A Sad History of Cancelled Games
Added: 01.05.2015 16:00 | 32 views | 0 comments
Shelved and gone.
In the big industry of video games, projects get cancelled for a variety of reasons. Sometimes we get to hear about it from official announcements, and sometimes we even catch wind of it from a myriad of rumors. But be it from not meeting the standards of publishers or just getting lost in development hell, some games are often given the boot before they can even reach the hands of anxious gamers. So here's a list of games that have been recently cancelled in the last few years and some history on what they were. Star Wars 1313
Star Wars 1313 was an action-adventure game set to be a gritty take on the Star Wars universe. By the tail end of its development, it was going to follow the exploits of a young Boba Fett exploring an underground area of Coruscant known as level 1313. But when Disney purchased Lucasfilm, it made the decision to change the Star Wars franchise’s position from internal development to a licensing model for Star Wars video games. As a result, on April 3, 2013, massive lay offs were made to LucasArts and all projects were canceled, including Star Wars 1313. Silent Hills
Silent Hills was going to be the next installment in the Silent Hill series. Hideo Kojima was set to direct the project in collaboration with film director Guillermo Del Toro. The Walking Dead actor Norman Reedus was also attached to the project to portray the game’s main character. When news of Kojima’s plans to leave Konami after finishing MGS V began to circulate, his involvement in Silent Hills was left unclear. Konami finally confirmed the game was cancelled on April 27, 2015 after a variety of reports from those involved with the project had stated that the game was no longer in development. Despite the cancellation, Konami stated the Silent Hill franchise will continue. Titan
Titan was a new MMO game by World of Warcraft developer Blizzard Entertainment. Development of the title was speculated upon as early as 2007 when Blizzard posted job listings for a next-gen MMO. It was confirmed to be in development in 2008, but Blizzard eventually canceled it in 2014. Reasons cited behind the cancellation include a lack of passion for the project and the trending success of their smaller-scale titles. Rainbow 6 Patriots
Announced in 2011, Rainbow 6 Patriots was a first-person shooter developed by Ubisoft Montreal. It put players in control of a counter-terrorism unit known as Team Rainbow as they went up against a populist militia group known as the True Patriots. Ubisoft canceled the game on June 9, 2014 due to the desire to produce a more next-gen game experience for the Rainbow 6 series. Prey 2
Prey 2 was a first-person shooter developed by Human Head Studios. As the sequel to 2006's Prey, it would have put players in control of a bounty hunter on the alien world of Exodus who is trying to recover his lost memories. But on October 30, 2014, publisher Bethesda confirmed that Prey 2 was cancelled due to the game not being up to its standards. Shadow Realms
Shadow Realms was a 4v1 online action-RPG being developed by BioWare’s Austin studio. It was first announced during Gamescom 2014. Set on modern day Earth and a parallel world known as Embra, it would have had players taking on the roles of magic wielding heroes caught in a war to save humanity against the evil Shadow Legions. Unfortunately, Shadow Realms got the boot due to BioWare Austin focusing their development efforts on other BioWare family projects, such as Dragon Age: Inquisition and the next Mass Effect. Star Wars: Battlefront 3
Star Wars: Battlefront 3 was a third- and first-person shooter that was being developed by Free Radical Design. Despite never being officially announced, this version of Star Wars: Battlefront 3 was in development from mid-2006 to early 2008. But right when it was about 99% finished, the game was cancelled due to financial reasons. Legacy of Kain: Dead Sun
Legacy of Kain: Dead Sun was an action-adventure game that was to be the sixth entry in Crystal Dynamics’ long-running Legacy of Kain series. It was being developed by Climax Studios under the supervision of Crystal Dynamics. Development for the game began secretly in 2009-2010 after Square Enix Europe chose Climax Studios to take on the job of creating a next-gen Legacy of Kain game. However, Square Enix Europe canceled the title in 2012 before it was able to reach full production. Fez 2
Fez 2 was to be the sequel to 2012’s Fez, an indie 2D puzzle platformer that revolves around players solving puzzles while rotating between four sides of the game’s 3D world. The game was canceled a month after its announcement following a Twitter argument between lead designer Phil Fish and a video game journalist. Dawngate
Dawngate was a free-to-play MOBA (multiplayer online battle arena) developed by Waystone Games and published by Electronic Arts. Aiming to differentiate itself from other MOBAs like League of Legends and Dota 2, Dawngate tried to implement an evolving story into its gameplay. Despite being in beta for quite some time, Waystone Games announced that the game was cancelled due to its beta not shaping up to the standards they hoped it would. World of Darkness
World of Darkness was a vampire-themed MMO that was being developed by EVE Online developer CCP Games. Based in the supernatural world of the tabletop RPG series World of Darkness, the game was going to make heavy use of player politics and social interaction in its gameplay. However, CCP Games canceled the project on April 14, 2014 after being in development for nearly eight years. Fallout Online
Fallout Online was an MMO that was being developed by Interplay Entertainment, the Fallout series' original creators. Officially confirmed to be in development in 2009, the MMO would eventually be canceled in 2012 after a long legal battle between Interplay and new series publisher Bethesda that resulted in an out-of-court settlement. Bethesda then got the rights back to develop a Fallout MMO. Bioshock for the PS Vita
BioShock for the PS Vita was a game announced by former Irrational Games co-founder Ken Levine during Sony's E3 2011 press conference. It was going to be a completely new original entry in the series rather than a port of previous BioShock games. But in July 2014, it was confirmed that deals between Sony and BioShock publisher Take Two failed to materialize. And with closure of Irrational Games in 2014, whatever plans Levine had for the portable title are effectively buried. NBA Live 13
NBA Live 13 was to be a reboot to EA’s long-running basketball game franchise that at the time hadn’t seen a release since 2010. However, due to lack of satisfaction over the game’s builds in the lead-up to launch, EA decided to cancel the game a mere six days before its planned release date. Mega Man Legends 3
Mega Man Legends 3 was to be the next entry in the cult classic Mega Man spin-off series. It would have had players controlling two new characters named Aero and Barrett who would have joined alongside returning series characters to save Mega Man Volnutt from Elysium. Initial development of Mega Man Legends 3 was originally helmed by series creator Keiji Inafune. However, when he left the Capcom in 2010, development continued without him. Unfortunately, on July 18, 2011, Capcom canceled the game citing that it did not meet the required criteria to go into full production.
Tags: Studios, Online, Dead, Capcom, Vita, Games, World, Mask, Star, Trek, Ubisoft, Wake, Arts, Electronic, When, Bioshock, Walking, Walking Dead, The Walking, BioShock, Shoot, Europe, Jump, Kojima, Hideo, Hideo Kojima, Live, Disney, Bolt, Shadow, Test, Help, Down, League, Blizzard, High, Mega, Fire, Mega Man, April, Star Wars, Announces, Norman, Legends, Square, Irrational, Enix, Dragon, Human, MORE, Square Enix, Crystal, Karl, Earth, Irrational Games, Levine, Ken Levine, Warcraft, BioWare, LucasArts, Tale, Bethesda, Titan, Twitter, Soul, Despite, Legacy, Darkness, Konami
From:
www.gamespot.com
| The Flame in the Flood: A Different Kind of Survival Game
Added: 23.03.2015 19:22 | 24 views | 0 comments
Marty and Mitch got a chance to play "The Flame in the Flood", a new survival game from former Irrational Games folks.
From:
feeds.ign.com
| 9 cool games that barely escaped development hell
Added: 06.03.2015 19:00 | 39 views | 0 comments
I may not have any experience making games, but I've been involved with them as a fan and as a professional long enough to know that game development is some seriously difficult business. There are so many things that can go wrong, whether engine licenses expire, publishers change hands, or high-ranking developers leave everyone high and dry. Even when things go right, ambitious titles can take years of development before they ever see the light of day.
In many cases, the games that enter what we call 'development hell' don't turn out so hot - a quick Google search for Duke Nukem Forever and Daikatana will tell you as much. But sometimes, magically, everything comes up sunshine and rainbows, and that game you've been reading about since grade school finally arrives and turns out to be pretty great. These games prove that, even if you take over a decade, all will be forgiven if the experience turns out to be worthwhile. OK, most of it will be forgiven.
Number of years in development: 6
Coming hot off the success of Max Payne 2 in 2003, Remedy Entertainment decided to shift gears a bit, leaving the fate of the previously-constipated noir hero in the hands of Rockstar Games. Its next project would be a bit darker, a bit more horrific, and a hell of a lot more forested. At E3 2005, Remedy announced the arrival of Alan Wake, a new breed of psychological horror game, that would make its way to Xbox 360 and PC. Despite this early reveal, we wouldn't get a chance to play it until 2010.
Alan Wake was originally supposed to be an open-world game, where time would pass in a realistic fashion, people would go about their daily lives, and you'd have to interrogate suspects and investigate clues to solve the bigger mystery. The PC version was dropped to focus on Xbox 360 (but eventually saw release in 2012), and its scale was cut back from its original plans significantly. It would have been interesting to explore an open world set in the spooooky Pacific Northwest, but the linear constraints placed a much tighter focus on the narrative, amplifying the scare factor considerably. Plus, its episodic nature makes it feel like you're playing through a television mini-series, which is actually pretty cool.
Years in development: 5
Gran Turismo has always been known for its realistic driving physics and jazzy soundtrack, and after two successful outings on the PlayStation 2, racing fans were looking forward to the gorgeous looking cars that only the next-generation of hardware could render. But that kind of slavish attention to detail takes time, and the arrival of Sony's flagship racing series wouldn't arrive on the PlayStation 3 until 2010.
The first concept footage of what Gran Turismo could be on PlayStation 3 arrived at E3 2005, even though the console wouldn't release in stores for another year. Development continued plugging along, with the occasional bit of news/confirmation of existence peeking out every few months. In that span of time, developer Polyphony Digital released Gran Turismo HD Concept (a free demo designed to show off what Gran Turismo 5 would be capable of) and Gran Turismo 5 Prologue (a paid expanded 'demo', designed to show off what Gran Turismo 5 would be capable of). When Gran Turismo 5 finally finished development in 2010, it was met with widespread acclaim. And even better, the developers learned learned the value of picking up the goddamned pace, releasing Gran Turismo 6 a mere three years later.
Number of years in development: 7
Ambition is admirable, and L.A. Noire is nothing if not ambitious. After developing the uniquely cinematic actioner The Getaway, Brendan McNamara formed Team Bondi to work on a 1940s neo-noir detective game called L.A. Noire. Development started in 2004, with publishing duties originally handled by Sony. L.A. Noire would be a showcase for the PlayStation 3, featuring realistically modeled digital actors, complete with realistic emotional cues and facial tics that would truly sell the team's vision of 1940s Los Angeles.
Ambition can also be deadly, as L.A. Noire missed numerous deadlines. The publishing duties were transferred to Rockstar Games in 2006, and it was supposed to hit in 2008. And then came the delays, eventually getting pushed back to 2010, and once again to 2011, where it finally saw release to a mixed reception. Its narrative isn't perfect, and its tech doesn't so much as creep past the uncanny valley so much as it pours gasoline over its head, lights a match, and elbow drops all the way down. Not to mention that pressing that 'doubt' button sends Detective Phelps on some pretty volatile mood swings. Even so, it's a solid detective story, and there's still nothing else quite like it.
Years in development: 6
Before Fallout 3 filled our heads with visions of fully explorable irradiated wastelands, there was STALKER (written here without all of the individual periods between letters because I value your sanity). It was announced in 2001, with an original release date of 2003. But since this game is on a list of games that entered development hell, it (obviously) missed that date by a mile.
I remember reading about it in magazines like PC Gamer, where each update seemed to remind us that yes, this game does in fact still exist, and yes, we will believe it when we see it. When it finally released in 2007, its stability can best be described as ranging between 'working' and 'on fire'. But when it did work, its open-world… was really something special, plopping us into a hellscape filled with opportunistic bandits and mutated beasts. Many of its issues have since been smoothed out, and fans have even created mods that up the graphical quality significantly.
Years in development: 5
BioShock Infinite states that there's always a man, a lighthouse, and a city, but even that seemed uncertain at the onset. During the first few months of development, the team at Irrational came up with several possible locations for the sequel, including revisiting Rapture and even setting it during the Renaissance, though the reveal of Assassin's Creed 2 stopped that idea in its tracks. Eventually, the team settled on the skybound city of Columbia, which allowed for the natural implementation of the sky-hook.
Even with the setting solidified, the game itself shifted constantly, even from its explosive reveal in 2010 to its eventual release in 2013. Drinkable Nostrums (think a passive version of Vigors) gave way to equippable gear, multiplayer plans were developed and ultimately shelved, and several high-profile members of the team left years before finishing. Epic Games' Rod Fergusson was brought in late in development as a closer, intent on getting this game shipped. While what we got was certainly a far cry from the initial demo revealed in 2010, BioShock Infinite was still a highly-entertaining shooter filled with the sort of big ideas you don't often see in mainstream games.
Years in development: 6
When Freelancer launched in 2003, it seemed almost miraculous, such was the development hell famed Wing Commander dev Chris Roberts found himself in. Initially conceived in 1997, Roberts and his team at Digital Anvil wanted it to be a massive, virtual galaxy, full of possibilities. Two years later, Freelancer was revealed to the public, with a scheduled release of fall 2000.
Chris Roberts left development after Microsoft bought out Digital Anvil and forced the team to scale back many of the ambitious plans Roberts desired. Automated flight maneuvers, multiple dialog options, and multiplayer capable of supporting thousands of concurrent players were either reduced significantly from their initial goals or abandoned completely. While the final product was a mere fraction of the game originally promised, Freelancer still turned out to be a fun, light-hearted take on the sprawling space-sim, though much of that was done without its original creator at the helm. Now that Chris Roberts is sitting on a pile of Scrooge McDuck money thanks to the crowd-funded success of Star Citizen, maybe that original dream will finally become a reality.
Years in development: 5
While a certain capper to the Half-Life saga may eventually end up on this list at some point (if the damn thing is even in the works), Half-Life 2 went through its own tumultuous road to release. It began development in 1999 (mere months after the first Half-Life) and finally saw the light of day in 2004. Five years may seem like a long wait when we live in a world where three Five Nights at Freddy's games have come out in less than eight months, but compared to many others on this list, it was downright speedy. That doesn't mean the wait was any less agonizing, though.
Developed in secrecy until its unveiling at E3 in 2003, Half-Life 2 was slated for release later that year, and the path even to that point was fraught with the perils brought on by new and untested technology. Unfortunately, a leak of its source code, maps, assets, and other data (along with the typical concerns of a big project) caused a year-long delay, pushing its release to November 2004. How did it turn out? I mean… Though five years is nothing compared to…
Years in development: 8
There's this joke that Valve Time operates on a different plane of existence than what we mere mortals are used to. If Valve says something will come out in September 2003, they really mean November 2004, as was the case with Half-Life 2. If Team Fortress 2 is any indication, you don't want to hear the word 'soon' escape anyone's lips, because you'll have to wait eight goddamn years.
Team Fortress Classic released in 1999, and was beloved by all who got their hands on this instant multiplayer, well, classic. But that wasn't enough for its developers, who instantly began work on Team Fortress 2. First shown off at E3 1999, Team Fortress 2 sported a modern military aesthetic, a command hierarchy, and even allowed for parachute drops. After several years of silence, Team Fortress 2 reemerged with a much more lively, cartoony look inspired by Cold War spy fiction. Its release as part of The Orange Box (along with Half-Life 2: Episode 2 and Portal) virtually guaranteed its success, and its constant updates (including those coveted hats) have kept it relevant eight years after its release. Now, if we could only get an update on another highly-anticipated Valve game. Preferably in real time.
Years in development: 11
Prey went through numerous false starts and stops on the road to its eventual release in 2006. First conceived in 1995, Prey was imagined as the start of a long-running series that would be the showpiece for 3D Realms' in-house engines. Unfortunately, numerous technical issues and the departure of Tom Hall (who left to form Ion Storm with John Romero) caused the project to come to a screeching halt in 1999.
But it wasn't quite dead, as 3D Realms picked up development of the title again in 2001, bringing on Human Head Studios to help out. Even with this new lease on life, the new Prey wasn't officially confirmed until 2005, and even then, Prey still had another year left before it saw release on PC and Xbox 360. While 11 years of development may not have given us the greatest video game ever conceived, Prey was still a very highly entertaining sci-fi romp, filled with mind-bending portals and one of the .
Sure, delaying a game sucks, but if it means making a troubled game better, then it's probably worth doing. Unless it's Duke Nukem Forever. Some games deserve to be buried. What are some of your favorite, horribly delayed games? Let me know in the comments.
Looking for more? Check out these .
Tags: Studios, Hack, Evil, Valve, PlayStation, Games, Mask, Star, Wake, When, Infinite, With, BioShock, BioShock Infinite, Shoot, Commander, Duty, Creed, Xbox, Live, First, Developer, Epic, Coming, Test, There, Time, After, Grab, Stone, While, Help, Xbox 360, John, Code, Also, Fire, Duke Nukem, Nukem, Though, Microsoft, Episode, Fortress, Chris, Digital, Team Fortress, Irrational, Human, Google, Chevy, Soul, Despite, Rockstar, September, Turismo, Gran Turismo, During
From:
www.gamesradar.com
| 9 cool games that barely escaped development hell
Added: 06.03.2015 19:00 | 40 views | 0 comments
I may not have any experience making games, but I've been involved with them as a fan and as a professional long enough to know that game development is some seriously difficult business. There are so many things that can go wrong, whether engine licenses expire, publishers change hands, or high-ranking developers leave everyone high and dry. Even when things go right, ambitious titles can take years of development before they ever see the light of day.
In many cases, the games that enter what we call 'development hell' don't turn out so hot - a quick Google search for Duke Nukem Forever and Daikatana will tell you as much. But sometimes, magically, everything comes up sunshine and rainbows, and that game you've been reading about since grade school finally arrives and turns out to be pretty great. These games prove that, even if you take over a decade, all will be forgiven if the experience turns out to be worthwhile. OK, most of it will be forgiven.
Number of years in development: 6
Coming hot off the success of Max Payne 2 in 2003, Remedy Entertainment decided to shift gears a bit, leaving the fate of the previously-constipated noir hero in the hands of Rockstar Games. Its next project would be a bit darker, a bit more horrific, and a hell of a lot more forested. At E3 2005, Remedy announced the arrival of Alan Wake, a new breed of psychological horror game, that would make its way to Xbox 360 and PC. Despite this early reveal, we wouldn't get a chance to play it until 2010.
Alan Wake was originally supposed to be an open-world game, where time would pass in a realistic fashion, people would go about their daily lives, and you'd have to interrogate suspects and investigate clues to solve the bigger mystery. The PC version was dropped to focus on Xbox 360 (but eventually saw release in 2012), and its scale was cut back from its original plans significantly. It would have been interesting to explore an open world set in the spooooky Pacific Northwest, but the linear constraints placed a much tighter focus on the narrative, amplifying the scare factor considerably. Plus, its episodic nature makes it feel like you're playing through a television mini-series, which is actually pretty cool.
Years in development: 5
Gran Turismo has always been known for its realistic driving physics and jazzy soundtrack, and after two successful outings on the PlayStation 2, racing fans were looking forward to the gorgeous looking cars that only the next-generation of hardware could render. But that kind of slavish attention to detail takes time, and the arrival of Sony's flagship racing series wouldn't arrive on the PlayStation 3 until 2010.
The first concept footage of what Gran Turismo could be on PlayStation 3 arrived at E3 2005, even though the console wouldn't release in stores for another year. Development continued plugging along, with the occasional bit of news/confirmation of existence peeking out every few months. In that span of time, developer Polyphony Digital released Gran Turismo HD Concept (a free demo designed to show off what Gran Turismo 5 would be capable of) and Gran Turismo 5 Prologue (a paid expanded 'demo' designed to show off what Gran Turismo 5 would be capable of). When Gran Turismo 5 finally finished development in 2010, it was met with widespread acclaim. And even better, the developers learned learned the value of picking up the goddamned pace, releasing Gran Turismo 6 a mere three years later.
Number of years in development: 7
Ambition is admirable, and L.A. Noire is nothing if not ambitious. After developing the uniquely cinematic actioner The Getaway, Brendan McNamara formed Team Bondi to work on a 1940s neo-noir detective game called L.A. Noire. Development started in 2004, with publishing duties originally handled by Sony. L.A. Noire would be a showcase for the PlayStation 3, featuring realistically modeled digital actors, complete with realistic emotional cues and facial tics that would truly sell the team's vision of 1940s Los Angeles.
Ambition can also be deadly, as L.A. Noire missed numerous deadlines. The publishing duties were transferred to Rockstar Games in 2006, and it was supposed to hit in 2008. And then came the delays, eventually getting pushed back to 2010, and once again to 2011, where it finally saw release to a mixed reception. Its narrative isn't perfect, and its tech doesn't so much as creep past the uncanny valley so much as it pours gasoline over its head, lights a match, and elbow drops all the way down. Not to mention that pressing that 'doubt' button sends Detective Phelps on some pretty volatile mood swings. Even so, it's a solid detective story, and there's still nothing else quite like it.
Years in development: 6
Before Fallout 3 filled our heads with visions of fully explorable irradiated wastelands, there was STALKER (written here without all of the individual periods between letters because I value your sanity). It was announced in 2001, with an original release date of 2003. But since this game is on a list of games that entered development hell, it (obviously) missed that date by a mile.
I remember reading about it in magazines like PC Gamer, where each update seemed to remind us that yes, this game does in fact still exist, and yes, we will believe it when we see it. When it finally released in 2007, its stability can best be described as ranging between 'working' and 'on fire'. But when it did work, its open-world… was really something special, plopping us into a hellscape filled with opportunistic bandits and mutated beasts. Many of its issues have since been smoothed out, and fans have even created mods that up the graphical quality significantly.
Years in development: 5
BioShock Infinite states that there's always a man, a lighthouse, and a city, but even that seemed uncertain at the onset. During the first few months of development, the team at Irrational came up with several possible locations for the sequel, including revisiting Rapture and even setting it during the Renaissance, though the reveal of Assassin's Creed 2 stopped that idea in its tracks. Eventually, the team settled on the skybound city of Columbia, which allowed for the natural implementation of the sky-hook.
Even with the setting solidified, the game itself shifted constantly, even from its explosive reveal in 2010 to its eventual release in 2013. Drinkable Nostrums (think a passive version of Vigors) gave way to equippable gear, multiplayer plans were developed and ultimately shelved, and several high-profile members of the team left years before finishing. Epic Games' Rod Fergusson was brought in late in development as a closer, intent on getting this game shipped. While what we got was certainly a far cry from the initial demo revealed in 2010, BioShock Infinite is still a highly-entertaining shooter filled with the sort of big ideas you don't often see in mainstream games.
Years in development: 6
When Freelancer launched in 2003, it seemed almost miraculous, such was the development hell famed Wing Commander dev Chris Roberts found himself in. Initially conceived in 1997, Roberts and his team at Digital Anvil wanted it to be a massive, virtual galaxy, full of possibilities. Two years later, Freelancer was revealed to the public, with a scheduled release of fall 2000.
Chris Roberts left development after Microsoft bought out Digital Anvil and forced the team to scale back many of the ambitious plans Roberts desired. Automated flight maneuvers, multiple dialog options, and multiplayer capable of supporting thousands of concurrent players were either reduced significantly from their initial goals or abandoned completely. While the final product was a mere fraction of the game originally promised, Freelancer still turned out to be a fun, light-hearted take on the sprawling space-sim, though much of that was done without its original creator at the helm. Now that Chris Roberts is sitting on a pile of Scrooge McDuck money thanks to the crowd-funded success of Star Citizen, maybe that original dream will finally become a reality.
Years in development: 5
While a certain capper to the Half-Life saga may eventually end up on this list at some point (if the damn thing is even in the works), Half-Life 2 went through its own tumultuous road to release. It began development in 1999 (mere months after the first Half-Life) and finally saw the light of day in 2004. Five years may seem like a long wait when we live in a world where three Five Nights at Freddy's games have come out in less than eight months, but compared to many others on this list, it was downright speedy. That doesn't mean the wait was any less agonizing, though.
Developed in secrecy until its unveiling at E3 in 2003, Half-Life 2 was slated for release later that year, and the path even to that point was fraught with the perils brought on by new and untested technology. Unfortunately, a leak of its source code, maps, assets, and other data (along with the typical concerns of a big project) caused a year-long delay, pushing its release to November 2004. How did it turn out? I mean… Though five years is nothing compared to…
Years in development: 8
There's this joke that Valve Time operates on a different plane of existence than what we mere mortals are used to. If Valve says something will come out in September 2003, they really mean November 2004, as was the case with Half-Life 2. If Team Fortress 2 is any indication, you don't want to hear the word 'soon' escape anyone's lips, because you'll have to wait eight goddamn years.
Team Fortress Classic released in 1999, and was beloved by all who got their hands on this instant multiplayer, well, classic. But that wasn't enough for its developers, who instantly began work on Team Fortress 2. First shown off at E3 1999, Team Fortress 2 sported a modern military aesthetic, a command hierarchy, and even allowed for parachute drops. After several years of silence, Team Fortress 2 reemerged with a much more lively, cartoony look inspired by Cold War spy fiction. Its release as part of The Orange Box (along with Half-Life 2: Episode 2 and Portal) virtually guaranteed its success, and its constant updates (including those coveted hats) have kept it relevant eight years after its release. Now, if we could only get an update on another highly-anticipated Valve game. Preferably in real time.
Years in development: 11
Prey went through numerous false starts and stops on the road to its eventual release in 2006. First conceived in 1995, Prey was imagined as the start of a long-running series that would be the showpiece for 3D Realms' in-house engines. Unfortunately, numerous technical issues and the departure of Tom Hall (who left to form Ion Storm with John Romero) caused the project to come to a screeching halt in 1999.
But it wasn't quite dead, as 3D Realms picked up development of the title again in 2001, bringing on Human Head Studios to help out. Even with this new lease on life, the new Prey wasn't officially confirmed until 2005, and even then, Prey still had another year left before it saw release on PC and Xbox 360. While 11 years of development may not have given us the greatest video game ever conceived, Prey was still a very highly entertaining sci-fi romp, filled with mind-bending portals and one of the .
Sure, delaying a game sucks, but if it means making a troubled game better, then it's probably worth doing. Unless it's Duke Nukem Forever. Some games deserve to be buried. What are some of your favorite, horribly delayed games? Let me know in the comments.
Looking for more? Check out these .
Tags: Studios, Hack, Evil, Valve, PlayStation, Games, Mask, Star, Wake, When, Infinite, With, BioShock, BioShock Infinite, Shoot, Commander, Duty, Creed, Xbox, Live, First, Developer, Epic, Coming, Test, There, Time, After, Grab, Stone, While, Help, Xbox 360, John, Code, Also, Fire, Duke Nukem, Nukem, Though, Microsoft, Episode, Fortress, Chris, Digital, Team Fortress, Irrational, Human, Google, Chevy, Soul, Despite, Rockstar, September, Turismo, Gran Turismo, During
From:
www.gamesradar.com
| 9 cool games that barely escaped development hell
Added: 06.03.2015 19:00 | 42 views | 0 comments
I may not have any experience making games, but I've been involved with them as a fan and as a professional long enough to know that game development is some seriously difficult business. There are so many things that can go wrong, whether engine licenses expire, publishers change hands, or high-ranking developers leave everyone high and dry. Even when things go right, ambitious titles can take years of development before they ever see the light of day.
In many cases, the games that enter what we call 'development hell' don't turn out so hot - a quick Google search for Duke Nukem Forever and Daikatana will tell you as much. But sometimes, magically, everything comes up sunshine and rainbows, and that game you've been reading about since grade school finally arrives and turns out to be pretty great. These games prove that, even if you take over a decade, all will be forgiven if the experience turns out to be worthwhile. OK, most of it will be forgiven.
Number of years in development: 6
Coming hot off the success of Max Payne 2 in 2003, Remedy Entertainment decided to shift gears a bit, leaving the fate of the previously-constipated noir hero in the hands of Rockstar Games. Its next project would be a bit darker, a bit more horrific, and a hell of a lot more forested. At E3 2005, Remedy announced the arrival of Alan Wake, a new breed of psychological horror game, that would make its way to Xbox 360 and PC. Despite this early reveal, we wouldn't get a chance to play it until 2010.
Alan Wake was originally supposed to be an open-world game, where time would pass in a realistic fashion, people would go about their daily lives, and you'd have to interrogate suspects and investigate clues to solve the bigger mystery. The PC version was dropped to focus on Xbox 360 (but eventually saw release in 2012), and its scale was cut back from its original plans significantly. It would have been interesting to explore an open world set in the spooooky Pacific Northwest, but the linear constraints placed a much tighter focus on the narrative, amplifying the scare factor considerably. Plus, its episodic nature makes it feel like you're playing through a television mini-series, which is actually pretty cool.
Years in development: 5
Gran Turismo has always been known for its realistic driving physics and jazzy soundtrack, and after two successful outings on the PlayStation 2, racing fans were looking forward to the gorgeous looking cars that only the next-generation of hardware could render. But that kind of slavish attention to detail takes time, and the arrival of Sony's flagship racing series wouldn't arrive on the PlayStation 3 until 2010.
The first concept footage of what Gran Turismo could be on PlayStation 3 arrived at E3 2005, even though the console wouldn't release in stores for another year. Development continued plugging along, with the occasional bit of news/confirmation of existence peeking out every few months. In that span of time, developer Polyphony Digital released Gran Turismo HD Concept (a free demo designed to show off what Gran Turismo 5 would be capable of) and Gran Turismo 5 Prologue (a paid expanded 'demo', designed to show off what Gran Turismo 5 would be capable of). When Gran Turismo 5 finally finished development in 2010, it was met with widespread acclaim. And even better, the developers learned learned the value of picking up the goddamned pace, releasing Gran Turismo 6 a mere three years later.
Number of years in development: 7
Ambition is admirable, and L.A. Noire is nothing if not ambitious. After developing the uniquely cinematic actioner The Getaway, Brendan McNamara formed Team Bondi to work on a 1940s neo-noir detective game called L.A. Noire. Development started in 2004, with publishing duties originally handled by Sony. L.A. Noire would be a showcase for the PlayStation 3, featuring realistically modeled digital actors, complete with realistic emotional cues and facial tics that would truly sell the team's vision of 1940s Los Angeles.
Ambition can also be deadly, as L.A. Noire missed numerous deadlines. The publishing duties were transferred to Rockstar Games in 2006, and it was supposed to hit in 2008. And then came the delays, eventually getting pushed back to 2010, and once again to 2011, where it finally saw release to a mixed reception. Its narrative isn't perfect, and its tech doesn't so much as creep past the uncanny valley so much as it pours gasoline over its head, lights a match, and elbow drops all the way down. Not to mention that pressing that 'doubt' button sends Detective Phelps on some pretty volatile mood swings. Even so, it's a solid detective story, and there's still nothing else quite like it.
Years in development: 6
Before Fallout 3 filled our heads with visions of fully explorable irradiated wastelands, there was STALKER (written here without all of the individual periods between letters because I value your sanity). It was announced in 2001, with an original release date of 2003. But since this game is on a list of games that entered development hell, it (obviously) missed that date by a mile.
I remember reading about it in magazines like PC Gamer, where each update seemed to remind us that yes, this game does in fact still exist, and yes, we will believe it when we see it. When it finally released in 2007, its stability can best be described as ranging between 'working' and 'on fire'. But when it did work, its open-world… was really something special, plopping us into a hellscape filled with opportunistic bandits and mutated beasts. Many of its issues have since been smoothed out, and fans have even created mods that up the graphical quality significantly.
Years in development: 5
BioShock Infinite states that there's always a man, a lighthouse, and a city, but even that seemed uncertain at the onset. During the first few months of development, the team at Irrational came up with several possible locations for the sequel, including revisiting Rapture and even setting it during the Renaissance, though the reveal of Assassin's Creed 2 stopped that idea in its tracks. Eventually, the team settled on the skybound city of Columbia, which allowed for the natural implementation of the sky-hook.
Even with the setting solidified, the game itself shifted constantly, even from its explosive reveal in 2010 to its eventual release in 2013. Drinkable Nostrums (think a passive version of Vigors) gave way to equippable gear, multiplayer plans were developed and ultimately shelved, and several high-profile members of the team left years before finishing. Epic Games' Rod Fergusson was brought in late in development as a closer, intent on getting this game shipped. While what we got was certainly a far cry from the initial demo revealed in 2010, BioShock Infinite was still a highly-entertaining shooter filled with the sort of big ideas you don't often see in mainstream games.
Years in development: 6
When Freelancer launched in 2003, it seemed almost miraculous, such was the development hell famed Wing Commander dev Chris Roberts found himself in. Initially conceived in 1997, Roberts and his team at Digital Anvil wanted it to be a massive, virtual galaxy, full of possibilities. Two years later, Freelancer was revealed to the public, with a scheduled release of fall 2000.
Chris Roberts left development after Microsoft bought out Digital Anvil and forced the team to scale back many of the ambitious plans Roberts desired. Automated flight maneuvers, multiple dialog options, and multiplayer capable of supporting thousands of concurrent players were either reduced significantly from their initial goals or abandoned completely. While the final product was a mere fraction of the game originally promised, Freelancer still turned out to be a fun, light-hearted take on the sprawling space-sim, though much of that was done without its original creator at the helm. Now that Chris Roberts is sitting on a pile of Scrooge McDuck money thanks to the crowd-funded success of Star Citizen, maybe that original dream will finally become a reality.
Years in development: 5
While a certain capper to the Half-Life saga may eventually end up on this list at some point (if the damn thing is even in the works), Half-Life 2 went through its own tumultuous road to release. It began development in 1999 (mere months after the first Half-Life) and finally saw the light of day in 2004. Five years may seem like a long wait when we live in a world where three Five Nights at Freddy's games have come out in less than eight months, but compared to many others on this list, it was downright speedy. That doesn't mean the wait was any less agonizing, though.
Developed in secrecy until its unveiling at E3 in 2003, Half-Life 2 was slated for release later that year, and the path even to that point was fraught with the perils brought on by new and untested technology. Unfortunately, a leak of its source code, maps, assets, and other data (along with the typical concerns of a big project) caused a year-long delay, pushing its release to November 2004. How did it turn out? I mean… Though five years is nothing compared to…
Years in development: 8
There's this joke that Valve Time operates on a different plane of existence than what we mere mortals are used to. If Valve says something will come out in September 2003, they really mean November 2004, as was the case with Half-Life 2. If Team Fortress 2 is any indication, you don't want to hear the word 'soon' escape anyone's lips, because you'll have to wait eight goddamn years.
Team Fortress Classic released in 1999, and was beloved by all who got their hands on this instant multiplayer, well, classic. But that wasn't enough for its developers, who instantly began work on Team Fortress 2. First shown off at E3 1999, Team Fortress 2 sported a modern military aesthetic, a command hierarchy, and even allowed for parachute drops. After several years of silence, Team Fortress 2 reemerged with a much more lively, cartoony look inspired by Cold War spy fiction. Its release as part of The Orange Box (along with Half-Life 2: Episode 2 and Portal) virtually guaranteed its success, and its constant updates (including those coveted hats) have kept it relevant eight years after its release. Now, if we could only get an update on another highly-anticipated Valve game. Preferably in real time.
Years in development: 11
Prey went through numerous false starts and stops on the road to its eventual release in 2006. First conceived in 1995, Prey was imagined as the start of a long-running series that would be the showpiece for 3D Realms' in-house engines. Unfortunately, numerous technical issues and the departure of Tom Hall (who left to form Ion Storm with John Romero) caused the project to come to a screeching halt in 1999.
But it wasn't quite dead, as 3D Realms picked up development of the title again in 2001, bringing on Human Head Studios to help out. Even with this new lease on life, the new Prey wasn't officially confirmed until 2005, and even then, Prey still had another year left before it saw release on PC and Xbox 360. While 11 years of development may not have given us the greatest video game ever conceived, Prey was still a very highly entertaining sci-fi romp, filled with mind-bending portals and one of the .
Sure, delaying a game sucks, but if it means making a troubled game better, then it's probably worth doing. Unless it's Duke Nukem Forever. Some games deserve to be buried. What are some of your favorite, horribly delayed games? Let me know in the comments.
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Tags: Studios, Hack, Evil, Valve, PlayStation, Games, Mask, Star, Wake, When, Infinite, With, BioShock, BioShock Infinite, Shoot, Commander, Duty, Creed, Xbox, Live, First, Developer, Epic, Coming, Test, There, Time, After, Grab, Stone, While, Help, Xbox 360, John, Code, Also, Fire, Duke Nukem, Nukem, Though, Microsoft, Episode, Fortress, Chris, Digital, Team Fortress, Irrational, Human, Google, Chevy, Soul, Despite, Rockstar, September, Turismo, Gran Turismo, During
From:
www.gamesradar.com
| BioShock 2: A 5-Year Retrospective
Added: 09.02.2015 21:15 | 13 views | 0 comments
Nerdacy: When BioShock 2 first released I had a predisposition to not like the game. I had convinced myself that a BioShock sequel could not be as good as the original game, let alone a sequel made by a studio other than Irrational Games. After putting in countless hours and half-a-dozen replays, I admit that I was wrong.
From:
n4g.com
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