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How To Earn Cash To Buy Upgrades In High On Life 2

How To Earn Cash To Buy Upgrades In High On Life 2 https://ift.tt/lr8JhO5 Earning cash in High on Life 2 can be a tough endeavor. Even if you're focusing on the main story as much as possible, those missions can take a significant time to complete. Sadly, the sheer act of killing enemies won't net money (called "pesos" in-game), otherwise you'd probably be rich within the hour. Considering there are quite a few upgrades that can prove beneficial, especially if you can get them early on in the game, locating as many sources to gather money as possible is key. As such, we've listed the best methods to get cash in High on Life 2, as well as recommendations on which the best upgrades to get first are. How to Earn Cash Quickly in High on Life 2 Money is surprisingly hard to come by in the world of High on Life 2. Even worse is the fact that the main story introduces you to cool, tantalizing upgrades that you likely won't be able to afford for a while. But d...

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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