Gethsemani said:
Squiggers said:
-Snipped because of *extreme* length-
I am not saying that the publishers didn't have anything to do with it, they control the money after all. I realize my post seems to put most of the blame on Troika and not Activision and it is actually intended. Troika made a lot of mistakes with Bloodlines, the kind of mistakes that one of the best and most experienced developing houses around shouldn't do. The Source-engine problem is just one part of the problem.
After four years of development with a development team as large as Troikas, you should be able to release a finished and stable game. STALKER is a similar title, being in development for five years and yet being released in a horrid state. The problem is that some developers could probably be developing their games forever and ever to make it into that perfect masterpiece they always dreamed off...
... And we all know that won't happen. Troika always tried to make the absolute best games they could, but I personally believe they would have been far better off if they had realized the limitations they were working under.
Sorry for the post length!
Hmm, arguably so - for the most part, i'm of the opinion its was poor leadership and setting boundaries. Or more accurately, trying to do too much that could have been done (For example) in an expansion to it. A problem is that the IP is so expansive, and the temptation to try and get so much into it as a result is quite hard to resist I'd imagine - I'd love to develop something similar on the Unreal engine for example, and it'd be incredibly hard not to put a lot of the stuff in that they tried.
I have to agree there - but unfortunately, its a case of poor leadership and design quite likely, which lead to them overextending themselves. If they'd limited themselves, and then released a follow up to it, HL2: Episode style, then it might just have saved them, and it'd be less buggy as a result. Would it still have been as enjoyable? No idea there in all honesty. A massive case of "Whatif".
Wesp5 said:
Squiggers said:
But that version also customises stuff so that certain events happen, and screw it up a bit more - for instance, the ghost in the mansion sequence has been heavily altered so he appears more, and it isn't anywhere near as creepy.
Sorry, but that is not true. I prolonged the appearance of the male ghost only by seconds because most people like myself never saw him in the first place. I also restored a few appearances of the female ghost that were not visible because of animation errors.
Please don't take it as a personal attack on you, or your work mate - its not a case of me not liking the work or trying to smear you, its just a differing view on that section of the game thats all.
Everything else that you did, I really enjoyed. Personally I prefer your version as it restores a lot of stuff that would have been in the first place, along with fixing some god awful bugs, and makes it overall more enjoyable game to play through.
I get what you mean about the animation errors now, I've just reinstalled the game and played that section again - the Auspex power seems to indicate something that should appear when it hasn't. Seems like I was mistaken on the appearances, I just didn't search around enough the last time I played through on the "vanilla" patches so hence thought he appeared less than that. My apologies.