Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Shadow of the Eternals (Eternal Darkness successor) - Morgoth is very angry

Joined
Dec 28, 2012
Messages
6,657
Location
Rape
Eternal Darkness was the only shitcube game I enjoyed to the maximum, will pledge.
 

zwanzig_zwoelf

Guest
Prediction: They won't reach their goal.

I dunno, there are quite a few people who really liked Eternal Darkness and the fans tend to be quite vocal.

I'm not gonna say it'll succeed either though.
I like Eternal Darkness, especially it's soundtrack. It's one of my first experiences of mixing pseudo-orchestral and choir music with electronic score. And with those 'insane' layers... oh.
I guess I should replay it later.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,479
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Drama: http://kot*ku.com/denis-dyack-finally-sounds-off-on-our-article-about-sil-508948428


Denis Dyack Finally Sounds Off On Our Article About Silicon Knights

Seven months after the publication of an article about the troubled development cycle of his studio’s last video game, Denis Dyack is finally sharing his views on the article. Naturally, we have some thoughts about his reply.

Dyack’s response appeared online on Sunday in the form of a 33-minute video, which you can watch above. In the video, Dyack makes his first public statements about our October 26, 2012 article entitled What Went Wrong With Silicon Knights’ X-Men Destiny? The article was reported and written by freelancer Andrew McMillen and edited by me over the course of several weeks in the latter half of last year.

Dyack had refused to comment about the article while it was being reported. He is doing so now, he says, out of a concern that the article is negatively impacting the Kickstarter campaignfor Precursor Games’ Shadow of the Eternals and gamers’ willingness to help make Precursor’s planned spiritual successor to Dyack and Silicon Knights’ excellent 2002 game Eternal Darknessa reality.

It’s probably worth reading the article before watching the video.
What Went Wrong With Silicon Knights' X-Men: Destiny?


I’d long hoped Dyack would comment before the article’s publication. He had been made aware of the contents of the article well before we ran it, but chose not to lend his insights and voice. He says now that he declined out of fear of giving McMillen’s eight anonymous sources, all former Silicon Knights employees, credibility.

“When I first saw this article, I [didn't] believe—because there was not a single credible source where nothing could be verified—that anyone would actually believe this,” Dyack says in his video. “I knew that what they were saying and accusations about me embezzling money from Activision and being terrible to people were not true. I never really thought that people would believe it.”

The above statement exhibits one of the more puzzling aspects of Dyack’s video: that it disputes things that weren’t actually in the article. McMillen’s report includes no mention of embezzling money, but multiple mentions, by former employees, that people who were supposed to be working on X-Men Destiny were at times pulled away to work on other company projects. It is just one detail of many describing Silicon Knights' development priorities. The embezzlement charge is more severe, of course, and was something McMillen had heard rumored during his reporting. Reporters hear many rumors and try to deduce whether they're true. This rumor doesn’t appear in the article, which should show how much credibility McMillen and Kotakuwere ultimately able to give it. (Dyack says that SK actually put $2 million more into the development of X-Men Destiny than they were paid to.)

It is similarly baffling that Dyack quotes a forum member named “mappster” who claims “The quotes in the article say that Silicon Knights split from Nintendo due to the name of the console and the Wii's limited graphics.”

Dyack responds to that by saying:“None of that is true whatsoever.”

I can add that none of that is in McMillen’s article, so it’s a non-issue.

These references to things that weren't in our article are distractions. They are extreme claims, both presented and rejected by Dyack, and they pull attention away from the issues of effort, management, creative vision, communication, morale that McMillen's sources describe when chronicling the tough development cycle for the X-Men game.

The idea, presented in our article, that people were pulled off of the X-Men game to work on other Silicon Knights projects is in dispute. Our article describes that as occurring during the early part of Destiny’s development. Here, it’s the word of Dyack and his current colleagues that this did not happen vs. those of the former studio workers interviewed for our story. Dyack says “At no time ever did Silicon Knights divert anyone from X-Men Destiny… to another project.” Yet McMillen’s sources say they saw it happen. From the article:

"SK didn't take the development of XMD seriously the entire time I was there," a source says. "They were working on an Eternal Darkness 2 demo that they could take to publishers. While I was there, they were even siphoning off staff from my [XMD] team to work on it." Sources allege that many of SK's programmers, artists and designers were not contributing to the final quality of XMD at all—at least, not in the first year of the game's development

McMillen’s story, as published by Kotaku, was always intended to present a behind-the-scenes look at the making of a bad game. It explored the culture of Dyack’s studio, described personalities and recounted meetings of the game’s creators. It described the studio’s approach to working on the game and an increasingly-troubled relationship with the game’s publisher Activision.

In his video Dyack says, “We are really sorry how that game turned out. I would think that there were some mistakes made. But all I can tell you is that we put nothing but our best efforts into this project.” He does not explain what those mistakes were. McMillen strived to. The creation of any game is messy; the intent of this article was to show why this particular game didn’t come together into a game the caliber of which Silicon Knights used to be known for.

Much is now being made by Dyack and those following the story that McMillen’s piece forKotaku consisted of comments from eight anonymous sources. The assertion is that, because these people did not come forward and identify themselves, they may be making things up. They may simply be disgruntled employees trying to hurt Dyack. This does not track with the correspondence we've had with these sources.

McMillen’s story was not a quickly-written opinion piece or a breaking news report, and so he and I put a considerable effort into scrutinizing his sources and their claims. Because the sources were anonymous, I required that I needed to know who they were and eventually spoke to some of them. I did my own reporting, not included in McMillen’s piece, to also satisfy my curiosity about whether what we ultimately published seemed right and reasonable. Other outlets, including Wired, had considered publishing McMillen’s piece and had chosen not to. I can’t speak to why they did or did not but only to the thoroughness with which this story was further reported after Wired passed on it as well as vetted by McMillen, by me and by our company’s lawyers. Given the amount of work that was done on McMillen's piece for Kotaku,it's safe to say that the piece Wired declined is not the piece Kotaku published.

Stories based on anonymous sources can be problematic. This is true now as it was in October, when Andrew’s story ran with full disclosure that it was based on anonymous ex-SK employees. Readers were given the opportunity to judge the story on those merits. This is but “one side of the story,” McMillen had written:

Management at Silicon Knights refused to be interviewed on the record for this story, despite repeated requests over many months. A spokesperson for the game's publisher, Activision, also declined requests for comment. Accordingly, keep in mind that what follows is but one side of a very complex story.

When sources decline to be identified, we have to ask ourselves why. We have to be watchful of agendas, of blindspots, and of overstatement. We do this. Anonymous sources aren’t a new thing for Kotaku and we have a lot of experience separating nonsense from truth. Our wariness of anonymous sources greatly influenced what did or didn’t make it into the piece and how what was included was characterized.

This is just as important: when companies and the subjects of stories refuse to comment, we must also ask ourselves why. There are myriad reasons, but one common one is that they may believe that silence can kill a story. It's true that a subject’s refusal to engage may reflect that the allegations in question aren’t worth responding to, but it also may reflect the idea that those allegations are relevant and that not talking about them might scare a reporter from posting a one-sided story. This is an element of reporting that can present a publication with the sometimes-difficult conundrum: to publish a one-sided story or nothing at all.

“I don’t want to leave anyone with the impression that I have come here today to say I haven’t made any mistakes,” Dyack says in his video. “I have made a lot of mistakes. I have said a lot of things that I shouldn’t have said. I have done some things that I regret. And all I can say is that I have learned from them, that I have changed the way that I think about things and I really want to move forward in a positive way and focus on what I do best—which I think is focusing on creative.”

I’ve interviewed Dyack numerous times. The conversations we had about the game Too Human were among the most thoughtful I’ve ever had with a game developer. His new project at Precursor, where he serves as chief creative officer, could well be his comeback. And if it is, many who loved Dyack’s older games will cheer. None of this changes that X-Men Destiny’s development was troubled and that those involved have divergent impressions of what went wrong.

Given that Dyack is ready to move on, I’ll encourage our readers to look to Dyack’s future.Check out Precursor’s Kickstarter. And if you like what you see—if you’re excited about what they’re promising—give them some money and help make their new project a reality.
 

evdk

comrade troglodyte :M
Patron
Joined
Mar 31, 2004
Messages
11,292
Location
Corona regni Bohemiae
Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
So Scam Artist vs. Click Baiting Sensationalist Rag. Who exactly are we supposed to root for, except for the team of inhumation experts from Lithuania that will take care of them all?
 

Jick Magger

Arcane
Patron
Joined
Dec 7, 2010
Messages
5,667
Location
New Zealand
PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
The guy who wrote it is an actual journalist and a freelancer who's written for Rolling Stone, and not a regular writer at shitaku, so I'm more inclined to believe him. Only wish somebody else decided to publish his story instead so I wouldn't have to go there every fucking time I wanted to read it.

That being said, I don't doubt that Dyacks genuinely wants to make an Eternal Darkness 2, it's just that with Silicon Knight's track record since he cut ties with Nintendo I doubt his or anyone working under his boot's ability to actually deliver a quality product. It'll be especially difficult since they cannot use the one big gimmick that everyone plays Eternal Darkness for beyond the story; The Sanity meter.
 

Kirtai

Augur
Joined
Sep 8, 2012
Messages
1,124
It's interesting that he categorically denies several allegations that weren't made.
 

zwanzig_zwoelf

Guest
It's interesting that he categorically denies several allegations that weren't made.
Guess he has a lot of problems of his own, he's so, so touchy. Which doesn't make him less of a big fat fitta.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,628
I didn't care much about Denis Dyack until I watched his response video. Now he makes me angry.

If you are going to try and balance out 20 minutes of saying "no that's not true" with some self-admission, then give some fucking examples.

Name some of these ambiguous mistakes that you've made. Name what changes you've made in response to what you've learned. Name what you are doing in the future that will make me care about your product. Pretending that kickstarting an episodic game is itself interesting is stupid.

Hint! Perhaps you shouldn't have stolen engine technology from Epic and pretended that it was your own.

Also, please explain how "creative differences" from Nintendo ended up with you still making shitty console games that were less gritty than Eternal Darkness.
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,628
Not sure that a AAA action-adventure title for consoles is a kickstarting priority.
Don't worry then, this isn't AAA.

Edit! Now this post looks dumb because you deleted your post.
 

Wirdschowerdn

Ph.D. in World Saving
Patron
Joined
Nov 30, 2003
Messages
34,598
Location
Clogging the Multiverse with a Crowbar
Since this is story-driven, it also means there's gonna be tons of voice acting. I don't see how they'd pull through this without publisher funding, unless Dyack & Co decide to dub all characters themselves....(which I'd Day 1 obviously).
 

zwanzig_zwoelf

Guest
Since this is story-driven, it also means there's gonna be tons of voice acting. I don't see how they'd pull through this without publisher funding, unless Dyack & Co decide to dub all characters themselves....(which I'd Day 1 obviously).
Dyack would be good in acting as a beggar.
 

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
So I just found this on KS, but I had the feeling I had already seen this name title... it was here.


Now I was hoping for this to be a game, but instead it's an interactive movie :decline:

The top comment in the youtube video
Not trying to be a cynic (I backed the game myself earlier today), but as someone who didn't play Eternal Darkness, I'm curious... was that game's voice acting as bad as this? Because to be honest, the voice work in this video *is* pretty bad, and I'm hoping it's all just a placeholder.

:decline:
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,628
Pretty sad that the 9 minute "gameplay" video in their kickstarter contains nothing more than an in-engine cinematic and wondering around a church.
 

Branm

Learned
Joined
Apr 27, 2013
Messages
472
Location
Ottawa
LOL I'm having a great time watching this pathetic kickstater crash and burn. Actually pledged $5 just so I can flame themi n the comments.

Episodic content, Silicon Knights..its epic.... They also have a reddit AMA planned which should be awesome!!!

Wonder how many people Denis will scam out of their money before the crowsfunding stops on their site. Its like scamming publishers all over but this time your doing it to the consumer...
 

Barrabas

Barely Literate
Joined
May 30, 2013
Messages
5
They are using the wii as primary platform. I wouldn't be very optmistic about the PC version being up to par.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,479
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.rockpapershotgun.com/2013/06/05/insanity-shadow-of-the-eternals-crowdfunding-canceled/


Insanity: Shadow Of The Eternals Crowdfunding Canceled

By Nathan Grayson on June 5th, 2013 at 9:00 am.
eternals7.jpg
Shadow of the Eternals began life in the shadow of its own murky history, and perhaps partially as a result of that, its marathon crowdfunding drive didn’t exactly get off to a running start. And now, as more recent history has suggested is the natural way of things, the Eternal Darkness spiritual successor will soon vanish from Kickstarter – as though a sanity straining illusion orincredibly frightening house plant in the night. But things aren’t as simple as they seem. Apparently Precursor has come across “a host of new exciting opportunities” that require them to kick their Kickstarter back to square one. The Eternals are taking a little time off, but – as their name suggests – they’re definitely not going anywhere.
Precursor explained the sudden turn of events in a quick, rather cryptic update on their website:
“Since we announced this Kickstarter campaign we have seen more support from our community than we had ever hoped for. Along with this support has come a host of a new exciting opportunities that will make the game better than we envisioned. As a result, we have chosen to temporarily take down the Shadow of the Eternals crowdfunding campaigns on both Kickstarter and our own website.”

“This doesn’t mean we are going away – far from it. We’ll be re-launching the Kickstarter in just a few short weeks with a reveal of these exciting new developments.”
Naturally, Kickstarter backers won’t be charged a dime, and supporters on Shadow of the Eternals’ web-based house of horrors will receive full refunds.
As for what exactly happens next, I’m actually at a bit of a loss. Usually, “exciting new developments” means “we have intertwined monetary tubules with a publisher” in crowdfund-ese, but I can’t think of a time that’s resulted in a second round of pleas for our money. This could just be a relaunch for the purpose of drumming up fresh interest, but Precursor would need some bigadditions to stop the whole thing from stalling out miles from the finish line again.
That’s all I’ve got at the moment. Any other ideas?

:hero:
 

evdk

comrade troglodyte :M
Patron
Joined
Mar 31, 2004
Messages
11,292
Location
Corona regni Bohemiae
Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Wasn't the campaign on their own site a "keep what you raise" one? Because if so, then this hiatus is shady beyond belief. Insanity indeed.
 
Joined
Dec 28, 2012
Messages
6,657
Location
Rape
Mixed feelings about this still. On one hand I loved Eternal Darkness, on the other I don't want it's successor to be QTE press x to Jaesun shit.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom