Project lead Carlos Montero speaks about how and why they started, and what they've been up to since what feels like the long long ago time of our ancestors.
While you're at it, Enjoy the old, but still beautiful 2008 trailer attached to this news.
Some choice tidbits below:
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Carlos Montero: There hasn’t been much contact with Valve at all. And if we had gotten job offers, I think we’d be doing that instead of this, haha.
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It can be very difficult to balance between staying true to the original and making it somewhat palatable to modern gamers. We are constantly trying to find ways to maintain challenge while simultaneously lowering frustration and confusion.
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It has taken us many years not only to make this game, but to learn more and more what Valve-quality actually means. To embody those standards is to fully realize what it means to be an expert in any given field of work. It’s an insanely difficult thing to achieve.
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There was a point where we realized we had a long road ahead, and we weren’t quite sure where the end was. It became clear to us that it would be better to stop whipping the public into a frenzy, stop getting them excited, and more or less allow them to forget about us for a bit while we figured out how to finish the game.
Many people have seen this as a betrayal – as us turning our backs on them – but it couldn’t be farther from the truth. It has helped us focus more on development and get things done faster.
RPS will post more tomorrow, so cheer up, it ain't vaporware, and they're not cutting corners to rush it out the door either. It'll be done when it's done. (maybe with hats, but probably not).

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