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Member
(12-12-2012, 04:57 AM)
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#102
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Our lives begin to end the day we become silent about Rayman Legends Wii U.
(12-12-2012, 05:04 AM)
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#104
Read most of it and I'm most saddened by the quotes that SK and Nintendo were inseparable. If I ever led a development team and we got to the point of having daily calls from Nintendo and lunch sit-downs with Miyamoto and Iwata, I would do everything in my power to continue that relationship. Beyond mere job security, Nintendo's obvious commitment to quality would be my number 1 reason. Way better than being sent out searching for publishers who might end up not giving a crap.
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Member
(12-12-2012, 05:10 AM)
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#106
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(12-12-2012, 05:13 AM)
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#107
Mama Robotnik...thank you.
Your threads are always exceptional. Sad to read how everything went for Silicon Knights. |
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Member
(12-12-2012, 05:24 AM)
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#108
Agreed.
Absolutely fascinating read, however. Makes for a great story if grossly unfortunate for all those people that worked under Dyak. It seems he got his come-uppence but the misery his employees had to go through is almost palpable. Edit: Ha, when I started reading this there were only 30 or so replies. Now I'm on the third page. |
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Junior Member
(12-12-2012, 05:43 AM)
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#110
Such an incredible hubris-filled drama. A rise-and-fall tale that will likely never be paralleled in this industry.
Even if that isn't the case, like with Eternal Darkness being moved from the N64 to the gamecube, I would think you still have a ton of wasted assets that have to be redone, and in that way, you cancelled the previous effort. How often does that happen? To be nearly completed at the end of a console's life and then decide not to publish for the sake of redoing it on the new system? EDIT: And I suspect SK was only able to get away with that costly move because Nintendo especially needed the "mature" aspect to offset the west's opinion of their new purple lunchbox.
Last edited by mattchuuu; 12-12-2012 at 05:54 AM.
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Member
(12-12-2012, 05:53 AM)
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#114
Great stuff Mama Robotnik. I have one thing to add, and unfortunately no sources.
Originally Posted by Mama Robotnik:
It was claimed that it would be a simple matter for SK to use the MGS2 assets to re-build MGS2 back into their ported engine, and that it would be the definitive version of the game, drastically superior to the weak PS2 original, or it's lazy-inferior Xbox port. So of course, after Twin Snakes was finished, SK turned down the easy money of bringing GameCube fans the definitive version of a GOTY, and instead wanted to work on original content. And they somehow expected Konami collaboration for their original content? I suspect SK wanted to use the ported MGS2 engine for Too Human (GameCube version). Also, one of the reasons for the falling out between SK and Nintendo was timing. SK wanted to work on something epic, but Iwata told Dyack the GameCube was dead in the water (Iwata, perhaps wisely, gave up on the GameCube long before many people realize), but it was also too soon for SK to make the jump to the Revolution/Wii. IIRC, Dyack said that he was never made privy to the Revolution's controller secret (which turned out to be waggle). It was too soon. Iwata reportedly told Dyack to work on something short and easy to buy some time and bring in some quick money. Dyack didn't want to do that, he wanted to do Too Human. And the Xbox 360 launched one year earlier than Wii did. So it made sense to jump to Xbox. Hmmm... I wonder if there was any possible way for SK to spend one year working on something quick for the GameCube that would have brought in some easy money... Such a shame that there wasn't... Oh yeah and, when Kojima made the MGS HD collection, he didn't include any HD port of Twin Snakes, and he said that's because Twin Snakes is not canon. :LOL
Last edited by Cheerilee; 12-12-2012 at 05:57 AM.
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Member
(12-12-2012, 06:09 AM)
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#116
Amazing work, Mama Robotnik.
Even years after I've accepted that the SK that made Eternal Darkness was dead, it still makes me sad thinking about its current state. It's even worse knowing how avoidable the fall could have been. Btw, I'm still fuzzy on whether Nintendo or SK owns the ED IP. Anyone know?
Last edited by Ysiadmihi; 12-12-2012 at 06:11 AM.
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Member
(12-12-2012, 06:14 AM)
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#118
What was changed between the Twin Snakes and the original version of MGS1 in terms of lore? The only time I've ever played through MGS1 was through Twin Snakes. |
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Member
(12-12-2012, 06:30 AM)
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#120
Great read. Also appreciating the corrections from Shiggy and others.
And that was in 2001. |
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Member
(12-12-2012, 06:52 AM)
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#124
Question about The Box: the Shiggy post says it was a Silent Hill pitch that was then signed by Sega...but Silent Hill is a Konami franchise? Is the implication supposed to be that it started as an SH pitch, was turned down by Konami and was then shopped around elsewhere?
Edit: As others have mentioned, REALLY great post. Some fascinating stories waiting to be told from behind-the-scenes at SK, I have no doubt.
Last edited by KefkaTaran; 12-12-2012 at 06:56 AM.
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Member
(12-12-2012, 07:15 AM)
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#127
2005 was a viable year for a number of big games to earn decent money on GameCube. 2006 wasn't. 2006 was the year of Wii. In 2004, it really was a bad idea for SK to spend two or more years on original GameCube content, and a good idea for SK to put out something quicker and easier. Getting an early start on investing SK in Wii development would also have probably been a good idea, a really good idea even, but Iwata didn't approve that much of an investment at the time. If SK had done MGS2 for the Cube in early 2004, intended for an early 2005 release, I think they would have been more likely to have been given the green light in early 2005 to make a GameCube-level Too Human on Wii for release in 2007 (as the start of a trilogy even), with Nintendo's oversight and assistance, making it less likely to suck. Given that timing, SK would've likely also been given a shot at porting MGS3 for Wii, raising the chances that SK would have been able to use the MGS3 engine for Too Human (Wii version).
Quote:
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Member
(12-12-2012, 07:36 AM)
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#129
Doesn't Factor 5 and Rare share similar fates btw? |
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Member
(12-12-2012, 07:50 AM)
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#131
Then Rare had a couple of platform jumps and cancelled projects, but mostly they got squished when their casual work style didn't mix with Microsoft's rigid bureaucracy, so MS changed Rare until Rare no longer resembled Rare. That's what killed the not-dead Rare, not the cancelled projects. |
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Member
(12-12-2012, 08:01 AM)
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#132
This was a great read, as well as your Soul Reaver thread. Love it!
Can anyone explain this to me though, I don't understand enough legal jargon to go through the court documents. After SK lost against Epic, why were they ordered to destroy all the copies of their unsold games? |
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ὁ αἴσχιστος παῖς εἶ
(12-12-2012, 08:01 AM)
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#133
SK seems like they really should have just stuck to horror games, the art for every single horror game of theirs is just phenomenal and they could have gotten away with "slightly off" gameplay in a horror game much easier (as opposed to an action game, where if you're not in the top tier you're said to be crap.)
Anyways, I love your threads like these MR. I love seeing behind the scenes, if only a little. Keep them coming! (Any idea on what you'll tackle next?) |
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Member
(12-12-2012, 08:18 AM)
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#136
And considering that the Wii or Wii U (or even the whole last generation, perhaps) really doesn't have anything even remotely as good as Rogue Squadron or Eternal Darkness in their fields, I really do think that that is a loss. I mean, ED is my favorite game of that whole generation, and the RS series is amazing.
Last edited by A Black Falcon; 12-12-2012 at 08:25 AM.
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Member
(12-12-2012, 08:18 AM)
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#137
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Member
(12-12-2012, 08:21 AM)
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#139
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Junior Member
(12-12-2012, 08:28 AM)
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#140
Outstanding OP! It is sad to see so much wasted potential over at Silicon Knights. Eternal Darkness deserved a sequel and I'm one of the few who believe that the Too Human trilogy also deserved to be finished. Still play the original to this day. At least we get an inside look as to why these projects never made it.
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Member
(12-12-2012, 08:29 AM)
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#141
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Member
(12-12-2012, 08:36 AM)
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#144
The way it's written registers no familiarity with the franchise. But regardless of Eurogamer's oversight, this is exactly the kind of gaming piece I'd love to read more of. I hope you continue updating it with insight Shiggy and others in-the-know have to offer, and continue gracing this forum with more threads in this vein. |
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Member
(12-12-2012, 08:40 AM)
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#145
The Kain story is heartbreaking, losing the rights to his baby might gave been the seed leading to Dyack's insanity.
Crystal Dynamics are real douchebags, stealing their creation in such a vicious way, even ruining their chances to get it back for the sequel. Fucking bastards. I loved Blood Omen (and it still holds a great influence on me), and I funnily immediately disliked the feel of the sequels. Guess my guts were right on this. Now I'm really bummed about Kain II, I would've loved to play that game :( |
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Member
(12-12-2012, 08:43 AM)
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#146
I had the impression that SK paid for rights to use the Unreal Engine 3 hence leading to them bitching about it being bad and thus the lawsuit?
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Little Big NeoContra
(12-12-2012, 08:44 AM)
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#147
It's a tragic story, I almost feel bad for Dyack after all is said and done.
Despite Too Human's short comings, I definitely would have liked to have seen how the trilogy would have played out (and obviously Eternal Darkness 2). I'm really curious as to what what caused SK to completely scrap the original concept/storyline lined up for Too Human into the Norse Sci-Fi/Fantasy hack and slash it ended up being. |
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Member
(12-12-2012, 08:50 AM)
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#149
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Member
(12-12-2012, 08:50 AM)
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#150
Epic convinced the court that there was still actual Epic code left in the final retail version of Too Human, and even if there wasn't, SK's so-called "Silicon Knights Engine" was just an illegally reverse-engineered copy of the Unreal Engine. Edit: SK gets to keep Too Human's art and game design, but all traces of the Unreal Engine (and probably the Silicon Knights Engine) in SK's possession (or in the retail market with the possibility of a recall) had to be returned and/or destroyed.
Last edited by Cheerilee; 12-12-2012 at 08:57 AM.
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