I really didn't see the point of that reboot. I would have bought a faithful remake! They just had to remake the graphics and modernize the controls as the rest is still great today. It would also have being cheaper to make without the useless cutscenes budget. The original game didn't have that. Just great settings, lovecraft lore, puzzles and monsters. The game was already so modern you could already decide to play as a man or woman, they just had to use modern controls/graphics and that was it.
There's this delusion among too many higher ups in the games industry that spending more money on games is required to keep up with the competition that has spent more money on games. Witness X-Com/Midnight Suns designer Jake Solomon implicitly blaming increasing budget competition and games like Forbidden West "outspending him" on the failure of Midnight Suns, rather than it being a weird X-Com super lite with Super Heroes/Partial life simulator where you hang out with said super heroes, a concept that doesn't sound like it'd sell to almost anyone.
That "more $ = more sales" entirely discounts just how much money Nintendo games can make, or that Stardew Valley was made by one person that's now worth half a billion from it or something. Most recently one can point to the most financially successful game of the first half of 2024, Helldiver's 2, as a game that's not pushing visuals or cutscenes or budget in any huge way but is hugely successful because, gasp! it's
fun.
Yes, a giant number of "leaders" in the games industry literally don't understand that people buy games primarily because they're fun. It would be baffling, except for:
There's other problems the games industry has, which is that there's a lack of a widespread knowledge base for how to find people that are actually talented at the sort of game design that sells. Witness The Suicide Squad and the studio heads they made Arkham Knight, repeated that formula 2 more times, and then when it came to Suicide Squad demonstrated that they didn't actually know how to design games in any professional, systemic manner and just got lucky with Arkham Knight and repeated that formula twice more. According to another Schrier piece (hey the guy can investigative journalism sometimes) the two had no idea what they were doing, deciding themselves to make a live service game but refusing to play other live service games, refusing to communicate what type of game they were making to employees, wasting gobs of time and resources on a vehicle system despite the super powered traversal system already being in, etc. etc.
Publishers really need wider spread institutional knowledge for how to tell wheter a game designer is rational or not, but given some of the industry is run by the likes of Yves Guillemot and Phil Spencer I don't see that happening anytime soon. But at least if they spent less money, as seems to be happening with recent information from studios like Zenimax and Insomniac, any disasters would be smaller disasters.