The life of a studio famed for big, difficult decisions began with a no-brainer. When John Romero approached Warren Spector with a blank cheque to make his dream game, Spector’s team was unemployed—showing up to the defunct Looking Glass Austin office to pitch ideas unpaid. In their sketches and documents was a concept for a spy game called Shooter, in which an agent could hack devices and control nanotechnology. The year was 1997, and the air was thick with Hollywood actors in mirrored sunglasses tapping away at chunky keyboards.
Suddenly, with Romero’s backing, anything Spector and his studio could imagine was fair game. The fundamentals were clear for a team that had coalesced around Thief: The Dark Project—a first-person world in which objects behaved as expected when subjected to gravity and the elements, and NPCs reacted with a nuance that enabled players to manipulate them.
Yet it wouldn’t be true to say that Deus Ex was born from a unified creative vision. In fact, Spector encouraged discord by creating two design teams, each with a separate idea of what the game should be. One, headed up by future Arkane boss Harvey Smith, was determined to ground the adventure in a fashion that emphasized the ‘near-’ of near-future; the other had inherited the Ultima RPG sensibilities of Spector’s alma mater, Origin Systems.
SOCIALIST SKILLS
Diese Geschichte stammt aus der December 2021-Ausgabe von PC Gamer US Edition.
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Diese Geschichte stammt aus der December 2021-Ausgabe von PC Gamer US Edition.
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Special Report- Stacked Deck - Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big.
Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big. Four years later, its successor Inkbound’s launch from Early Access was looking more like Sandwich Big.I’m not just saying that because of the mountain of lamb and eggplants I ate while meeting with developer Shiny Shoe over lunch, to feel out what the aftermath of releasing a game looks like in 2024. I mean, have I thought about that sandwich every day since? Yes. But also, the indie team talked frankly about the struggle of luring Monster Train’s audience on board for its next game.
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