The Lone Courier
Member
Wasn't Splinter Cell Conviction originally gonna be open world, heavily borrowing mechanics from Assassins Creed? Then delayed because it was too much like Assassins Creed?
That's just lightning. I doubt it was ever significantly different than its final release.
that gen7 SSX reboot had a change in tone , right?
Destiny, the thread
It actually was. The original title was Attack of the Killer Rabbids from Outer Space
Borderlands would be a case of the graphical heavy change. There was no cell shading initially when the game was announced. But it's pretty crazy to think of that game without its cartoony cell shading at this point.
Here is the video from E3 '08 showing the game before the cell shading was added. Very different vibe.
Wasn't Splinter Cell Conviction originally gonna be open world, heavily borrowing mechanics from Assassins Creed? Then delayed because it was too much like Assassins Creed?
Lighting used to be a huge game mechanic. The torch was implemented for a reason originally. In the final game its mostly useless, but with the original lighting there was some actual, real severe darkness which meant you needed a torch, which meant you were stuck fighting handicapped with only one arm if you wanted to see enemies.
Think of someplace like Blighttown from DS. It would be significantly less memorable if it wasn't for that poison floor. It gave the area a real sense of dread and an anxiety that you need to hurry to make it out alive. Now imagine if that was just stripped out.
That happened throughout a lot of Dark Souls II. I played through the entire game on PC and I absolutely loved it. On a second play through I used a ENB lighting mod that reintroduced true, actual darkness and many parts of the game played hugely different.
Huntsmans Copse was hugely tense and exciting because of the darkness. That sense of walking through a dark forest with only your torch to guide your way. Seeing monsters appear from just outside the darkness. A strange mist falling from above poisoning you. It was terrifying and magnificent. Imagine a player who goes through the whole game turtling with sword and board. It would force them out of their comfort zone of the shield and they would need to actually learn to time dodges and manage to keep the torch lit.
It isn't simply a lighting change, because the lighting itself was a gameplay mechanic and it shows in the final product.
Team Fortress 2 and Borderlands had huge art style changes. TF2 much moreso.
That's just assets and level design... was the combat ever truly different? Any substantial mechanics that were changed mid development? How many iterations did the story have?
Tanimura said:Tanimura: Yes, this game actually went through quite a troubled development process. Due to a number of factors we were actually forced to re-think the entire game midway into development. We really had to go back to the drawing board and think once more about what a Dark Souls game should be. It was at that point that I took on my current role, overseeing the entirety of the game including the art direction. To ensure we created the game both we and the fans wanted it was completely necessary, but it did of course create a problem. We had to decide what to do with the designs and maps that had been created up to that point. Ideally wed start again from scratch but of course we were under time constraints so instead we had to figure out how to repurpose the designs in our newly reimagined game. This meant everything from deciding new roles for characters to finding ways to slot locations into the world map. This unusual development cycle faced us with an entirely different set of problems and looking back on the project as a whole it was at times, arduous. Although Im confident that none of this will be felt by the players and Im completely satisfied with the final product. So while I dont think we need to dwell on it too much, in the interest of giving a full count of the development process its something we cant avoid touching on.
This is a massive simplification of what happened. The goo enemies for example were scrapped because the team couldnt find a clear and satisfying way to have faceless goo creatures telegraph themselves to the player not because Enemy Unknown came out.
http://www.polygon.com/features/2013/8/19/4614410/xcom-the-bureau-development-2006-2013
You explained this very nicely.
The incredibly repetitive textures and lack of detail in several areas also lends credence to the idea. Why would the developers spend time polishing every nook and cranny of a pitch black area? I'd love to read an actual post-mortem.
Dark Souls 2's downgrade still hurts.
Destiny, the thread
Any one remember the original Borderlands Concept?
Video: https://www.youtube.com/watch?v=h_5kwX0LZAc
Resistance was originally called I-8. It had a grittier and more realistic look to it.
https://youtu.be/YIXnkjFEoiE
Any one remember the original Borderlands Concept?
Holy shit.
This could have... actually altered the entire course of videogame history.
EDIT: Wait, like the original version, or just a port?
Portland had a nuclear power plant, Staunton Island had an airport and Shoreside Vale had proper suburbs.
GTA 3 was originally planned for Dreamcast.
Hmm, I kinda like this Lilith model before the redesign, even though Lilith's new design fits her more.
It became the design for Commandant Steele.
The poster child for corporate meddling:
was of course:
Well, at least Insomniac got to keep that incredibly valuable Fuse IP, right?
Destiny was actually the month before.Halo 2 and Destiny both had their stories completely overhauled less than a year from release. Halo 2 might have been as tight as 6 months before.
Obligatory Dark Souls 2 post
What? How come?
Destiny was actually the month before.
This
Also the Half-life 2 beta leaked so Valve changed the story and Cut a bunch of assets.
http://half-life.wikia.com/wiki/Half-Life_2_Beta
I know Bioshock Infinite has already been mentioned, but this video really makes me salty knowing that most of the problems I had with Bioshock Infinite were caused by content cuts. The levels look open, you could interact with the characters and the environment a lot more, skylines were more prevalent and the vigors actually seemed useful. What happened?
https://www.youtube.com/watch?v=6WUt5dEMt_Y
I still remember taking the time on launch day to light all the torches in Things Betwixt because surely it was a puzzle and lighting all of them would do something, because the environment was light as day and there could be no other practical purpose for them. I didn't understand what happened until I got to the turtle knight tunnel in FotFG that I remember seeing in pitch blackness in the previews.