Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

As I posted elsewhere, it's a meaningless, undefined term, and as such it just shouldn't be used. Officially, it's "expensive to make", maybe technically something like "in the top 3% of games based on development cost (including marketing?)". But it's been used so much by gamers to talk about...just not being an indie, I guess, that it's even been robbed of that meaning.

Technical discussion (heck any meaningful discussion) should ditch the term and look at what one thinks 'AAA' means within their argument. So if you are going to use 'AAA' to mean expensive, say 'expensive', and if you would use 'AAA' to mean high quality, use 'high quality'. Otherwise people are arguing at cross-purposes over their own interpretation of 'AAA'.

Edit: I think in terms of how it's typically used to differentiate bigger games from others, they could maybe be called 'major' titles and 'minor' or 'secondary'. A publisher's major titles are the more expensive projects being predicted to make good returns for the investment. Their minor titles are extras, more risky, smaller in scope, that may or may not break out. UE5 is a great facilitator of such minor titles.

Primary and Secondary (and even tertiary), or Major and Minor (and 'tentpole' for major franchises)?
 
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I've not come across anything from Obsidian that directly states why they've had more success with UE5 than some other mid-sized teams. The length of development, time to polish and increased maturity of UE5 probably all helped. There's nothing to say that they leaned on the expertise within other MS Studios, which is not to say they didn't. Maybe an unappreciated factor is that many of the staff at Obsidian have been around for a long time. They've worked across many engines and platforms over the years, including at least seven years of multiplatform UE4.
 
Tim Cain mentioned in one of his videos that despite the learning involved, they were able to prototype core gameplay systems of Outer Worlds (UE4 game) in several months. Which, to me, is pretty fast all things considered. But in general I think Obsidian's strength is in worldbuilding and narration. They have great designers and writers, and a custom tech for narration which is engine-agnostic and has been worked on for well over a decade now. They make custom tech for what makes their games special and everything else is fairly "stock". They did some games with Gamebryo, custom tech, Unity, UE3, UE4, and now UE5 but the common ingredient in all of them was good storytelling.
 
bought today Robocop on sale at 9€ on the PS store, it's pretty nice, i saw some assets taken from UE5 library seen in the matrix awakens, like cans and chips bags.
Also, 3D fence !
 

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