The developer ofDeadly Premonition, Hidetaka Suehiro, is cross with the expectation that game developers should have to update their games for free. Working as a director on both of theDeadly Premonitiontitles and a few other noteworthy releases over the years, Suehiro has attained a following due to his quirky approach to game development and the unique nature of his work.Deadly Premonition, for example, stands out as a love letter to the Weird fiction classicTwin Peaks, and its sequel takes things to the next level in a tone that’s both foreboding and outright ridiculous all at once. Suehiro, who is also known under his Swery65 alias, successfully identified a severely underserved niche in the gaming industry with this series, though it’s far being universally beloved.RELATED:Deadly Premonition 2 Update Fixes Major ProblemSuehiro was recently prompted to take his apparent dissatisfaction with the current state of the gaming industry to Twitter. There, he wondered about the gamers' expectation of getting free post-launch game updates, comparing patches to cups of $10 Starbucks coffee that he believes everyone drinks. In his Tweet, Suehiro specifically tagged his latest work,The Good Life, which recently received a $10 DLC including what appears to be the true ending to the game​​​​​​.The Good Lifehas its pros and cons, but the game has been plagued by technical issues since it came out, which is a common fault present in most of Suehiro’s releases.

Notably, thehugely problematic launch ofDeadly Premonition 2on the Nintendo Switch extended to the game’s subsequent PC release, too. Reviewers described the game as “one of the most shambolic final products we’ve seen in modern gaming with regards to stability,” painting a stark picture of its launch state. Other assorted problems were brought up, too, and though the game’s content had its audience, the technical side of things was simply too problematic to ignore.

It’s worth pointing out thatThe Good Lifeneeded fixes tooas not only did the game miss a number of obvious quality-of-life improvements at launch, but it too was affected by pervasive technical problems, including poor performance and shoddy graphics. The majority of Suehiro’s work sufferers from an assortment of technical faults, and without post-launch updates, his studio’s games would likely have a harder time attracting audiences.

It’s definitely possible that Suehiro had a different, more nuanced interpretation of the post-launch update system as it currently exists. While there’s certainly a discussion to be had about the expectation that every game could or should receive extra batches of content after it’s been released, Suehiro’s argument would prove particularly troublesome in the case ofAtomic Heart’s missing ray tracing, for example, which launched without widely marketed graphical features which should be coming later down the line.