fantadomat
Arcane
Well paracucks pulled the plug on shit ton of games. Going back to the roots of spamming DLC and releasing empty games.
Are there any examples of other modern games of similar scope coming out alright despite changing developers during production?
I dunno, I think it has much more hope now than it did with Hardsuit. Hopefully the new devs will delete 99% of the writing and we won't get a pozfest. That's really the bare minimum it would take to make me happy at this point.I struggle to even imagine a scenario where this comes out and turns out to be something vaguely competent at this point.
Fampyr don't die that easelly!Oh god just let it rest in peace
"'a very reputable and talented developer' who has made a number of different games before" wouldn't describe Digimancy and there's no way a team that small would get something like Bloodlines 2. That's also an argument against Harebrained who are also pretty small (not to mention that their current job openings request people experienced with Unity, no mention at all of Unreal).I think the Zeits' studio thread had some speculation its VTMB2 based on some recent hires/departures.
Hmmmm spiders...I'm really struggling to think of a single even relatively well-known studio in Anno Domini 2021 that could pull off a decent sequel to Bloodlines. And I'm not talking about just the lack of poz, but recreating the writing and the atmosphere. A studio with George Zeits in his prime could probably pull it off, but we've all seen how mediocre and lackluster the output is coming from all the veterans in recent years.
It's a shitty decision by Paradox to give this to a "very reputable developer" instead of giving it to a crew of fresh, hungry guys. You already blew all the good will you had with everyone except Jenkem and were half a cunt's hair away from shutting the whole thing down anyway, so what's the worst that can happen?
Hmmmm spiders...
"Great" fucking call.How close have you been to shutting down the game, or has it become too big not to continue?
"When we lifted the game from the original developer, we had a long review in case we should end the game or run it further. Then we were actually prepared to close the production completely. But we got a 'pitch' that we thought was convincing enough to run. played on and we have very good hopes that it will be a good game that meets the players' expectations ", says Fredrik Wester.
PR aside, it's not much of a call, Paradox wouldn't be able to hold off on making a Vampire: The Masquerade: Bloodlines 2: Many: Colons for too long, it's the flagship property in their White Wolf acquisition. How do you explain to your shareholders why you're not leveraging your most marketable new license? Whether it'll be the same project started under Hardsuit or something the fans will even want is another matter. For those of us who aren't fans, the forecast still reads cloudy with a high chance of popcorn."Great" fucking call.
hehe, yeah... what i hear when he says "we got a pitch that we thought was convincing enough to run...", is "We can get this done pretty damn cheaply, and maybe recoup some of the cost we sunk into it" (which doesn't sound promising in regards to quality)."Great" fucking call.
I cannot imagine they'll be able to use much of the original code. Hardsuit had coded in the Unreal Engine for 20 years, and they couldn't get it to work properly. If the new company stays with the Unreal engine, you could save all the art assets, etc, but if there are changes to the story, location, etc etc.. its probably easier to start from scratch with your own "code language" (then again, i am not a dev, what do i know).Whether it'll be the same project started under Hardsuit or something the fans will even want is another matter. For those of us who aren't fans, the forecast still reads cloudy with a high chance of popcorn."Great" fucking call.
Couldn't say without a lot more info on what's going on over there, but I doubt Hardsuit's problems were with the engine, my impression was that they couldn't manage design for the genre. Taking over someone else's codebase is always a logistical pain in the ass, but the situation can potentially warrant it. Unless you're taking over from that one Ukrainian developer who wrote all their comments in Cyrillic, was it GSC?I cannot imagine they'll be able to use much of the original code. Hardsuit had coded in the Unreal Engine for 20 years, and they couldn't get it to work properly. If the new company stays with the Unreal engine, you could save all the art assets, etc, but if there are changes to the story, location, etc etc.. its probably easier to start from scratch with your own "code language" (then again, i am not a dev, what do i know).
Couldn't say without a lot more info on what's going on over there, but I doubt Hardsuit's problems were with the engine, my impression was that they couldn't manage design for the genre.
Like Hardsuit?It's a shitty decision by Paradox to give this to a "very reputable developer" instead of giving it to a crew of fresh, hungry guys.