Rematch triumphs, but its director refuses to grow as a major AAA studio

Rematch triumphs, but its director refuses to grow as a major AAA studio
Rematch triumphs, but its director refuses to grow as a major AAA studio
porEditorial Team
Argentina

According to Tarno, the problem with AAA games is not just the budget, but also the creative pressure they impose

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French studio Sloclap, responsible for titles such as Sifu and the recent hit Rematch, reached a new peak in popularity after selling more than one million copies and surpassing 3 million players thanks to its inclusion in Game Pass. Despite this milestone, its director Pierre Tarno made it clear that the studio has no plans to become an industry giant or to develop AAA video games.

In an interview with GamesRadar, Tarno explained that they don't want to repeat the growth leap that occurred between Sifu and Rematch, when they went from 70 to 130 employees. Although they could add a few more people, the goal is to maintain the AA focus and creative freedom, without committing to multimillion-dollar productions that would limit their identity.

"We don't want to make 100-million-dollar games"

According to Tarno, the problem with AAA games isn't just the budget, but the creative pressure they impose. "We don't want to do projects that require teams of 250 people to function. We want to keep taking creative risks. That means limiting the scope of the projects," he stated.

This approach has a lot to do with the philosophy they consolidated during the development of Sifu, and that they reaffirmed with the success of Rematch, a soccer arcade that stands out for its style and gameplay compared to the giants of the genre like EA Sports FC.

Rematch triunfa, pero su director rechaza crecer como un gran estudio AAA
Rematch triunfa, pero su director rechaza crecer como un gran estudio AAA

A studio that prefers independence and authenticity

Unlike other studios that seek exponential growth, Sloclap prefers to maintain a contained structure that allows them to control the creative and financial process. "Staying afloat is already an achievement in this industry. If you can keep operating and create games you're passionate about, that's all you can hope for," Tarno explained.

Sloclap's case is reminiscent of Arrowhead Game Studios, creators of Helldivers 2, who also bet on ambitious titles without needing to become a AAA machine.

Key points of Sloclap's approach:

  • They won't seek to become a AAA studio despite Rematch's success.
  • They reject projects over 100 million dollars.
  • They want to keep small teams and creative freedom.
  • They prefer to finance their own titles without external pressures.
  • They value independence over massive growth.
  • They plan to take risks in future smaller-scale projects.

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