CRABBAH HUK!
Civilian
- Joined
- Jun 21, 2008
- Messages
- 135
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- Points
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http://www.kotaku.com.au/games/2009/01/how_pandemics_dark_knight_turned_into_a_nightmare.html
In Summary:
1) Pandemic Brisbane was told by EA to develop a Batman game. I imagine that for a game developer, that would be akin to a rich uncle giving you the keys to his new Ferrari. They got to work right away. Six months later, EA calls to tell them, "By the way, it has to be a Dark Knight game based on or associated with the movie." Pandemic had gone a different route completely and had to scrap 6 months worth of work.
2) The project was a rush job. EA's liscense to publish the game was set to expire this past December. Initially the game was supposed to release along side the film in theaters; when this proved impossible, Pandemic was told that the DVD release in December would be the last possible option.
3) Pandemic decided to set the game in an open world Gotham City, even though no one on the team had experience with sandbox style games.
4) Pandemic decided to use the same game engine as their upcoming WWII title, Sabatoeur. However, Sabatoeur is much smaller in scope and the gameplay very linear compared to what the designers had in mind for TDK. Instead of using a new engine they kept trying to modify the old one. Basically, they took a Cadillac into the garage and tried to turn it into a Camaro.
By all accounts the game looked amazing. The technical issues were significant but not irrepairable given time, which unfortunately there just wasn't enough of.It seems that a dream game for many, with vast potentional, was mishandled from the start and ultimately canned due to liscensing issues.
In Summary:
1) Pandemic Brisbane was told by EA to develop a Batman game. I imagine that for a game developer, that would be akin to a rich uncle giving you the keys to his new Ferrari. They got to work right away. Six months later, EA calls to tell them, "By the way, it has to be a Dark Knight game based on or associated with the movie." Pandemic had gone a different route completely and had to scrap 6 months worth of work.
2) The project was a rush job. EA's liscense to publish the game was set to expire this past December. Initially the game was supposed to release along side the film in theaters; when this proved impossible, Pandemic was told that the DVD release in December would be the last possible option.
3) Pandemic decided to set the game in an open world Gotham City, even though no one on the team had experience with sandbox style games.
4) Pandemic decided to use the same game engine as their upcoming WWII title, Sabatoeur. However, Sabatoeur is much smaller in scope and the gameplay very linear compared to what the designers had in mind for TDK. Instead of using a new engine they kept trying to modify the old one. Basically, they took a Cadillac into the garage and tried to turn it into a Camaro.
By all accounts the game looked amazing. The technical issues were significant but not irrepairable given time, which unfortunately there just wasn't enough of.It seems that a dream game for many, with vast potentional, was mishandled from the start and ultimately canned due to liscensing issues.