Ark-AMN said:Alright, let me try and summarize those "12 years for you"
The "original" Too Human concept and game were started in 1994 (conceptualization could take any number of years depending on how things go), but actualy full-fledged development wouldn't occur until after Blood Omen 1 was released in 1996. Keep in mind, that during this time as well, they were developing Eternal Darkness for the N64 simultanously. Too Human for the PSX was just about completed in 2000, but it was then that they made the arrangement with Nintendo to be 2nd party, and thus, the PSX game had to be scrapped.
During their work with Nintendo while developing Eternal Darkness and then Twin Snakes, Too Human was barely touched, save for some promotional pre-rendered movies shown. And then, when they left Nintendo in April 2004 they had to shop around a bit for a publisher for their games, and eventually, MS gave them the ok (dunno exactly when that happened, but I assume sometime in 2004 soon after they left Nintendo).
Of course, after all these years, Dyack changed his vision for the game (yes, it does happen when you're a creative director and time goes by) and it became something very much different than originally thought up. This meant of course that none of the assets used for the original series could be re-used or even referenced. Of course, since we are two generations ahead of Too Human PSX anyway, there's no way any art assets, coding, or programming could be re-used as well. So everything would have to be built from the ground up from scratch. Also, because Norse mythology would be more heavily prevalent in this version, the team would have to study up on research on that and base their art and design around it, and believe me, that takes time.
Now here's the thing some of you are missing, unless you've developed an Unreal mod, and thats that you can create all the art assets, animations, scripting, etc. in a large amount of time, and by doing so think you've covered a lot of ground in development, but then, when you actually try to place them in the engine (especially one thats being heavily modded with the camera system), things go nuts and things break (or they become "FEATURES!"), and then that usually means going back and fixing stuff.
It's a painstaking process and I wish them well in completing it, unlike some here who are indeed clamoring for its cancellation.
EDIT: And as for being out in Q4 2006, I'm not sure if that was previously stated or not, but Denis at E3 was quite adamant about not giving out a date.
Who were "clamoring" for its cancellation?
So you're telling me they don't have any of the combat working in terms of combos or the enemies attacking properly? Not even for a single level?
What's the point of the E3 demo then? I mean from seeing other E3 demos, having a playable build means the player can actually get a little taste for how the final product is going to play like, what this is, is literally the bare minimum: you can run around, kill enemies with one hit, enemies don't attack you properly and the environment doesn't factor into the gameplay other than provide a surface for the characters to run around in. If this is the state the game was in, then it shouldn't have been shown at all, period.