Game developers are used to a complicated sense of ownership. The designer who conceives a game in preproduction might not be the same who sees it to completion; the publisher to whom the IP legally belongs may never touch its code. Yet for the team at Crytek Frankfurt back in 2013, the answer was unusually clear: Hunt wasn’t theirs.
Hunt: Horrors Of The Gilded Age, as it was known then, lived on another continent. As THQ collapsed, Crytek’s Cevat Yerli had swooped into Austin, Texas to hire Vigil head David Adams, and subsequently many of the studio’s former staff. Hunt would be the next step for the Darksiders team: an action-RPG reshaped by the added contemporary twist of four-player co-op. It was even developed on the same computers as Darksiders – in a practical gesture of continuity, Crytek had bought those too. “We received updates through monthly team company meetings,” recalls Crytek Frankfurt’s Dennis Schwarz. “I was always curious to see the next steps and how this whole thing evolved. But obviously, we weren’t a part of the development process.”
Until, that was, Hunt’s dramatic origin story took a further turn. 2014 turned out to be the most traumatic year in Crytek’s history. After a period of rapid growth that peaked with nearly 1,000 staff across nine studios, the company was entering a phase of painful contraction. With employees left waiting for pay, Crytek sold off Homefront: The Revolution and its veteran UK developer. The former Vigil team, meanwhile, was stripped to the bones, reduced to providing engine support for local CryEngine licensees.
This story is from the August 2020 edition of Edge.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the August 2020 edition of Edge.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
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