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Decline Thiaf Pre-Release Thread

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Divinity: Original Sin
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If only classic games had the same treatment of movie classics...

They do in a way. New Thief is to classic Thief as Dollar for the Dead is to The Dollars Trilogy

Except the movie industry has its standards and it's properly percieved as shit, whereas in video game industry shenanigans everything is 'revolutionary' 10/10 improvement over anything before it because graphix and immersion.
 

catfood

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I want Russell to be reminded as the one who did the voice of Garrett, not Gayrrett, so the decision not to hire him is perfectly fine the way I see it.
 

Lyric Suite

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Not like hiring John St. John helped Duke Nukem Forever any, so its not like the presence of Russell would help this game be any less of a train wreck. Still, it is their rationale for not using Russell that's rage worthy, not so much the fact he isn't actually in the game, which is probably for the best.
 

dnf

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And if Russel got into the VA, lolpologists will claim like "see, Eidos devs caters to the oldskoll".
 

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Nobody thinks that, skyway.
It feels like you project your own views of what people here think in your opinion way too much into whatever posts you read.
 

Dexter

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http://www.polygon.com/2013/4/26/42...eded-by-office-politics-high-level-departures

The reboot of the medieval stealth franchise Thief has been in production at Eidos Montreal for five years. According to anonymous sources familiar with the studio, corporate politics, creative confusion and a lack of publisher oversight have inflated production costs, impeded the game's creation and led to the departures of numerous senior and junior team members. Now, after half a decade, publisher Square Enix is hoping to release Thief on the next generation of consoles and PCs.

[...]

Thief's vertical slice took nine months to complete

Backed by a large AAA budget, the Thief team expanded rapidly. While the project attracted a few designers, programmers and artists from across the globe, many came from other Montreal studios. A number of senior team members previously worked together at Ubisoft Montreal, and were quick to recruit local colleagues. According to one source, collegial favoritism began to divide the office.

The lead and senior design roles were fluid, with some team members departing after less than two years. According to one source, each new lead and senior designer would come with a new vision for the game. Old ideas — including stages and mechanics — would be rebuilt or scrapped. In March of this year, the same month as the game's publicity push on the cover of Game Informer magazine, Lead Game Designer Dominic Fleury left the studio.

The studio has seen a number of high-level departures

thief-game-informer-cover-400.jpg


Sources emphasized the high level of talent and enthusiasm of team members, many of whom came to work on Thief because of their love of the franchise. Those same sources cited team politics and conflicting visions as cause for many departures and setbacks.

Due to a need to hit promotional deadlines, the latter part of 2012 and early 2013 was focused on creating press demos, the first of which was shown for the Game Informer cover and also at last month's Game Developers Conference. According to a source, the demo took nearly 10 months of development time, roughly six of which required the participation of nearly every content creator on the team. The level, which takes place in part inside a brothel, apparently featured "Cinemax-level" sex sequences at one point that some animators were uncomfortable creating.

Over the past few years, Square Enix has become increasingly concerned with the status of the game, now half a decade into development. A source says Eidos Montreal turned to a German investment firm for additional funds, something superiors within the studio claimed to be a common strategy in the industry and not cause for concern.

The current version of Thief barely resembles the initial concept, says a source. The vertical slice doesn't load inside Thief's current heavily modified version of Unreal Engine 3. Many programming tricks were necessary to run the current demonstration, like turning off non-playable character AI — the engine has trouble when too many characters are on screen.

[...]
 

Infinitron

I post news
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A source says Eidos Montreal turned to a German investment firm for additional funds

:retarded::retarded::retarded:

Publisher-owned developers going directly to private investors for more cash?
 

Cassidy

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A source says Eidos Montreal turned to a German investment firm for additional funds

:retarded::retarded::retarded:

Publisher-owned developers going directly to private investors for more cash?

Amalulz did set a precedent, an even worse one with public investment. Don't worry. They will squeeze Greece more in austerity to make up for this risky investment.
 

Azazel

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If I'm reading this correctly they spent 10 months exclusively building a tech demo and the game itself does not even exist? Holy shit this is like the endgame of how marketing is destroying the industry.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
A source says Eidos Montreal turned to a German investment firm for additional funds

:retarded::retarded::retarded:

Publisher-owned developers going directly to private investors for more cash?

Amalulz did set a precedent, an even worse one with public investment. Don't worry. They will squeeze Greece more in austerity to make up for this risky investment.

38 Studios wasn't much of a "publisher". This is fucking Square Enix.
 

Morgoth

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I really get the feeling this either will be a rush job, or postponed into 2015. Shortly after, Square-Enix will go bancrupt because it didn't meet it's projected ~8 million units forecast.

In other words, business as usual.
 

Azazel

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This is actually super fucking good news guys. The incoming CEO of Squeenix is a hardass with arms made of knives, who's stated his intention is to cut the non-performing fat right out of the company. 5 years of investment and all they have is a standalone tech demo that barely runs? Eidos Montreal better be writing resumes, because their ass is grass.

:hmmm:
 

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