Makes perfect sense. You'll get an automatic holiday sales boost from people that'll pick up something that looks relatively harmless for their kids for the holidays, and you won't have to re-market the thing when it's supposedly ready for the PS3.
In a perfect world where cost is not an issue this wouldn't happen, but we should know well enough that isn't the case.
As someone who worked on DAH: PotF, before we were all laid off by THQ, I thought it was worth elaborating on this news. There IS a PS3 version that was completed and was running just fine. As proof, the PS3 version is officially still coming out in Europe!
However, it was canceled in North America. From what I understand, the explanation was that it did not pass through Sony's approval process in time to make Tuesday's street date. How that translated to dropping it entirely, I don't know, but there you have it.
To be honest, the blame getting placed on Unreal Engine 3 by the article is misleading. THQ didn't say that at all. Citing "development issues" shouldn't imply that UE3 was the problem. We certainly had our share of issues with UE3 like every developer, but at the end of the day, the game was running quite well on the 360 and the PS3.
@HikariOblivion: Oh, thanks for the kind support. I've already found a job elsewhere doing what I love. Definitely something to be thankful for this holiday. :)
Since the console version of Unreal Tournament 3 was a PS3 timed Exclusive and it worked great. Epic did not have any trouble's its seems, i sounds like THQ just fail's as learning Different hardware.
So much for the 'lazy developers,' eh? For a minute though I was confused as to why the UE3 thing was brought up, I guess the Destroy All Humans title use it as well:
Wow, so now that's another "Non-epic" game using the Unreal 3 engine that had trouble with it.
And they all said Denis Dyack was a wacko when he decided to sue Epic over the engine they got.
So now we have THQ citing problems with the engine, Square Soft with Last Remnant, and Silicon Knight with Too Human (for which they changed engine altogether)
You know if it was only Dyack that had trouble with it, I wouldn't have put passed him that he's crazy, but when more and more games that are not from Epic show oddities with the engine, then Dyack's word about an incomplete engine while Epic kept the stable build for themselves for Gears 2 and Unreal 3 does sound more and more credible now doesn't it.
@Zantagor: Things have to be really bad with a product like UE3 for companies to come out and publicly bash it instead of just grumble about it quietly behind the scenes. I think the UE3 problems are far more widespread and deep than we'll ever know. It's been clear that the quality of work Epic has been churning out changed a few years ago and their focus is purely on Gears of War and Xbox360 with the engine and other platforms taking a backseat. Hopefully we get more competition in the engine middleware market. I have to wonder what the state of the console wars would be if a proper cross-platform engine existed that actually did everything it said it was supposed to do (which UE3 does not).
@Narishma: That's what I was thinking. I'm very curious to see how id's engine will turn out.
One thing I like about id Tech 5 is that, like its predecessors, it is destined to become open source some years down the road.
I'm not a Linux gamer, but this kind of attitude can go a long way in making the penguin more gaming-friendly.
Not only that, but anything that can lower development costs (which licensing is a part of) for small studios and independent developers is welcome, even if it means that they won't work with the absolute latest tech.
11/28/08
11/28/08
11/28/08
In a perfect world where cost is not an issue this wouldn't happen, but we should know well enough that isn't the case.
11/28/08
Yeah, kind of a dick move, but I really don't care.
11/28/08
Crappy game will always stay crappy. I mean, not even Lair could be saved by a patch, really, lol.
11/28/08
11/26/08
However, it was canceled in North America. From what I understand, the explanation was that it did not pass through Sony's approval process in time to make Tuesday's street date. How that translated to dropping it entirely, I don't know, but there you have it.
To be honest, the blame getting placed on Unreal Engine 3 by the article is misleading. THQ didn't say that at all. Citing "development issues" shouldn't imply that UE3 was the problem. We certainly had our share of issues with UE3 like every developer, but at the end of the day, the game was running quite well on the 360 and the PS3.
11/26/08
Thanks a ton for the info. I wish you the best of luck with finding work elsewhere.
11/26/08
11/26/08
11/26/08
I cant wait for this game.
11/26/08
11/26/08
Since the console version of Unreal Tournament 3 was a PS3 timed Exclusive and it worked great. Epic did not have any trouble's its seems, i sounds like THQ just fail's as learning Different hardware.
11/26/08
11/26/08
11/26/08
11/26/08
11/26/08
11/26/08
[en.wikipedia.org]
It's funny though to think about how many problems UE3 seem to have singlehandedly caused this past year. Anyone care to come up with a list?
11/26/08
11/26/08
11/26/08
And they all said Denis Dyack was a wacko when he decided to sue Epic over the engine they got.
So now we have THQ citing problems with the engine, Square Soft with Last Remnant, and Silicon Knight with Too Human (for which they changed engine altogether)
You know if it was only Dyack that had trouble with it, I wouldn't have put passed him that he's crazy, but when more and more games that are not from Epic show oddities with the engine, then Dyack's word about an incomplete engine while Epic kept the stable build for themselves for Gears 2 and Unreal 3 does sound more and more credible now doesn't it.
11/26/08
11/26/08
11/26/08
One thing I like about id Tech 5 is that, like its predecessors, it is destined to become open source some years down the road.
I'm not a Linux gamer, but this kind of attitude can go a long way in making the penguin more gaming-friendly.
Not only that, but anything that can lower development costs (which licensing is a part of) for small studios and independent developers is welcome, even if it means that they won't work with the absolute latest tech.