For some reason this confirms I could be friends with Hideo Kojima.
I’ll take it over tax dollars going to Ubisoft
yeah imo that is exactly what arts grant money should be used for lmao
good tidbit that i forgot about, but mostly posting to say i cannot wait for “mommy milkers” to permanently exit the lexicon
Given my professional history I could do without “milk truck” sticking around either
this is even funnier cuz it’s supposed to be a “positive post-apocalpytic experience” and a “radical camping simulator” in the one Fallout game that really only supports running around in a big blob and shooting people until they explode. since your main enemy is starvation it feels sort of unfair that youre all mobbing on a fuckin deer to turn it into a bloody paste
Also check out the awesome wikipedia clone he made for the game hahahahha
Wondering whats happened with Beyond Good And Evil 2. I mean, is Ubisoft paying a dev team to just kinda fuck around for a decade? I wonder how that feels to work on. I hear about projects that kind of exist forever and don’t go anywhere but I don’t know what it’s like to work on them, since I’m so used to being on projects that either shipped already or Will Ship Come Hell or High Water.
The publisher is very large.
The publisher has a team which is technically and critically capable. The publisher knows that this is an asset that is very hard and expensive to build from scratch.
The team has not pitched a project the publisher is willing to invest in.
The publisher does not force the team to stop work, because the publisher does not want to break the team.
The publisher does not approve the project which would open the budget to allow the team to hire up to full production.
The project spends years in a state of pre-production without ever coming together as a full project. The project changes direction every six months in order to find a combination pleasing to the publisher without losing its core identity.
No combination pleases the publisher.
After years, the key team leaders holding onto the project exit, having judged that the project will never be approved by the publisher and that its current state finally loses the bulk of its initial promise.
The senior members of the team question if there are any reasons to stay on and also begin looking for jobs. Junior members of the team are happy to have jobs and look forward to promotions in the zombie project, and the bulk of them remain.
The publisher wavers, unsure whether to formally close the project and risk detonating the team. On paper, the team remains at near full capacity, but many of its best members have left. It no longer has the character it used to and it is unclear if it is still capable of making good, finished work.
The project has been dead for years and the team is either dead or alive but nobody will know until they attempt to ship a new project.
i somehow feel like we’ll only find out bge2 is cancelled when some of that bizarre joseph gordon levitt work for exposure crowdsourced artwork shows up randomly in some other ubisoft game
It’s not a huge loss, BGE 1 wasn’t that great to begin with
Watching the original devilman and it took me 20 episodes to realise why his wings were so familiar.
Ok, I think this was the crux of it for me. I assumed a publisher would always see devs as disposable regardless of track record.
Umineko When They Cry ending spoilers There’s a lot of stuff to unpack about the true killer, but what really makes me go “hey” is that A) they, as a servant, were secretly dating two of the Ushiromiya heirs (Jessica and George) at the same time, B) while presenting as different genders to either of them so that both relationships were het. I guess this detail itself isn’t so astonishing as the fact that the story doesn’t seem to focus that much on it compared to other details.
An additional aspect for why you might want to keep such a project around is R&D. Ubi’s been pretty keen pretty early on augmenting their pipelines with procedural generation and sharing tech between teams, and a project that proposes to generate a whole solar system with procedural planets and cities and vehicles and characters has got to produce a bunch of tech that finds its way back into other projects.
Thinking about how it took me until 8th January 2023 to find out that Yoshitaka Murayama; producer, writer AND director of Suikoden I, II and III is also the producer/writer/director of early PS2 TPS classic 10,000 bullets.