Embracing its destiny, a support act takes centre stage.
The call came, as High Moon studio head Peter Della Penna recalls, when Destiny was six months old. By which time, he and his team were already well and truly hooked on Bungie’s MMO shooter. As a brand-new proposition for both developer and publisher, it had already become apparent that this multi-year project was going to struggle to sustain its player base for its planned duration. And so Activision phoned Della Penna and asked if High Moon fancied making the switch from Call Of Duty to Destiny. Before he knew it, he and his senior staff were on a plane to Washington state. “There were some positive expletives involved,” the studio’s VP Matt Tieger says. “We loved the game and as gamers we’d always been fans of Bungie’s work – so the opportunity to work with them was really exciting for us.” Three and a half years later, the studio now finds itself entrusted with the expansion that not only begins Destiny 2’s all-important second year, but is also responsible for killing off one of the game’s most popular characters.
It feels like a pivotal moment in the life of a studio that, before that phone call, had taken a fall before coming back swinging. In 2014, High Moon partnered with Sledgehammer on another Activision behemoth, developing the PS3 and Xbox 360 versions of Call Of Duty: Advanced Warfare – incidentally, the last editions of the series to support older hardware. This established their reliability as a support team after having previously worked alone on a succession of licences, including Robert Ludlum’s The Bourne Conspiracy, three Transformers games and Deadpool. If the Transformers trilogy was a success, the latter – released before Marvel’s recent revival of the character – was not, and 40 employees lost their jobs after development finished.
Denne historien er fra November 2018-utgaven av Edge.
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Denne historien er fra November 2018-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart