de hamster
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Een onverwachte aankondiging: development team Oddworld Inhabitants, recent nog maker van het erg knappe Oddworld: Stranger's Wrath, kondigt aan dat het geen videogames meer zal maken. Dit is toch een enorme verrassing aangezien de Oddworld games telkens konden rekenen op prima kritieken en vrij goeie verkoopscijfers. Klik de link om meer te lezen!
In een interview met The Hollywood Reporter licht Lorne Lanning, het brein achter Oddworld Inhabitants, zijn beslissing als volgt toe:
The Hollywood Reporter: Your games -- beginning with "Oddworld: Abe's Oddysee" in 1997 and continuing right up to your most recent, "Oddworld Stranger's Wrath," this year -- have all taken place in the wacky Oddworld universe that you and [CEO] Sherry McKenna created back in 1994. They've all been solid hits, but this last one was frustrating for you.
Lorne Lanning: Yes, it was very critically acclaimed but it wasn't advertised or marketed because Electronic Arts couldn't get its PlayStation 2 port of our Xbox original to run and if EA isn't on all SKUs, it just won't promote the game. It was very disheartening to us that we could have a title with a Metacritic.com user metric of 9.6 [out of 10], a game that was praised as being a fusion of filmmaking and video games in terms of being less 'gamey' and more story- and character-driven ... and then to see that the largest publisher in the industry had no interest in marketing it regardless of how innovative it was.
Blijkbaar ziet het bedrijf het niet meer zitten om in de steeds competitievere gameswereld zijn brood te winnen. Lanning en co. zullen hun creatieve krachten nu in het vervolg richten op de film- en TV-wereld.
In een interview met The Hollywood Reporter licht Lorne Lanning, het brein achter Oddworld Inhabitants, zijn beslissing als volgt toe:
The Hollywood Reporter: Your games -- beginning with "Oddworld: Abe's Oddysee" in 1997 and continuing right up to your most recent, "Oddworld Stranger's Wrath," this year -- have all taken place in the wacky Oddworld universe that you and [CEO] Sherry McKenna created back in 1994. They've all been solid hits, but this last one was frustrating for you.
Lorne Lanning: Yes, it was very critically acclaimed but it wasn't advertised or marketed because Electronic Arts couldn't get its PlayStation 2 port of our Xbox original to run and if EA isn't on all SKUs, it just won't promote the game. It was very disheartening to us that we could have a title with a Metacritic.com user metric of 9.6 [out of 10], a game that was praised as being a fusion of filmmaking and video games in terms of being less 'gamey' and more story- and character-driven ... and then to see that the largest publisher in the industry had no interest in marketing it regardless of how innovative it was.
Blijkbaar ziet het bedrijf het niet meer zitten om in de steeds competitievere gameswereld zijn brood te winnen. Lanning en co. zullen hun creatieve krachten nu in het vervolg richten op de film- en TV-wereld.