that’s why so many companies around here gut half their teams every year; microsoft established a contractual model that requires 12 months on, 5 months off, and everyone follows it
who cares that it’s pointlessly destructive and wastes money in the long run! it makes investors cum and that’s all that matters
In the late 90s I bought some kind of PC gaming magazine (may have been actual PC Gamer for all I know but could’ve been anything) that had a CD attached like they used to do. On the CD was a pre-youtube videogame review show where I could tell by the voices the two guys were middleaged white nerdy dudes, like a Steve Ballmer version of Car Talk. There was a feature about E3 that had a clip of a Doom interpretive dance stage show that I look for occasionally on the internet but can never find. There’s also a review of SimTower, and the two guys simultaneously say ELEVATOR MANAGEMENT and I think of the exact way they say it every time I see an elevator
I’ve never been able to remember the name of the magazine or the CD or the show itself and it is probably lost to the mists of time.
There was something that felt extremely edgy back then about playing a game where a lot of the story unraveled through disjointed conversations with depressed people in a series of weird bars.
yes!! the mood of the whole thing is still incredible and its the thing about the game that holds up the most. classic cyberpunk detective story where the protag spends most of his time lurking in bars
While I was at school my dad drove two of my neighbors all the way across town to some new store called Best Buy to pick up the game. I did not get a copy (but it’s cool since I only had an SNES).
Ds2 is actually a beautiful game a lot of the time (i think it is the most straightforwardly pretty soulsgame) but it has these moments of almost sublime ugliness
The boring answer is that they probably changed level designs too late to re-art these sections, so they were stuck with really far trees at player sight and a designer-made extruded bridge thing. There’s supposed to be a pass where new art assets are made to reincorporate those changes, but that can take a month or more (and generally art teams have months of work ahead of them that you’re getting in line for).
yeah, i’m actually shocked when seeing screenshots out of context at how pleasant i find the colour palettes. all the other soulses look very muddy and monotone in comparison.
it’s shocking because that dichotomy is the exact opposite of how i characterise the games in my head, lol
iirc the design team had to basically cut the game into pieces and put it back together late in development and i would not be surprised if this bridge was just one of many pieces of duct tape. it’s a really weird short interstitial between levels
come to think of it… it’s actually just a straight up copy->paste of a bridge from earlier in the level