![]() ![]() Inside the Making of Redfall, Xbox’s Latest Misfire (Worth noting that it's not uncommon for turnover to spike at the end of a project, so this might just be the case, but even with that in mind, 70% is still way too high). However, I'll still be thinking about how much more interesting a single-player vampire based Arkane game could have been. I still feel deep-down that Redfall has potential to be a really fun game, and I hope the devs manage to turn things around and make it the best thing it can be. Of course experimentation and innovation is important, but taking risks like this with a team so renowned for their amazing singleplayer immersive sim games just feels so wrong. By the end of Redfall’s development, roughly 70% of the Austin staff who had worked on Prey would no longer be at the company, according to people familiar as well as a Bloomberg analysis of LinkedIn and Prey’s credits."Īll I want is for games and the teams behind them to be successful, and I think the best way to do that is let teams make what they want and what inspires them creatively. Veteran workers who weren’t interested in developing a multiplayer game left in droves. There's some really harrowing stuff in here but this part stood out to me: I'm a huge Arkane fan, so this is a really tough read. ![]()
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