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How To Complete Atomfall Mother Jago Quest

How To Complete Atomfall Mother Jago Quest https://ift.tt/uPQL5eO Mother Jago is a quest you can add to your investigations fairly early on in Atomfall . At first, it seems like your run-of-the-mill side quest that requires you to visit an NPC on the map, do a job for them, and get some kind of reward. However, Mother Jago isn't just any old NPC in the Quarantine Zone. She's one of the more important characters in the entire story, and she even has a way out of the Quarantine Zone if you follow her instructions. The question is, how do you complete the entire Mother Jago quest in Atomfall, and is her ending worth it? Find out everything you need to know in the walkthrough below. Finding Mother Jago There are a few ways you can come across Mother Jago in Atomfall. Just like any other character in the Quarantine Zone, she's at a designated location, allowing you to easily stumble upon her location just by exploring the map. Mother Jago is located in the top northeaster...

Naughty Dog Founder Reveals Budgets Of Original Games And Why They Sold To Sony

Naughty Dog Founder Reveals Budgets Of Original Games And Why They Sold To Sony https://ift.tt/UuCxFWl

Andy Gavin, one of the co-founders of Naughty Dog, has explained why the company sold itself to Sony back in 2001. Posting on LinkedIn, Gavin said he's been asked "countless times" why Naughty Dog took the deal, and it was all about rising development costs.

Gavin said (via SI) when Naughty Dog first started making games in the 1980s, game development costs were "manageable," with costs for games made in the early '80s running about $50,000 per game. For 1992's Rings of Power, Naughty Dog spent about $100,000. For the first Crash Bandicoot game, however, costs rose to $1.6 million, with Jak and Daxter (2001) coming in at $15 million or more. Just a few years later, Jak 3's development cost came in at between $45 million and $50 million.

Naughty Dog was self-funding all of its projects at this time, and the stress about "financing these ballooning budgets independently" became too much to bear. Gavin said rising development costs is a "systemic issue" to this day in the video game industry.

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