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It seemed like a surefire hit: a Star Wars take on Uncharted, published by Electronic Arts and developed by the longrunning studio Visceral Games. But nothing is sure in the video game industry, and on October 17, 2017, when employees of Visceral were told that the company would be closing, some who had worked for the studio found themselves unsurprised. In many people’s eyes, doom was inevitable.

Ragtag [=das Spiel] was a project sunk by many factors, including a lack of resources, a vision that was too ambitious for its budget, a difficult game engine, a director who clashed with staff, a studio located in one of the most expensive cities in the world, a reputation for toxicity, multiple conflicts between Visceral and EA, and what can only be described as the curse of Star Wars.
EA does internal health surveys,” said one person who worked on the game. “Throughout most of Hardline’s production, Visceral had the worst team health survey at EA, for like two years running.”
We wanted to tap into emotions, so you could mess with Stormtroopers’ emotions. Go into a room, turn the lights off. He goes back in and turns them back on. Then you turn them off again. At a certain point he starts getting spooked, acting irrationally, and bringing friends in.
“She [Hennig] was giving these massive presentations on the story, themes,” said one person who worked on Ragtag. “EA executives are like, ‘FIFA Ultimate Team makes a billion dollars a year.’ Where’s your version of that?”
In some ways things are coming full circle. Back in 2014, EA canceled the open-world Star Wars game Yuma to make a linear action-adventure; now, in 2017, EA has canceled its linear action-adventure to make an open world Star Wars game.
“She [Hennig] was giving these massive presentations on the story, themes,” said one person who worked on Ragtag. “EA executives are like, ‘FIFA Ultimate Team makes a billion dollars a year.’ Where’s your version of that?”
The studio was trying to build a game that “really pushed gameplay to the next level,” but Electronic Arts kept reviewing it, it continued to look a “much more linear game, that people don’t like as much today as they did five years ago or ten years ago.”

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