Keiichiro Toyama, the mastermind behind Silent Hill and the upcoming Slitterhead, expressed his thoughts on Microsoft's unexpected closure of Tango Gameworks. Drawing a parallel between Tango Gameworks and FromSoftware, he highlighted the significance of maintaining a consistent style in achieving success. Founded in 2010 by Shinji Mikami, Tango Gameworks ventured into various genres with titles such as The Evil Within, Hi-Fi Rush, and Ghostwire: Tokyo. Despite the success of Hi-Fi Rush, which attracted two million players in its first month, Tango Gameworks faced closure in May 2024. Microsoft's Xbox head, Phil Spencer, mentioned the necessity of making difficult decisions to sustain business growth. FromSoftware, a studio often cited for its consistent style, continued to thrive with Elden Ring surpassing 25 million copies sold and its DLC, Shadow of the Erdtree, reaching five million in just three days.
Why did Microsoft close down Tango Gameworks despite their successful launches?Although Tango Gameworks saw success with its diverse game titles, Microsoft's decision to shut the studio was driven by broader business considerations. Phil Spencer mentioned the necessity of making hard choices to ensure the company's sustainability and growth, which sometimes includes making decisions that are not favorable but essential for the long-term goals.
Tango Gameworks was known for creating unique horror experiences under the direction of industry veterans like Shinji Mikami. Their first notable title, The Evil Within, revived classical survival horror elements and was followed by The Evil Within 2, both praised for their intense atmospheres and challenging gameplay. Ghostwire: Tokyo diverged from pure horror, blending action and supernatural elements in an open-world setting. Despite the diversity in their game catalog, Hi-Fi Rush's rhythm-based action game marked another departure, yet it still received critical acclaim. Microsoft's closure of Tango Gameworks underscores the complex balance between creative innovation and business imperatives in the gaming industry.
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