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*US game studios. Continental Europe has been continuing to put out masterpieces. (Many countries: Poland, Croatia, Czechia, France, etc)
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BioWare is a Canadian studio

(But purchased by EA obviously)


Why do you think that is? What would you consider a European masterpiece? And what would you consider something that falls short from outside Europe?

European masterpieces, recentish:

  - Talos Principle 2
  - Expedition 33
  - KCD2
  - Anything by Arcane
  - Anything by CDPR
  - 007 Last light / Hitman
  - Blue Prince
This is subject to taste, but the games I've been personally enjoying the most are almost all European. US games are comparatively mediocre. I don't have an explanation; only this observation. I was startled when noticing it.

Most recently, I'm loving Order of the Sinking Star, and that's from a US team. There's hope!


You're forgetting a few major ones:

- Baldur's Gate 3 (German)

- Disco Elysium (Estonian)

- Divinity: Original Sin 1 and 2 (same studio as BG3)

BG3 is notable for its gigantic success. And Disco Elysium is one of the best written games ever made, and it showed that you can have a fantastic RPG with no combat system whatsoever, while still having meaningful progression.


Sadly, the studio behind disco elysium (za/um) is a primary example of "can't shake the startup mode", as the company was somehow bought by investors who then fired the original team, there has been a huge controversy around this.

> - Baldur's Gate 3 (German)

Bruh, Larian is in Belgium


Oooops... I have no idea why I was certain they're from somewhere in Germany...

The US gaming industry has serious Hollywood envy. There's a constant push to make games "cinematic" and put big name actors in leading roles. This not only bloats budgets but results in barely-interactive monstrosities where gameplay is just a bridge between long, non-interactive cutscenes.

It's ironic because Hollywood is not doing too well at the moment.


I like "cinematic" games, and have never had a problem with long cutscenes as long as they told a good story. Games are a great medium for storytelling and cutscenes are better than delivering plot strictly by having players hunt for thousands of short snippets of text.

I'm far less impressed with big name actors and that seems like a massive waste of money. As long as the acting is good, and the voices aren't obnoxious, I don't care who the actor is. People might see a movie just because it has an actor they like in it, but I don't think that carries over too well to games.


It's definitely a balancing act. There are some great cinematic games (Last of Us), but it's also easy to put all the focus on the cinematic aspects and have a bunch of mediocre gameplay as filler in between. I don't understand why more games didn't go the Half Life 2 route and have the conversation/cinematic play out around you without taking control away completely.

That really is a good way to handle it, although it does open the door to miss certain things if players don't do what's expected. For example, in the opening chapter for the last of us you can miss the news report on the TV and the stuff going on outside through the windows before Joel comes in. More than once in games I've only been clued into the fact that I missed a jump scare by a sudden musical sting.

In one sense, that's perfectly fair. In life if you're looking at your feet or spending your time examining the walls you'd be oblivious to what's going on around you, and for non-critical things having a bunch of little moments that you can only catch if you're in (or looking at) the right place at the right time can improve replay value, but games would have to be careful to make sure that the important stuff can't be missed.


Last of US I replayed about 5 years ago on the PS4, and it isn't a good game. I recently revisited Uncharted (Last of Us is just Uncharted with a more serious tone), and they are not good games. I think casual audiences like them because of the heavy story element, but they are quite tiresome to play. Naughty Dog excels at presentation, but the gameplay is just not there.

There are also a bunch of "action/adventure" mechanics that seem to be identical in a bunch of mainstream games. You have an upgrade system, so the actual gameplay of the game is bad at the start because you don't have any of the fun abilities at the start, open world mechanics, a very bland open world and the stories are very PG-13, and the characters are kind of bland in the main story. I was playing Ghosts of Tshushima, and many of the mechanics come straight from Farcry 3. I think I am not going to bother completing it. I feel like I've played this game many times before because it's so similar to other games. I would have probably got bored with it before now if it wasn't for the setting.

Generally, a lot of people are still replaying some of the greats from the late 2000s to the mid-2010s because the games weren't nearly as bland.


> Last of US I replayed about 5 years ago on the PS4, and it isn't a good game. I recently revisited Uncharted (Last of Us is just Uncharted with a more serious tone), and they are not good games.

Most gamers would disagree with you. That's alright, art is subjective and different people are allowed to like different things. Maybe you just don't like games with a lot of story? If so there are plenty of genres that aren't story heavy like arcade games, tile-matching/match 3 games, fighting, FPS, sports, etc. Or maybe action/adventure might just not be the genre for you?

As for original mechanics there's very little out there, but that was true even in the 2000s to the mid-2010s (which would include both uncharted, and the last of us). Most games are just building off of what's been done before. You can find clever twists on old mechanics or rare combinations of them, but it's very hard to find something really different. When you do, it's hit or miss on them being worthwhile, but sometimes the novelty helps make up for the shortcomings.

> You have an upgrade system, so the actual gameplay of the game is bad at the start because you don't have any of the fun abilities at the start

Upgrade systems are supposed to provide progression. It rewards you for your progress in the game with fun abilities. It also helps keep gameplay fresh over the 25/40/60/120+ hours you play by giving you a steady stream of exciting new abilities/weapons to try out. There's often a new game+ option that lets you play the game again with all the best abilities from the start. Upgrade systems are generally a good thing! Sometimes things can go wrong though, for example one of the many problems with Marvel's Spider-Man 2 was starting your character out far too weak compared to how he was at end of the first game and the upgrades you eventually got weren't great either.

Speaking as a somewhat older gamer, if you really want variety in gameplay I'd recommend trying to branch out to new genres, indie titles, and lower budget PC games. The AAA games with huge budgets can tell a great story with amazing visuals and satisfying gameplay but they aren't going to take a lot of risks because of the amount of money on the line. That might also be why they can come off as PG-13, they want a wide audience.


> Most gamers would disagree with you. That's alright, art is subjective and different people are allowed to like different things. Maybe you just don't like games with a lot of story? If so there are plenty of genres that aren't story heavy like arcade games, tile-matching/match 3 games, fighting, FPS, sports, etc. Or maybe action/adventure might just not be the genre for you?

I understand it is a contrarian take. That doesn't mean that it is without merit. I also find it tiresome when people just claim everything is subjective when it really isn't.

The game play is bad. Joel's movement is slow, like too slow. You can't take certain enemies down without certain weapons. The scavenging aspect becomes a chore.

The buddy system they demoed originally was downgraded heavily from the original E3 demo, which was probably 20 years ago now. They took Uncharted, slowed it down and layered a depressing story on top which people think is deep.

The game is boring to play once you know the story. The presentation is excellent, masks this. It does not change the fact that the gameplay is at best "ok". It has virtually no replayability, to the point where I was dreading having to play the next section, as I knew it was a total chore.

There are plenty of problems that I can point to that are not subjective.

> As for original mechanics there's very little out there, but that was true even in the 2000s to the mid-2010s (which would include both uncharted, and the last of us). Most games are just building off of what's been done before. You can find clever twists on old mechanics or rare combinations of them, but it's very hard to find something really different. When you do, it's hit or miss on them being worthwhile, but sometimes the novelty helps make up for the shortcomings.

I am talking about the fact that they didn't even bother changing it. IIRC, in the Farcry games, you can essentially poison/confuse enemies via arrows or something. This exists in a bunch of games.

Ghosts of Tshushima has the exact same mechanic. They didn't even bother dressing it up differently. The game is fun when you are taking out the camps. However, there is the whole Assassin's Creed gameplay collect-a-thon.

A lot of the games are carbon-copy clones of one another, and the only thing that is different is the setting.

> Upgrade systems are supposed to provide progression. It rewards you for your progress in the game with fun abilities. It also helps keep gameplay fresh over the 25/40/60/120+ hours you play by giving you a steady stream of exciting new abilities/weapons to try out. There's often a new game+ option that lets you play the game again with all the best abilities from the start. Upgrade systems are generally a good thing! Sometimes things can go wrong though, for example one of the many problems with Marvel's Spider-Man 2 was starting your character out far too weak compared to how he was at end of the first game and the upgrades you eventually got weren't great either.

I know what it's supposed to do. The games are long because they are padding with bullshit. Why do I want to write haikus in an action game? It's not even a mini game, FFS. They really shouldn't be. It becomes a chore. I've got hundreds of hours in Hell Divers, yet it isn't because I can fire up the game for 30 minutes or all Saturday evening.

How it is implemented often sucks. I am supposed to believe at the start of Ghosts of Tshushima, Jin, who is a trained samurai, can barely fight. The old GoW games at least de-powered you via the plot device, and all the core game mechanics still worked. Why do I have to have a cut scene (which you have to play through but is still really a cut scene) to stab a Mongol in the back?

How about I start awesome and become even more awesome? Or make it make sense that I am weak and incorporate it into the gameplay itself.

> Speaking as a somewhat older gamer, if you really want variety in gameplay I'd recommend trying to branch out to new genres, indie titles, and lower budget PC games. The AAA games with huge budgets can tell a great story with amazing visuals and satisfying gameplay but they aren't going to take a lot of risks because of the amount of money on the line. That might also be why they can come off as PG-13, they want a wide audience.

I am not talking about what I like/don't like. My entire critique is around the problems with the Last of Us and Triple-A games, as you specifically mentioned. I play different games these days and just picked up Ghost of Tsushima because it was on sale and I heard it was good.

As for PG-13, the old God of War games managed to garner a wide audience while being R rated. The argument doesn't make sense.

They also soft-censor a lot of games. For example, the Stellar Blade demo originally (it was patched later) had a lot of gore and cleavage. The game that finally released toned down both.

The new Tomb Raider games (not so new now), Lara is completely sexless. You have this gorgeous athletic woman, and nobody finds her attractive or even comments on it?


> That doesn't mean that it is without merit. I also find it tiresome when people just claim everything is subjective when it really isn't.

I mean, if you want to look at things purely objectively, the last of us was a great game. It made tons of money, got amazing reviews, its recommended and loved by gamers, it frequently appears in lists of the best games ever made, it's won literally hundreds of awards, other game developers have cited it as an influence in their own highly acclaimed works, and it spawned (for better or worse) a media franchise that includes books, comics, television, a stage production, a Universal Studios theme part attraction, a sequel, and a handful of remakes/releases.

I struggle to come up with a single objective measure for a good game is that the last of us doesn't satisfy. It hits every benchmark except your personal feelings about it. Even as a fan I'd agree that it wasn't without flaws, but none of them were enough to make the game a bad one. The slow movement and scavenging were a part of the game's atmosphere that to many were actually beneficial to the game.

> The game is boring to play once you know the story.

I, and countless others, have replayed the game and didn't have that issue. It's kind of like going back to movie or book. Some people don't see the point in that either. It's not the best game for replay value. but there are some alternate game options provided and collectables if you missed any in the first run. Players can also experiment with with different weapons/upgrades/tactics. I suspect that most people who go back, go back for the story.

> How about I start awesome and become even more awesome? Or make it make sense that I am weak and incorporate it into the gameplay itself.

I agree with you there. If they're going to start you out weak when the character shouldn't be (I'll point again at spiderman here) they should at least come up with a reason for it. It's can still feel kind of cheap when all your powers are taken from you just so that you have to gain them back again, but some games don't even bother.

> As for PG-13, the old God of War games managed to garner a wide audience while being R rated. The argument doesn't make sense.

Sure, old God of War games. The nudity in those games have been a source of controversy and it's been dialed back. Not that it had any impact on the actual rating thanks to tons of violence but prudish Americans are fine with killing for some reason while drawing the line at boobs. There's no doubt that there will be people who won't or can't play games with a lot of nudity. Personally, I think America should grow up and get over the weird sex hangups, but Corporate America is full of cowards who only care about the bottom line and that doesn't encourage them to to push boundaries.

> They also soft-censor a lot of games. For example, the Stellar Blade demo originally (it was patched later) had a lot of gore and cleavage. The game that finally released toned down both.

"lack of cleavage" is really not something you can honestly criticize Stellar Blade for, even though some outfits have been changed. They absolutely caved and censored the work from where they started though. I didn't have any issue with the design of Lara for the reboots. She certainly wasn't sexless (https://upload.wikimedia.org/wikipedia/en/c/cb/Lara_Croft_(2...) and was still attractive. I wasn't looking for people's comments on her looks at the time though.


> Games are a great medium for storytelling and cutscenes are better than delivering plot strictly by having players hunt for thousands of short snippets of text.

Those aren't the only options you know. Games should tell story primarily through gameplay. Resorting to effectively videos or novels for large parts of it only shows the authors didn't really want to make a game in the first place.


To add to this list, Remedy Entertainment. They don't miss.

- Alan Wake 1 & 2 - Control & Control Resonant (came out last month) - Quantum Break

They are a small studio but release fantastic works of art every time. If you haven't heard of them, you might've heard of Max Payne. It was developed by these guys.


Firebreak was not so well received, I think that came out last year? It had the bones to be something good, but I didn't think it ever quite got there.

Firebreak was fine in my opinion. From the start Remedy was clear about it being the kind of game you pick up for an hour or so every now and then. Sort of like Left 4 Dead.

The problem was that majority of players wanted to have enough content in the game to play it multiple hours a day for months.

Personally, I think the game, despite it being a "failure", is going to be important in the future. It is an online multiplayer "live service" game built on Northlight. Remedy had to build networking and multiplayer capabilities into their in-house game engine. And it worked really well. This could allow them, in the future, to expand more if they want to.


> Order of the Sinking Star

I was going to mention this game as a counter point but then realised that if I am doing that it's kind of the exception that proves the rule.

I do wonder why this is, perhaps there's more money in the US to build bigger games with bigger teams and you just get the 'too many cooks in the kitchen' syndrome.

I must admit most AAA games from the US over the last decade have been underwhelming for me.


To be fair Order of the Sinking Star is by Jhonthon Blow + (who ever he employed). So if we rephraze it from US to US AAA studios, it still works.

Baldurs Gate 3 was made in Europe!

> Anything by CDPR

They're lucky they were able to No Man's Sky CP2077 alongside Edgerunners being well received.


Edgerunners saved CP2077 the way the Pokemon anime built the franchise in the US: it took a game that could be quite esoteric in its appeal and sold everybody on the world and the stories that could be told in it. Oh, and built a richer and more focused musical identity.

I always wonder why other games get this aspect of the marketing so wrong. Controversial take, but I think if they'd had a handful of cinematics out before release (and they hadn't gone with the atrocious sales model), Concord might have had a fighting chance. There was a lot wrong with that game, but its biggest failure was that no one loved it enough to defend it when the hatedom descended. Compare to, say, Marathon: it still may fail, in the end, but it's hung on for as long as it has because, in part, it genuinely charmed; it made an earnest attempt to get people to people to buy into the qualia of the vision of its world.


I think many of these games you've listed are a 7/10. A lot of games I am playing are either years old now or I am going back to older consoles (via emulation normally) and the classic games on them.

also people shouldn't sleep on Housemarque. Both Returnal and Saros were fantastic. Don't want to spoil Returnal but the narrative and symbolism that tie the game together if you go through everything after you've finished it and have a grasp of the story is incredible. And the gameplay is extremely fun.

Slop

If we are sticking to the CRPG theme. Then the Witcher 3 and Divinity: OG 2, BG3 and Disco Elysium would be the obvious choices. If you told me in beginning of 2010s all of the future hits in this genre will come out outside of US and Bioware/Obsidian will fade away, I would be quite surprised (but maybe shouldn't have, considering their owners and financial situations)

The Kingdom Come: Deliverance games from Warhorse Studios and the Witcher franchise from CD Projekt Red (both Polish) are excellent and have won a ton of awards

Lots of non EU games fall short, including several mentioned in this thread, e.g. Anthem


> The Kingdom Come: Deliverance games from Warhorse Studios and the Witcher franchise from CD Projekt Red (both Polish)

Warhorse Studios is Czech; Slavs are not all alike.


My mistake, I misremembered. Unfortunately can’t edit.

As many have mentioned, BG3, CDPR's Witcher and Cyberpunk 2077 franchise, Remedy's Control / Alan Wake franchise (both original IPs) to name just a few. DICE (within EA) comes from Sweden and it's responsible for EA's core Frostbite engine alongside its Battlefield franchise.

I cannot point to the reasons as to why. Many of these teams are global teams - so a lot of the same problems apply: marketing costs/timelines, release-time crunch etc. The one difference I can point to is that perhaps executive payouts are not overly dependent on total shareholder returns.


CDPR is probably the flagship studio in Europe. Interestingly, they are probably the modern studio that most resembles Bioware in the 2000's.

Unfortunately CDPR is showing some signs of Bioware-ing. As much as I liked Cyberpunk 2077, it was visibly "less than" Witcher 3 in too many ways. This is a sign of decline.

Cyperpunk 2077's 2.x updates (free, of course) saved the botched release turning it in to another masterpiece.

The Witcher 3 just got a free remastering >10y after release and a third DLC is on its way.

That is so much more than anybody can reasonably expect and gives me hope for The Witcher 4 as Ciri.


I am not talking about graphics or bugs, but about story and immersion. I don't care at all about the Witcher 3 remastering, but I loved the land, story and feeling of Toussaint. Cyberpunk does not reach that level, even if it is quite good.

Not really sure if they're comparable to a Bioware since CD Projekt Red the studio is basically the one and the same as CD Projekt the publisher. They also own GOG.com. They're probably more comparable to a Valve, with game development, game publishing and game distribution under a single roof.

CDPR has looong been separated from the publisher arm, and recently from the GOG one. Probably for the best for CDPR.

Warhorse studios as well. Rebel Wolves. Machine Games. IO interactive.

The list is rather long.


Valheim, Enshrouded. Each sit at the peak of the genre, IMO.

The Witcher 3, Any GTA game

Rockstar is American right?

GTA games are, as far as I know, mostly built by Rockstar North studio (formerly DMA Design), which is located in Scotland. Obbe Vermeij, former Rockstar North employee, has written some interesting blog posts about the development of GTA from 3 through San Andreas, which can be found archived here: https://gist.github.com/WillPresley/d57d48b3d5f7f7b4bde4a2a3... (he has taken the blog down). It seems that, at least in that era, Rockstar New York was mostly handling the story and voice acting.

Where does Ubisoft slot into this equation?



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