(Some of the original ones were a touch too difficult, including one of my favorites. A couple of enemies got remade (like timebombs and hoplites).In fact, he got redone three days before the game launched, so the Xbox still has the old version. All of the bosses got remakes, including the super final boss.“Are the knockbacks the same distance? Is the wall dampening applying correctly? Is corner collision similar?” Like… Oh man, it was way too large for us.īut yeah, we still saw ourselves with a lot of extra months to improve the game, so we just kept working. So on top of network bug-testing, we had to go back and do “game-feel” testing. These change the fundamental feel of the game and also meant we had to test two versions, the one we made, and the one “replicated” for online play. Stuff like, much of the collision system had to be redesigned because what we originally had wasn’t conducive to net-play. But you can only go so far, and the things that really bit us in the butt, were things we couldn’t have predicted. Just hoping it’d work when it was all rigged together. without ever having the ability to test it. For example, we designed the lobby system to allow for drop-in drop-out, reconnection points, etc. We built the game with multiplayer in mind, so the whole game had these “hooks” to make rigging networking easier. I mean, over the past week*, we’ve been working day and night, and almost everyone’s been averaging less than six hours of sleep. We really do, and we really, really, really freakin’ want to fix it. We made them, so when people bash the networking, we feel bad. There was no middleman forcing our deadlines, or our design decisions. This is our game with our name, so every time someone bashes it, it’s very personal. But it has greatly reduced the chance of any post-release content (except lobbies which we’re discussing internally right now). If anything, it’s stronger because now our pride is on the line. We delayed the game for almost two years in order to get networking in, so we thought we were well prepared.ĭisposition-wise, it hasn’t affected our drive to fix the game. I don’t know what happened on release day, the game just exploded technically, and everything fell apart. I mean, there were a few bugs that we couldn’t fix in time but everything else was so solid. No one is, especially because of how badly it blindsided us. I think we tried to do too many things at once, and it blew up in our face.īut the technical release of the game, yeah, we’re not happy. My reasons tie into the narrative, and I can’t really say more without spoiling things (and I wouldn’t want egg on my face if it didn’t pan out), but there was a reason we wanted to get so puzzle-heavy with an action game, and it just ties in with us wanting to do something different. It’s tough though because even though I say that, I wouldn’t want to actually do it. A few mandatory, with the majority being optional, but at least forcing them to engage in it. Pacing-wise, probably make it closer to La-Mulana than The Witness (if that makes sense). If someone told me back then that we could either make a game that really surprised a few people, or a game that kinda surprised a lot of people, we would have changed our entire philosophy to marketing.Īs for changing the pacing of the puzzles, yeah, I think if I made the game again, we probably would have made one or two of them mandatory. If we dropped our ego, and just told critics once about the secrets, I think things might’ve gone differently, but we didn’t. We knew what you meant, and I think most of your readers did too. Sorry, I didn’t mean you implied the story ended at 50%. This isn’t what I’d actually say, it’s too cocky, but things along those lines to just get the narrative going. And maybe go with something like saying it’s an action-RPG with puzzles harder than most puzzle games. Probably done something along the lines of saying Full Metal Furies is so large, that getting the first ending, is only halfway through the game. But if you wanted specifics, I would have been straight blatant with the hidden ending. But just having that arsenal in our hands would have changed how we did interviews, press releases, even our store page (which hides this stuff). It’s like a ten-ton weight with a sad face drawn on it, hitting your stomach.Īs for what we would have done differently? It’s hard to say what exactly we’d change since we sat on it for two years. But we don’t blame you, it was more years of a having a sinking feeling that we made a terrible mistake, and then having it confirmed. But when we read the review (and an 8.5 is amazing, thank you), when we got to the part regarding the story caps at 50% bit was heavy. We don’t hate you trust us, if it wasn’t for your review we would have launched with zero reviews.
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