Tag Archive for work

Sony working on cable rival

PlayStation maker Sony is reportedly at work on a multi-channel TV service that will rival cable, sources have told Hollywood news site Variety. The Japanese technology giant is currently in “active negotiations” with at least two “major content companies” to license their programming for a service that would launch in the United States as early as later this year.


The unnamed sources described Sony’s ongoing discussions as “far beyond exploratory.” A Sony representative was not immediately available to comment.

Details are thin on Sony’s supposed TV service, though it is expected to be composed of linear channels similar to that of traditional TV providers. The main difference is that such programming would be delivered through a broadband connection, thus allowing access to subscribers across the country.

Such a TV service would work with Sony’s lineup of connected devices, which include the PlayStation 3, its rumored successor, Bravia TV sets, Blu-ray players, and first-party tablets. It is not known if Sony would need to build new hardware for the service to work or whether not not it would be compatible with third-party offerings. Channels are not expected to be available on an a la carte basis, the sources said.

Sony competitor Microsoft was, in November 2010, rumored to be in talks with various networks to create a “virtual cable operator” through the Xbox 360. This never came to fruition, though Microsoft has since teamed up with Comcast and others to offer streaming access through Xbox Live applications.

Article source: http://www.gamespot.com/news/sony-working-on-cable-rival-report-6402024

American McGee out of money, turns to Kickstarter

Designer American McGee–noted for his work on Alice and Alice: Madness Returns–is out of money. McGee and Spicy Horse Games have thus launched a Kickstarter campaign to finish free-to-play game Akaneiro: Demon Hunters, asking for $200,000 by February 2.


“We desperately want the final form of Akaneiro to represent the great amount time and effort that’s gone toward getting it this far,” reads a line from the game’s Kickstarter page.

“To finish what we’ve started and present Akaneiro to our players in a truly final state, we need to deliver our promised features to all target platforms. The problem is we’re out of time and money to do so. That’s where you come in…”

At press time, the fund stands at $6,067 pledged from 123 total backers.

Akaneiro: Demon Hunters has been in development since mid-2011, and a closed beta for the game kicked off during November 2012. The game is targeted for platforms including Windows, Mac, Android, and iOS.

Spicy Horse Games has submitted Akaneiro: Demon Hunters to Steam’s new community-focused Greenlight platform. If greenlit, the game will also be available on PC through through Valve’s popular distribution hub.

Article source: http://www.gamespot.com/news/american-mcgee-out-of-money-turns-to-kickstarter-6402025

Rage The Scorchers DLC out today

 tomkat69pc No not at all, if anything it has a really good collection item system, something akin to what far cry 3 did where it tells you straight up that %80 of what you pick up you just sell and items are scattered throughout levels, you grab some junk WHILE you’re playing through a level.  The game has a lot of faults, it does, but it also has a lot of elements it got PERFECT.  If anything it’s worth playing for some of the best ai and path finding ever to be implemented into a shooter or a video game, PERIOD!  its pretty stunning work they did with that.  But prepare for one of the most abruptly ending games ever that leaves you going “i saved that good ammo for a final boss fight that never came.. what the ass!”, it literally just ends out of nowhere abruptly setting up a sequel (maybe in part to id being acquired during production and Zeni wanting to stretch out the product perhaps?), a real bummer but holy hell it has some amazing polish and does some elements better than anything before it, also the new id tech engine is extremely pretty, the mega texture concept is a really cool idea.  I do not regret playing it at all.

Article source: http://www.gamespot.com/news/rage-the-scorchers-dlc-out-today-6401699

ZombiU producer disappointed by early reviews

Ya know, if this were any sort of respected video game that players enjoyed, they’d flip the lid and scream this guy was right. That he DESERVES to stand up and defend his work or suggest it might not be so bad.

 

To those claiming that the “most respected” sites gave it low scores: those same sites game Mass Effect 3 high praise. To be fair, gamers are being pretty stupid about that one, deciding that a 2-3 hour ending in a game TOTALLY NEGATES the 100+ hours they put in prior to that, but still. Is anybody going to defend these “respected sites” from their scores on ME3? No, I’d imagine they screamed “conspiracy” at that one. So how can you say there’s no conspiracy here?

 

REALITY CHECK: You guys didn’t like the game and that’s why you’re bashing them for defending their own work. Any rational human being would defend the work s/he did, if not because s/he was proud of it than because s/he actually wants to STAY EMPLOYED, and you all treat it like it’s a crime because the critics didn’t enjoy it. Let me ask you guys something: if your company is known for putting out games that average 2/10 and then you release a game that averages 6/10, should you be ashamed of yourself? YOU’VE JUST JUMPED 4 POINTS WITH YOUR LATEST RELEASE! In the world of gamers, you SHOULD feel ashamed, because you’ve produced something “mediocre,” and mediocrity in the gaming industry is just unacceptable. You should only celebrate if you score higher than a 7 out of 10 on average.

 

Amazing that gamers want to scream about a lack of originality in the industry, that it’s all just sequels and garbage now, but have no interest in taking any risks themselves. Like on a NEW CONTROLLER, which actually requires one to learn how to use something they’ve been using “comfortably” for years. Or perhaps on a game that doesn’t score well with “respected critics” that are pretty much just the ones that have been around the longest, like the companies people complain about (EA, Activision, Ubisoft, and anything else that produces a bad game or has any interest in keeping its business afloat).

 

Here’s a thought: try listening to someone besides Gamespot and IGN once in a while. Try not judging a magazine’s score based strictly on its name. (Like Nintendo Power, which has not been employed by Nintendo for 4 years now.) Try actually looking at a review aggregator website like Gamerankings and seeing what the average actually is (76.85%) instead of deciding it’s “mediocre” based on a few websites you visit cause of habit giving it bad reviews, the 5 or so “respected sites” that only count in your narrow views of the world. And while we’re at it define “mediocre,” cause the way gamers define it seems to indicate that nothing less than a 9 is worthy of any sort of praise.

 

Rant over.

Article source: http://www.gamespot.com/news/zombiu-producer-disappointed-by-early-reviews-6401636

Fan creates Captain America Xbox 360 mod

Captain America is one of 21-year-old sculpture student Zachariah Cruse’s favorite superheroes. To mark his appreciation for the fictional character, Cruse created a custom Xbox 360 case based on the Marvel superhero.


As detailed on Cruse’s website, the custom Xbox 360 S model boasts a familiar blue and white color scheme, as well as Captain America’s iconic shield and the famous “A” and wings from his mask.

Cruse is a student at the Herron School of Art and Design in Indianapolis, Indiana. He has previously created a custom Iron Man Xbox 360, as well as various other gaming-focused system mods. His work is available for purchase by commission.

Article source: http://www.gamespot.com/news/fan-creates-captain-america-xbox-360-mod-6401382

PS3 top Netflix device worldwide

Interesting editorial, considering that PS3 Apps generally work better than their 360 counterparts is there any wonder why? Also you can factor in that all you need is your Netflix subscription on the PS3, 360 you need to have Live Gold sub to use your Netflix on it…not sure if it’s still like that, I’ll attempt to use a Silver Account and sign into Netflix. PS3 also has wicked amounts of audio capabilities which far and away leave the 360 in the dust.

Netflix to me is a god-send, I have seen so many obscure movies that I would have never known existed, screw new releases their market turn around is so damn short these days 6 months time it’s on Blu Ray, 7 months its on pay cable channels…I am on Netflix for movies I never heard of, foreign stuff.

YouTube app for PS3 pisses on the 360 app from a great height and I’m talking dehydrated, beer binge weekend piss too.

Article source: http://www.gamespot.com/news/ps3-top-netflix-device-worldwide-6401015

Former EA dev: ‘I felt like a factory worker’

Well, there are a lot of major coorperations that operate in the same fashion as EA; thus, allowing them to be successful. 

 

I’m pretty sure if Ron had stayed with EA a little longer, he would have eventually became one of EA’s Game Designers; then, Ron would have been able to curb or flex his creative muscles to extremities.

 

If I were Ron, I would have stayed at EA; and after I clockout from EA, work on a small game development project at home.

 

I believe the reason why Ron felt like a factory worker is because he was doing a lot of the dev grub work; and he was probably given the grub work because he was probably one of the newer or younger(career-wise) devs at EA.  Grub work is never easy, but someone has to do it; usually, the entry-level, contractors, or new guys do a bulk of the grub work.

 

I know how Ron feels, because I did grub work at my first I.T. job, and I’m doing grub work at my new I.T. job now!  Sometimes, you just got to buck up, and be patient; because you never know, someone could be watching you progressing through grub work with success, and decide to give you a chance to prove yourself.

 

Papa Arch Deluxe — “Keep Gaming, Gamers.”

Article source: http://www.gamespot.com/news/former-ea-dev-i-felt-like-a-factory-worker-6401010

Former LucasArts employee on why Star Wars: Battlefront III failed

Star Wars: Battlefront III has long been the subject of great rumor and speculation. Despite numerous and detailed attestments to its existence and development, LucasArts never confirmed the game was in fact in production. The most recent claim about the project came from Free Radical Design cofounder Steve Ellis, who said last week that Battlefront III was 99 percent complete at the time of its cancellation. But this claim has been contested.


“This 99 percent complete stuff is just bullsh*t,” a former LucasArts employee who wished to remain nameless told GameSpot. “A generous estimate would be 75 percent of a mediocre game.”

The source also took issue with Free Radical cofounder David Doak and audio director Graeme Norgate’s claims this summer that LucasArts effectively sabotaged development of Battlefront III. “There are two sides to every story,” the source said.

“I was at LucasArts during this time, working on Battlefront III, and remember it well. Everybody from producers to marketing was 100 percent invested in making the relationship work,” the source said. “We were desperate for a next-gen followup to Battlefront (the claim that the project was sabotaged for financial reasons is ludicrous. The [Battlefront] franchise was a huge money maker at the time). When Free Radical continually missed dates and deliveries, [former LucasArts presidents Jim Ward and Darrell Rodriguez] made many ‘good will’ whole or partial milestone payments to keep the project going.”

The situation surrounding Battlefront III may seem complex or convoluted, but according to the source, the game was a failure for three simple reasons. The first, he said, was that Free Radical’s sci-fi shooter Haze was late by more than a year, and this took resources away from the first half of Battlefront III’s development.

Second, it is the source’s belief that Free Radical “underestimated” or “misrepresented” its ability to meet dates and create a compelling product. And third, the situation became even more problematic when Free Radical missed new assigned dates. “This was a huge confidence killer and ultimately their downfall,” he said.

The source was employed at LucasArts during the production of the Pandemic Studios-developed Star Wars: Battlefront games. He said that as is the case with most developers, Pandemic at times underestimated its ability to meet dates. However, unlike Free Radical, they “were upfront about it.”

GameSpot has also learned of a detailed development schedule for Star Wars: Battlefront III. According to the source, production started in mid-2006 for delivery in October 2008. However, Free Radical missed numerous milestones, he said, noting that though some cases were due to subjective quality issues. Other times, functionality was simply not present.

“For much of 2007, Xbox 360 builds simply did not work. Initially, Free Radical claimed it was a US/UK kit difference, but when we asked to FedEx one of their working machines to the US for a build review, they declined.”

“In December 2007, Free Radical still did not have simple AI working in levels,” he said.
“For much of 2007, Xbox 360 builds simply did not work. Initially, Free Radical claimed it was a US/UK kit difference, but when we asked to FedEx one of their working machines to the US for a build review, they declined.”

Additionally, the source claimed several game modes were not implemented, and the only gameplay in place was team-based free-for-all. On top of this, maps “generally tested poorly with no focus for action,” he said.

This was only just the beginning of problems for Free Radical and Battlefront III. In 2007, the source began to suspect that its payments to Free Radical were in fact being used to complete Haze and not Battlefront III. What’s more, during this time, Haze became a PlayStation 3 exclusive, which affirmed LucasArts’ belief that the studio’s engine was not compatible with Xbox 360 at the time.

In August 2007, the source said Free Radical was “struggling” with Haze and Battlefront III and thus began to (as time would prove unsuccessfully) shop around TimeSplitters 4. It was also during this time that the source levied his most serious claims against Free Radical.

“At this point, I felt that Free Radical was akin to a Ponzi scheme where time and budget from the next game was being used to finish the previous, late, title,” he said.

During January 2008, the source said Ellis himself told LucasArts that Free Radical would not be able to meet development milestones for 2008. LucasArts and Free Radical then agreed to a new street date of April 2009, with LucasArts consenting to cover the costs of the extra seven months of work.

“At this point, I felt that Free Radical was akin to a Ponzi scheme where time and budget from the next game was being used to finish the previous, late, title.”

If LucasArts’ new agreement with Free Radical instilled any confidence that further development time would lead to a better product, that feeling would be short-lived.

A critical milestone came in May 2008 when Haze finally shipped. The game was more than a year late and received generally poor review marks. “The quality of the game was extremely alarming to us,” he said. “Free Radical insisted that the delays were to ensure the game was a gem with 85+ review, but that was very clearly not the case.”

Development on Battlefront III continued to suffer from there. By late 2008, Free Radical was again missing its previously agreed upon dates. “It now looked like the April 2009 street date could not be met,” he said. Then in September 2008, “key staff” left Free Radical, and by October of that year, the company did not deliver work due for its August and September milestones. “And the October milestone was not going to be met either,” he said.

The next point on the beleaguered and strained development of Battlefront III was its last: cancellation.

“The failure of Battlefront III was tragic for everyone involved, not least the fans,” the source said. “There’s a lot of blame to go around and many different perspectives. I won’t though let Steve Ellis whitewash the part that he and Free Radical played. I’d suggest that everyone keep this as something tragic to muse over with a beer rather than throwing stones in public.”

Crytek UK (formerly Free Radical Design) did not respond to GameSpot’s request for comment concerning the development of Star Wars: Battlefront III. Should a representative provide comment, it will be added here.

Article source: http://www.gamespot.com/news/former-lucasarts-employee-on-why-star-wars-battlefront-iii-failed-6400936

Former LucasArts employee on why Star Wars: Battlefront III failed

[UPDATE] Following the publication of this story, Free Radical Design cofounder Steve Ellis issued a statement to GameSpot on the development of Star Wars: Battlefront III and the claims of the anonymous source. His full statement is posted at the bottom of the original story.

Star Wars: Battlefront III has long been the subject of great rumor and speculation. Despite numerous and detailed attestments to its existence and development, LucasArts never confirmed the game was in fact in production. The most recent claim about the project came from Free Radical Design cofounder Steve Ellis, who said last week that Battlefront III was 99 percent complete at the time of its cancellation. But this claim has been contested.


“This 99 percent complete stuff is just bullsh*t,” a former LucasArts employee who wished to remain nameless told GameSpot. “A generous estimate would be 75 percent of a mediocre game.”

The source also took issue with Free Radical cofounder David Doak and audio director Graeme Norgate’s claims this summer that LucasArts effectively sabotaged development of Battlefront III. “There are two sides to every story,” the source said.

“I was at LucasArts during this time, working on Battlefront III, and remember it well. Everybody from producers to marketing was 100 percent invested in making the relationship work,” the source said. “We were desperate for a next-gen followup to Battlefront (the claim that the project was sabotaged for financial reasons is ludicrous. The [Battlefront] franchise was a huge money maker at the time). When Free Radical continually missed dates and deliveries, [former LucasArts presidents Jim Ward and Darrell Rodriguez] made many ‘good will’ whole or partial milestone payments to keep the project going.”

The situation surrounding Battlefront III may seem complex or convoluted, but according to the source, the game was a failure for three simple reasons. The first, he said, was that Free Radical’s sci-fi shooter Haze was late by more than a year, and this took resources away from the first half of Battlefront III’s development.

Second, it is the source’s belief that Free Radical “underestimated” or “misrepresented” its ability to meet dates and create a compelling product. And third, the situation became even more problematic when Free Radical missed new assigned dates. “This was a huge confidence killer and ultimately their downfall,” he said.

The source was employed at LucasArts during the production of the Pandemic Studios-developed Star Wars: Battlefront games. He said that as is the case with most developers, Pandemic at times underestimated its ability to meet dates. However, unlike Free Radical, they “were upfront about it.”

GameSpot has also learned of a detailed development schedule for Star Wars: Battlefront III. According to the source, production started in mid-2006 for delivery in October 2008. However, Free Radical missed numerous milestones, he said, noting that though some cases were due to subjective quality issues. Other times, functionality was simply not present.

“For much of 2007, Xbox 360 builds simply did not work. Initially, Free Radical claimed it was a US/UK kit difference, but when we asked to FedEx one of their working machines to the US for a build review, they declined.”

“In December 2007, Free Radical still did not have simple AI working in levels,” he said.
“For much of 2007, Xbox 360 builds simply did not work. Initially, Free Radical claimed it was a US/UK kit difference, but when we asked to FedEx one of their working machines to the US for a build review, they declined.”

Additionally, the source claimed several game modes were not implemented, and the only gameplay in place was team-based free-for-all. On top of this, maps “generally tested poorly with no focus for action,” he said.

This was only just the beginning of problems for Free Radical and Battlefront III. In 2007, the source began to suspect that its payments to Free Radical were in fact being used to complete Haze and not Battlefront III. What’s more, during this time, Haze became a PlayStation 3 exclusive, which affirmed LucasArts’ belief that the studio’s engine was not compatible with Xbox 360 at the time.

In August 2007, the source said Free Radical was “struggling” with Haze and Battlefront III and thus began to (as time would prove unsuccessfully) shop around TimeSplitters 4. It was also during this time that the source levied his most serious claims against Free Radical.

“At this point, I felt that Free Radical was akin to a Ponzi scheme where time and budget from the next game was being used to finish the previous, late, title,” he said.

During January 2008, the source said Ellis himself told LucasArts that Free Radical would not be able to meet development milestones for 2008. LucasArts and Free Radical then agreed to a new street date of April 2009, with LucasArts consenting to cover the costs of the extra seven months of work.

“At this point, I felt that Free Radical was akin to a Ponzi scheme where time and budget from the next game was being used to finish the previous, late, title.”

If LucasArts’ new agreement with Free Radical instilled any confidence that further development time would lead to a better product, that feeling would be short-lived.

A critical milestone came in May 2008 when Haze finally shipped. The game was more than a year late and received generally poor review marks. “The quality of the game was extremely alarming to us,” he said. “Free Radical insisted that the delays were to ensure the game was a gem with 85+ review, but that was very clearly not the case.”

Development on Battlefront III continued to suffer from there. By late 2008, Free Radical was again missing its previously agreed upon dates. “It now looked like the April 2009 street date could not be met,” he said. Then in September 2008, “key staff” left Free Radical, and by October of that year, the company did not deliver work due for its August and September milestones. “And the October milestone was not going to be met either,” he said.

The next point on the beleaguered and strained development of Battlefront III was its last: cancellation.

“The failure of Battlefront III was tragic for everyone involved, not least the fans,” the source said. “There’s a lot of blame to go around and many different perspectives. I won’t though let Steve Ellis whitewash the part that he and Free Radical played. I’d suggest that everyone keep this as something tragic to muse over with a beer rather than throwing stones in public.”

[UPDATE] Steve Ellis has issued a lengthy statement to GameSpot on the development of Star Wars: Battlefront III (as well as Battlefront IV) and how its development progressed over the years, warts and all. Ellis said it is “nonsense” that he tried to whitewash the part that he played in Battlefront III’s failure. He also took issue with the source’s belief that Free Radical was, at a time, akin to a Ponzi scheme. Lastly, Ellis admitted Free Radical was “not perfect” and made mistakes, but made clear that “third-parties had a hand in our failure.”

Ellis’ full comments are below:

“I want to set the record straight because a lot of people worked very hard on BFIII (and BFIV) and they don’t deserve their efforts to be distorted in this way.”

“From the personal tone of the comments it is clear that the source is someone whom I personally dealt with. It’s unfortunate that they are making this kind of criticism while choosing to remain anonymous.”

“What annoys me about the article is that I personally am accused of a whitewash, which is nonsense. While I don’t know everything that my ex-colleagues and staff might have said on the subject, personally I have tried to explain what happened as completely and accurately as possible. I have nothing to gain from a whitewash. I’ve gone on record saying that we had had difficult times at Free Radical Design. I’ve admitted that the transition to the latest generation of consoles was more difficult than we anticipated, that we may have made some poor tech choices, and that growing the company to the necessary size for ‘next-gen’ development wasn’t easy. I’ve said that these things had an impact on the development of Haze and that for this reason – and a number of other reasons – Haze didn’t reach the level of quality that we always aimed for at FRD. None of this is new information, so it’s a little strange to see it presented as ‘here’s what these guys aren’t telling you, and since I’m telling you this you’ll also believe me when I tell you all of this other stuff.’”

“The allegation that we used the LucasArts money to fund the completion of Haze is false. Aside from anything else, we didn’t need to. When Haze slipped, Ubisoft supported us by increasing the dev budget to cover the extra time. The ironic thing about this allegation though, is that just about every publisher we worked with would simultaneously worry that we might spend their money elsewhere, but they would invariably ask us to move resources from another project onto theirs. Our answer was always the same: ‘If we do that for you now, how do you know we won’t do it for someone else later?.’ They never liked it, but it seemed like the only way to treat everyone fairly.”

“The suggestion that we kept our difficulties to ourselves is also false. We may have been guilty of this in our earlier publisher relationships, believing that we could quietly deal with our problems by ourselves and not have to risk instigating a situation where the publishers response added further risk to the project or our company. However, with LucasArts this was absolutely not the case; it was the best publisher relationship we had ever had, so when it became clear that the design changes that we had mutually agreed to make meant that there was a risk to the end date, the first thing we did was to bring it to the attention of LucasArts senior management, almost a full year before the scheduled release. There was a lot of discussion and it was agreed to push back the release date. There were no secrets.”

“I don’t know who he might be referring to when he says that ‘key staff’ left in September 2008. During that month we lost a couple of mid-level programmers, a couple of artists, and a member of our admin staff.”

“I don’t know what problems he’s referring to in August or December 2007. In December 2007 they signed us to develop the sequel concurrently, asking us to grow our company further to do so. I’d say that that was a pretty strong vote of confidence in us, not the actions of a company that was concerned about our abilities to deliver on such an important project.”

“It was 75% of a mediocre game.’ Again, false. Until very recently there was a gameplay video on YouTube that showed exactly where the game was. It was leaked by people who were very proud of the game that they had spent over 2 years developing and wanted the world to at least have an opportunity to see it before it was consigned to history. Unfortunately, four years on, LucasArts have chosen to have the video removed. Objectively though, the game was ‘content complete’ and we were fixing bugs. At that stage in development, the way that completion is measured is by looking at the number of open bugs in the database. These are tracked and people spend a lot of time analyzing the fix rate and the rate of discovering new bugs and projecting a completion date when the game will be ready for release. At the time that the development on BFIII was stopped, the figures showed that we would close our ‘must-fix’ bugs with 3-4 weeks. So yes, maybe on reflection 99 percent was a little of an exaggeration. I probably should have said 97 percent or 98 percent.”

“In 2008, LucasArts was a company with problems. Of course I don’t know the full details of or explanation for what happened internally, but some of the facts are clear: the entire management team who were there when we started working together were replaced in the first half of 2008. They made mass redundancies on their internal teams. They cancelled a number of projects. Then our milestones started being rejected. We were told (and it seemed wholly believable given the aforementioned facts) that they could not afford to continue development of both BFIII and it’s sequel, so they negotiated the termination of BFIV, then later BFIII. There was no ‘termination for breach.’”

“If the problem really was that we had failed to meet their desperate need for a new Battlefront game, you might ask why after all this time they still haven’t released a new Battlefront game using a different developer. I can only speculate.”

“As the ‘anonymous source’ says, there are two sides to every argument. However, it’s easy to make anonymous allegations and not have to back them up. I stand by everything I’ve said. All I’ve ever tried to do is explain the series of events that led to the failure of Free Radical. We were not perfect. We made mistakes, but third-parties had a hand in our failure. Personally I am very proud of the efforts made by the former staff of Free Radical through 2008. They are an incredibly talented group of people who through no fault of their own found themselves in a no-win situation. I’m happy that most of them have had the opportunity to demonstrate their abilities subsequently on games such as Crysis 2.”

Article source: http://www.gamespot.com/news/former-lucasarts-employee-on-why-star-wars-battlefront-iii-failed-6400936

Former LucasArts employee on why Star Wars: Battlefront III failed

[UPDATE] Following the publication of this story, Free Radical Design cofounder Steve Ellis issued a statement to GameSpot on the development of Star Wars: Battlefront III and the claims of the anonymous source. His full statement is posted at the bottom of the original story.

Star Wars: Battlefront III has long been the subject of great rumor and speculation. Despite numerous and detailed attestments to its existence and development, LucasArts never confirmed the game was in fact in production. The most recent claim about the project came from Free Radical Design cofounder Steve Ellis, who said last week that Battlefront III was 99 percent complete at the time of its cancellation. But this claim has been contested.


“This 99 percent complete stuff is just bullsh*t,” a former LucasArts employee who wished to remain nameless told GameSpot. “A generous estimate would be 75 percent of a mediocre game.”

The source also took issue with Free Radical cofounder David Doak and audio director Graeme Norgate’s claims this summer that LucasArts effectively sabotaged development of Battlefront III. “There are two sides to every story,” the source said.

“I was at LucasArts during this time, working on Battlefront III, and remember it well. Everybody from producers to marketing was 100 percent invested in making the relationship work,” the source said. “We were desperate for a next-gen followup to Battlefront (the claim that the project was sabotaged for financial reasons is ludicrous. The [Battlefront] franchise was a huge money maker at the time). When Free Radical continually missed dates and deliveries, [former LucasArts presidents Jim Ward and Darrell Rodriguez] made many ‘good will’ whole or partial milestone payments to keep the project going.”

The situation surrounding Battlefront III may seem complex or convoluted, but according to the source, the game was a failure for three simple reasons. The first, he said, was that Free Radical’s sci-fi shooter Haze was late by more than a year, and this took resources away from the first half of Battlefront III’s development.

Second, it is the source’s belief that Free Radical “underestimated” or “misrepresented” its ability to meet dates and create a compelling product. And third, the situation became even more problematic when Free Radical missed new assigned dates. “This was a huge confidence killer and ultimately their downfall,” he said.

The source was employed at LucasArts during the production of the Pandemic Studios-developed Star Wars: Battlefront games. He said that as is the case with most developers, Pandemic at times underestimated its ability to meet dates. However, unlike Free Radical, they “were upfront about it.”

GameSpot has also learned of a detailed development schedule for Star Wars: Battlefront III. According to the source, production started in mid-2006 for delivery in October 2008. However, Free Radical missed numerous milestones, he said, noting that though some cases were due to subjective quality issues. Other times, functionality was simply not present.

“For much of 2007, Xbox 360 builds simply did not work. Initially, Free Radical claimed it was a US/UK kit difference, but when we asked to FedEx one of their working machines to the US for a build review, they declined.”

“In December 2007, Free Radical still did not have simple AI working in levels,” he said.
“For much of 2007, Xbox 360 builds simply did not work. Initially, Free Radical claimed it was a US/UK kit difference, but when we asked to FedEx one of their working machines to the US for a build review, they declined.”

Additionally, the source claimed several game modes were not implemented, and the only gameplay in place was team-based free-for-all. On top of this, maps “generally tested poorly with no focus for action,” he said.

This was only just the beginning of problems for Free Radical and Battlefront III. In 2007, the source began to suspect that its payments to Free Radical were in fact being used to complete Haze and not Battlefront III. What’s more, during this time, Haze became a PlayStation 3 exclusive, which affirmed LucasArts’ belief that the studio’s engine was not compatible with Xbox 360 at the time.

In August 2007, the source said Free Radical was “struggling” with Haze and Battlefront III and thus began to (as time would prove unsuccessfully) shop around TimeSplitters 4. It was also during this time that the source levied his most serious claims against Free Radical.

“At this point, I felt that Free Radical was akin to a Ponzi scheme where time and budget from the next game was being used to finish the previous, late, title,” he said.

During January 2008, the source said Ellis himself told LucasArts that Free Radical would not be able to meet development milestones for 2008. LucasArts and Free Radical then agreed to a new street date of April 2009, with LucasArts consenting to cover the costs of the extra seven months of work.

“At this point, I felt that Free Radical was akin to a Ponzi scheme where time and budget from the next game was being used to finish the previous, late, title.”

If LucasArts’ new agreement with Free Radical instilled any confidence that further development time would lead to a better product, that feeling would be short-lived.

A critical milestone came in May 2008 when Haze finally shipped. The game was more than a year late and received generally poor review marks. “The quality of the game was extremely alarming to us,” he said. “Free Radical insisted that the delays were to ensure the game was a gem with 85+ review, but that was very clearly not the case.”

Development on Battlefront III continued to suffer from there. By late 2008, Free Radical was again missing its previously agreed upon dates. “It now looked like the April 2009 street date could not be met,” he said. Then in September 2008, “key staff” left Free Radical, and by October of that year, the company did not deliver work due for its August and September milestones. “And the October milestone was not going to be met either,” he said.

The next point on the beleaguered and strained development of Battlefront III was its last: cancellation.

“The failure of Battlefront III was tragic for everyone involved, not least the fans,” the source said. “There’s a lot of blame to go around and many different perspectives. I won’t though let Steve Ellis whitewash the part that he and Free Radical played. I’d suggest that everyone keep this as something tragic to muse over with a beer rather than throwing stones in public.”

[UPDATE] Steve Ellis has issued a lengthy statement to GameSpot on the development of Star Wars: Battlefront III (as well as Battlefront IV) and how its development progressed over the years, warts and all. Ellis said it is “nonsense” that he tried to whitewash the part that he played in Battlefront III’s failure. He also took issue with the source’s belief that Free Radical was, at a time, akin to a Ponzi scheme. Lastly, Ellis admitted Free Radical was “not perfect” and made mistakes, but made clear that “third-parties had a hand in our failure.”

Ellis’ full comments are below:

“I want to set the record straight because a lot of people worked very hard on BFIII (and BFIV) and they don’t deserve their efforts to be distorted in this way.”

“From the personal tone of the comments it is clear that the source is someone whom I personally dealt with. It’s unfortunate that they are making this kind of criticism while choosing to remain anonymous.”

“What annoys me about the article is that I personally am accused of a whitewash, which is nonsense. While I don’t know everything that my ex-colleagues and staff might have said on the subject, personally I have tried to explain what happened as completely and accurately as possible. I have nothing to gain from a whitewash. I’ve gone on record saying that we had had difficult times at Free Radical Design. I’ve admitted that the transition to the latest generation of consoles was more difficult than we anticipated, that we may have made some poor tech choices, and that growing the company to the necessary size for ‘next-gen’ development wasn’t easy. I’ve said that these things had an impact on the development of Haze and that for this reason – and a number of other reasons – Haze didn’t reach the level of quality that we always aimed for at FRD. None of this is new information, so it’s a little strange to see it presented as ‘here’s what these guys aren’t telling you, and since I’m telling you this you’ll also believe me when I tell you all of this other stuff.’”

“The allegation that we used the LucasArts money to fund the completion of Haze is false. Aside from anything else, we didn’t need to. When Haze slipped, Ubisoft supported us by increasing the dev budget to cover the extra time. The ironic thing about this allegation though, is that just about every publisher we worked with would simultaneously worry that we might spend their money elsewhere, but they would invariably ask us to move resources from another project onto theirs. Our answer was always the same: ‘If we do that for you now, how do you know we won’t do it for someone else later?.’ They never liked it, but it seemed like the only way to treat everyone fairly.”

“The suggestion that we kept our difficulties to ourselves is also false. We may have been guilty of this in our earlier publisher relationships, believing that we could quietly deal with our problems by ourselves and not have to risk instigating a situation where the publishers response added further risk to the project or our company. However, with LucasArts this was absolutely not the case; it was the best publisher relationship we had ever had, so when it became clear that the design changes that we had mutually agreed to make meant that there was a risk to the end date, the first thing we did was to bring it to the attention of LucasArts senior management, almost a full year before the scheduled release. There was a lot of discussion and it was agreed to push back the release date. There were no secrets.”

“I don’t know who he might be referring to when he says that ‘key staff’ left in September 2008. During that month we lost a couple of mid-level programmers, a couple of artists, and a member of our admin staff.”

“I don’t know what problems he’s referring to in August or December 2007. In December 2007 they signed us to develop the sequel concurrently, asking us to grow our company further to do so. I’d say that that was a pretty strong vote of confidence in us, not the actions of a company that was concerned about our abilities to deliver on such an important project.”

“It was 75% of a mediocre game.’ Again, false. Until very recently there was a gameplay video on YouTube that showed exactly where the game was. It was leaked by people who were very proud of the game that they had spent over 2 years developing and wanted the world to at least have an opportunity to see it before it was consigned to history. Unfortunately, four years on, LucasArts have chosen to have the video removed. Objectively though, the game was ‘content complete’ and we were fixing bugs. At that stage in development, the way that completion is measured is by looking at the number of open bugs in the database. These are tracked and people spend a lot of time analyzing the fix rate and the rate of discovering new bugs and projecting a completion date when the game will be ready for release. At the time that the development on BFIII was stopped, the figures showed that we would close our ‘must-fix’ bugs with 3-4 weeks. So yes, maybe on reflection 99 percent was a little of an exaggeration. I probably should have said 97 percent or 98 percent.”

“In 2008, LucasArts was a company with problems. Of course I don’t know the full details of or explanation for what happened internally, but some of the facts are clear: the entire management team who were there when we started working together were replaced in the first half of 2008. They made mass redundancies on their internal teams. They cancelled a number of projects. Then our milestones started being rejected. We were told (and it seemed wholly believable given the aforementioned facts) that they could not afford to continue development of both BFIII and it’s sequel, so they negotiated the termination of BFIV, then later BFIII. There was no ‘termination for breach.’”

“If the problem really was that we had failed to meet their desperate need for a new Battlefront game, you might ask why after all this time they still haven’t released a new Battlefront game using a different developer. I can only speculate.”

“As the ‘anonymous source’ says, there are two sides to every argument. However, it’s easy to make anonymous allegations and not have to back them up. I stand by everything I’ve said. All I’ve ever tried to do is explain the series of events that led to the failure of Free Radical. We were not perfect. We made mistakes, but third-parties had a hand in our failure. Personally I am very proud of the efforts made by the former staff of Free Radical through 2008. They are an incredibly talented group of people who through no fault of their own found themselves in a no-win situation. I’m happy that most of them have had the opportunity to demonstrate their abilities subsequently on games such as Crysis 2.”

Article source: http://www.gamespot.com/news/former-lucasarts-employee-on-why-star-wars-battlefront-iii-failed-6400936