Xbox boss Phil Spencer has personally apologised for the failure of Arkane's Redfall, which was widely panned this week…
Xbox boss Phil Spencer has personally apologised for the failure of Arkane's Redfall, which was widely panned this week.
"What can we learn? What can we get better? One thing I'll fight is what went wrong. There's clearly quality and execution things we can do, but one thing I won't do is push against creative aspirations of our teams. Then a lot of people will say, hey, you've got teams, teams know how to do one kind of game, just force them to go do the one kind of game they have a proven track record for. I'm just not a believer in that.
"I don't look at the review scores on Redfall - there are quality issues and we're working on those - but I think there's a fundamental piece of feedback that we get that the game isn't realising the creative vision it had for its players. That doesn't feel like a hey, just delay it. That feels like the game had a goal to do one thing and when players are actually playing they're not feeling that thing, they're not feeling the creative execution of the team.
"But when I look at the review scores of this game, did we have enough of a creative differentiation in our core idea? And did we realise that creative ambition? I'm a huge supporter of Arkane Austin. Their track record is awesome. I love a lot of the great games they've built. This is one where the team didn't hit their own internal goals when it launched.
"In terms of our commitment to the game, absolutely, the team at Arkane is on taking the near-term feedback, we're still working on the 60fps, we have a good timeline for that, we're committed to getting that done, and we're going to continue to work on the game. We've shown a commitment to games like Sea of Thieves and like Grounded, to continue to go and build games.
"I do think there's a different expectation for a game and even a team when you've been third-party and all of a sudden you become part of first-party. There's a different expectation in terms of how you're going to perform on our console. There's a different competitive set when people look at what this game is, and the other games they're going to say, hey, I want this game to feel as competitive as this other game on another console platform, in our case.
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