage that will give birth to great things. Eidos is a content rich company and a culturally significant business to the Square Enix group.” (kotaku)

Square-Enix is playing it safe with this acquisition because this isn’t a great enviroment for shaking things up internally within a development studio. Eidos is well known for Tomb Raider, Hitman, Deus Ex, Thief and many other great projects and have built a solid foundation for the future.

A mind-share between these two groups is a powerful enemy to the competitors if they’re able to open a good dialog between the two companies and share resources, tools and engines. In a world of cost savings and salary cuts, leaning on each others resources to build a better product is a win.

At least we won’t have to call them Square-Enix-Edios because that’s just a mouthful!

0 thoughts on “Eidos and Square Enix Birth Great Things”

Leave a Reply

Your email address will not be published. Required fields are marked *

Related Post

Episode 296: Still Need a NurseEpisode 296: Still Need a Nurse

Jonah is still plagued, though this time he’s suffering laryngitis that accompanied the flu. However, even without Dan or a Gaming Flashback, there’s a ton of news to pour over.

This week’s news items include:

  • Notch earned $101M in 2012, may buy car
  • Sony teases “See the Future” event on 20th February
  • Rumor: PS4 hitting Europe in 2014, will have 8GB GDDR5
  • Feedback leads Kawata to “slightly revise” opinions on Resident Evil
  • Take-Two delays Grand Theft Auto V to September 17th
  • Source Code director signs on for Legendary Pictures’ Warcraft adaptation
  • Controversial torture interrogation from Splinter Cell: Black List removed
  • Rumor: Halo 3 finally hitting PC – on Steam?

All that plus Reader Feedback and the Question of the Week: “What remake would you like to see done?”

Evolution of RPG’s – Gamers Don’t Want an End?Evolution of RPG’s – Gamers Don’t Want an End?

I remember a day when old RPG games had either a level cap or a definite ending. From Pool of Radiance to Secrets of the Silver Blades to Final Fantasy the game had a final boss or stage and often had some type of level cap. Today, gamers don’t want it to end, they’d rather have the option to wonder around aimlessly or completing minor quests in order to soak up every ounce of money they spent on the title.

linkNow even Bethesda is saying “we’ve learned our lesson” from the whiplash of ending their game title and capping levels. Gamers want to go back and re-try content they missed, they want to run side quests and talk to everyone in the world they want to grind themselves to über powerful levels and become a god in their fantasy world. Can you blame them?

You can’t really blame them for wanting to maximize the content, although it’s slightly more evolved than RPG’s of old. Perhaps it was World of Warcraft and other MMORPG’s that brought us to the stage in life where we all want to squeeze every last RPG dime out of the title. As a kid I wondered the world of Hyrule and covered every tile of graphical color, burned every bush, bombed every stone looking for all the content. However, even Zelda had an end with scrolling credits – you didn’t just land on a platform with your master sword and a dream.

Other titles have used level caps to limit you and draw you into the next release of the game. This was popular in the D&D world because the game is designed to target specific levels of difficulty. They may only allow you to gain level 10 because the enemies are no tougher than level 13, allowing the challenge to be good but not overwhelming. If they allow you to get to level 50 they’d have to design the game so all the enemies grow powerful along with you — that’s not always a desired result.

Final Fantasy is a popular franchise that typically allows you to grow infinitely powerful depending on how much time you want to spend repeat killing the same enemies. Gamers aren’t always into the grind, they just want to grind “enough” to make the challenges a little more do-able.

Today, however, with larger storage capacity, larger development teams and the desire to build more value into your gameplay experience titles have dozens of side quests and sub-plots that are totally optional. The result of so many sub-quests results in a player who is much more powerful at the end of those quests compared to a player who sticks to the narrow path of the main plot. So, games much grow dynamically challenging to keep the fun per dollar high.

Do you like your RPG’s to have a definite end and a high but capped level?

Episode 728: No Man’s RenewalEpisode 728: No Man’s Renewal

In this episode, the guys discuss Riot Games reportedly canceled an unannounced platform fighter, Fallout getting nominated for 16 Emmy Awards, and a player coming back after a 11 year, 5 month ban to continue the same argument from 2013.

The news includes:

  • No Man’s Sky goes 5.0 with a sweeping tech update
  • Yakuza studio Ryu Ga Gotoku will reveal its next game at Tokyo Game Show 2024
  • Nintendo reveals Emio – The Smiling Man as a new Famicom Detective Club game

Let us know what you think.