Joe Shlabotnik
Banned
http://kotaku.com/5986694/from-dream-to-disaster-the-story-of-aliens-colonial-marines
Credit where credit is due--this and the recent superDae article from Stephen Totilo are excellent investigative articles from Kotaku.
And on the demo fiasco:
More at the link. Short version: After the surprise success of Borderlands, Gearbox contracted TimeGate to finish A:CM. Seemed to have little work done themselves after four years. Lots of miscommunication and opposing ideas about the direction of the game between all parties. Demo was real but maximized for high-performance PCs per Gearbox's instructions; Gearbox likely scrapped most or all of it when they tried to make it fit into the PS3/360's architectures.
Credit where credit is due--this and the recent superDae article from Stephen Totilo are excellent investigative articles from Kotaku.
According to three people familiar with the project, Gearbox didn't put a lot of work into Colonial Marines between 2007 and 2010. Instead, those people told me, Gearbox chose to focus on Duke Nukem Forever, Borderlands, and Borderlands 2. Colonial Marines was not a priority.
One source told me that when TimeGate got the project, Colonial Marines was "basically a hodgepodge" of assets, including the shader—or lighting processor—from Borderlands. "A lot of assets just didn't seem like they fit there," the source said.
And then there was interference-with three companies involved in decision-making on Pecan, bureaucracy was inevitable. According to one source, Sega's producers wanted Colonial Marines to feel like Call of Duty—in other words, more shooting marines, less shooting aliens. Upper staff at both Gearbox and TimeGate disagreed with this mentality, the source said, and there was a tug-of-war between developer and publisher on how the game should be designed.
And on the demo fiasco:
The demo looked better than the game does because the demo didn't have to be optimized for old hardware. Though these games are created using powerful PCs, any console game has a "performance budget"—the ceiling above which an Xbox 360 or a PS3 cannot go. The Colonial Marines demo was way over performance budget, and the development team had to cut back significantly for the final product.
More at the link. Short version: After the surprise success of Borderlands, Gearbox contracted TimeGate to finish A:CM. Seemed to have little work done themselves after four years. Lots of miscommunication and opposing ideas about the direction of the game between all parties. Demo was real but maximized for high-performance PCs per Gearbox's instructions; Gearbox likely scrapped most or all of it when they tried to make it fit into the PS3/360's architectures.