I wish there was more of that kind of investigative journalism in gaming. I had to wait damn near 4 years to find out what the fuck happened to Haze (big FRD fan), and it was real interesting. It would rock if we got more of that.
I don't thing "it'll come when it's good and ready" quite cuts it now.
Haze sucked ass and sold dog's bollocks is what happened. Sorry :(
The Last Guardian is also the reason I got a PS3...nearly two years ago now. I'm glad it's getting the polish it deserves, but the game is long overdue.
Here's the one that goes into more Haze detail, and here's the infuriating one detailing the overall collapse of the developer. Both are great reads for anyone who is into the inner workings of development.
@aminoaccident
Exactly. How did a developer with such a strong pedigree drop such a chunk of ass? Finding shit like this out interests me to no end.
Oh shit, looks like I misread the sarcasm from your comment. I thought you had some information about why Haze was such a disappointing mess and what Free Radical were doing all these years. Sorry for intruding.
...yeah, it sucks about The Last Guardian, eh? What a shame.
@Swishiee
LOL kind of jumped the gun on that one.
Examples include:
- Academics and "intellectuals" attempting to define game design and pushing their theories on others.
- Funding from people like producers who know absolutely nothing about games, but force developers to do all sorts of terrible things.
- Publishers/marketing refusing to even look at anything that isn't a sequel or already popular intellectual property.
- Severe mismanagement issues and unreasonable, pompous project members with deluded visions who refuse to listen to anybody else.
- Funding issues, including benefits such as tax breaks. For example, everybody loves to develop games in Montreal because the government there pays for around 60% of the game's development.
I don't know the details about Team ICO, but I recall that they were saying that ICO and SoTC were failures because they didn't sell well. They wanted to "fix" that for The Last Guardian. I'd imagine that the creative leads ran into a wall trying to achieve that, and left when they realised they couldn't create the game as they envisioned.
I honestly believe there is a fine line of balance between achieving high profitability and achieving high quality gameplay. What sells isn't what's good, it's just what appeals to more people effectively.
1)It takes so god damned long that they straight-up cancel it.
2)It takes so god damned long that they decide converting it into a PS4 launch title would be a better idea. Then they miss the PS4 launch window. Then it release, and fails.. miserably.

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