Rematch director doesn't want to make "$50-100 million" games, "because that's what the big studios do" and all it does is limit the studio's creative freedom
ඣAnd that just makes it harder to survive in a tough industry

Rematch has proved to be a runaway success for developer Sloclap, far surpassing even the impressive result of its previous game, Sifu. With those two hits under its belt, Sl𝔍oclap h⛦as been able to grow substantially – but its director doesn't want to get any bigger.
Speaking to GamesRadar+, Rematch director Pierre Tarno says that Sifu's success "🍷allowed us to consolidate as a studio." Sloclap's expansion – from around 70 employees to 130 – was funded almost directly by Sifu, which recently passed the sales milestone of four million copies sold. Rematch has surpassed that figure already, but Tarno says there's no chance Sloclap goes through a similar expansion this time.
"We will probably keep growing a little," he says, but it won't be any﷽thing like as "drastic a change as what happened between Sifu and Rematch."
"We don't feel the need to grow further," he explains. "We don't want to ma༺ke projects that require teams of 250 devs to function. We want to still be able to take 🍰creative risks. And that means limiting the scope of your projects. That's what the big studios do, right?"
"The projects could cost $50-100 million, and then it's more difficult to take risks." With tens of millions on the line and dev times stretching beyond five years for many of the world's biggest studios, a cr🎃eative risk that doesn't pay off can be potentially devastating. By contrast, a project like Rematch – arguably a creative risk in and of itself – "allows us to keep proceeding with the plan, consolidate, and make sure that we're able to continue making great games."
It's that, Tarno suggests, that's the biggest challenge. "In our industry, in this environment, staying alive is already an objective and an achievement." Sloclap, he says, is simply "very happy to be able to keep operating. If you can both keep operating and make games that you're passionate about, that's as much as we can hope ⛦for."
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I'm GamesRadar's Managing Editor for news, shaping the news strategy across the team. I started my journalistic careerꦅ while getting my degree in English Literature at the University of Warwick, where I also worked as Games Editor on the student newspaper, The Boar. Since then, I've run the news sections at PCGamesN and Kotaku UK, and also regularly contributed to PC Gamer. As you might be able to tell, PC is my platform of choice, so you 𝓀can regularly find me playing League of Legends or Steam's latest indie hit.
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