@mibu no ookami my guy, you are so lost
. So lemme get this straight: your main reason for dismissing this game is because it doesn't "look" like a AAA blockbuster? Well no shit, Japan Studio never made AAA blockbusters,
that wasn't their appeal!
The
appeal was in them doing unique games with an artistic expression you didn't see from other studios. They were kind of like the "high-tier" independent film producers in video game form, during their time. They weren't interested in making Avatar, they were interested in making Pan's Labyrinth.
The gameplay in that video seems perfectly fine for the concept the devs wanted to make; just because it's not at the technical level of a HFW or GOW Ragnarok, doesn't mean it lacks a place in the market. Your problem is you have this weird idea that AA can't exist among SIE's 1P internal teams, when arguably the lack of AA is a big reason why their output has slowed down so much this year and last, in terms of internally developed traditional releases.
A game like Slitterhead isn't made to sell a shitload of consoles; it's made to add variety to the software lineup and increase the overall value of the platform to prospective buyers, even if it's just a small part of that. Believe it or not, there aren't 100 million people buying PlayStations just to play Spiderman, or TLOU, or COD, or Fortnite etc. Those games might contribute to driving sales the most, but they don't make up the total pie. You forget that there are niches to serve which can
collectively add to the total install base, and Japan Studio helped cater to some of those less-mainstream niches.
As well, since we're talking video games,
a platform holder IMO has a responsibility to help push & maintain things forward as an artform just as much as they do as a business. Once again, that's where groups like Japan Studio were a healthy benefit for SIE. If it was ultimately about lack of staying on schedule, then upper management should've been changed, not gutting the majority of the talent. Because there was
clearly talent within Japan Studio; I know some are still with Team Asobi, but it doesn't change the fact SIE could've handled that restructuring better.
I think you also have a problem of thinking most people are putting Japan Studio on a pedestal they don't deserve. When the closure was announced, most of the backlash was due to what they represented within the whole of SIE's internal software development pipeline, and the unique culture the studio and its games brought which was now seemingly to be gone. That paired with the very noticeable growth of Western-centric internal 1P in SIE, made a lot of pre-PS4 PlayStation fans a bit upset, and rightfully so. Devs like Japan Studio, in terms of the quirkiness and artistic flavor they brought to their games, were a big part in helping define earlier PlayStation console generations.
Seeing them get shut down, coupled with the growing Westernization of various Japanese games and growing Western dev influence in the gaming space, it's all of that combined which amplified reactions towards Japan Studios getting shut down, especially considering they were a PlayStation 1P dev. You need to take a step back and realize that it's not always about sales or what's best for the profit margins as dictated by CEOs and bean counters; at the end of the day this is an
artform and teams like Japan Studio contributed a good deal of value towards it in ways that benefited from direct ownership under a platform holder.
...Also I see you're trying to undercut the value of whatever Japan Studio presented to SIE by mentioning they didn't "directly" develop some of the games they were a part of. At points almost sounds like you're trying to bargain them down to a consultancy position. Funny...I'm pretty sure when people use this same tactic to downplay SIE's involvement in games like Rise of the Ronin or Stellar Blade, you are among the crop who are quick to correct them.
Just an interesting observation
...