Johnny Xbox plays Monopoly:
Online Gamer Plays Monopoly - Watch more Funny Videos
[B]asically players on opposite sides can team up, use tactical insertions to spawn in out-of-the-way places (near one another) and then one repeatedly kills the other until they have their nuke.
The studio's gift for disquieting juxtaposition helps, too: any game that shoves you into a blood-soaked street fight against waves of women in pearls and sensible calf-length skirts while "How Much is that Doggy in the Window?" plays in the background must be doing something right.
When we recently spoke with our trusted sources from Rockstar San Diego, in addition to yesterday's information regarding the Midnight Club franchise, we were also told about the allegedly troubled state of Red Dead Redemption. One source said that the game "was a complete disaster for most of 2009 and previous ... it has since turned around a little bit, but there are huge problems with it still." Unsurprisingly, the issues with the game are repeatedly claimed to be the result of mismanagement -- along the same lines as what was mentioned in the recent "Rockstar spouse" letter.
"Red Dead [Redemption] has been in production for six years (mainly because of horrible management/lack of direction due to fear of disrespecting Rockstar NY) and it will never get the money back in sales it cost to create for those six years," claimed another source.
New research suggests development budgets are soaring dangerously fast.
The average development budget for a multiplatform next-gen game is $18-$28 million, according to new data.
A study by entertainment analyst group M2 Research also puts development costs for single-platform projects at an averge of $10 million.
The figures themselves may not be too surprising, with high-profile games often breaking the $40 million barrier.
Polyphony’s Gran Turismo 5 budget is said to be hovering around the $60 million mark, while Modern Warfare 2's budget was said to be as high as $50 million.
The new figures put into focus concerns often fired out by the development community.
Robert Walsh, the CEO of Australian outfit Krome, recently told Develop that game budgets are rising at a frightening pace.
“I think that’s one thing that the press, to a certain extent, is forgetting,” said Walsh in an interview.
“They’re saying sales have increased over ten percent since last year or whatever; I mean, dev costs have probably doubled or tripled in the console transition.”
Walsh’s Krome studio has recently announced layoffs across all three of its studios, citing poor sales that – presumably – failed to satisfy investments.
Claiming that it is positioning itself for growth, independent developer Rebellion (Aliens vs. Predator, Rogue Warrior) today revealed that it is in the process of "corporate restructuring" and may close one of its three existing offices.