The Initiative’s Perfect Dark

Bringing on a studio for help is the norm. Look at TLOU2, which needed the help from 14 studios.

"The Last of Us Part 2's production was made possible by 2,169 developers, as noted on the title's Moby Games credits and reported by VG247 Monday. Naughty Dog reportedly outsourced work to 14 other studios which helped make up a collective development team of more than 2,000 people."

PD is being made by 200 developers.
 
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Bringing in studios to help is normal for AAA games but having leads and staff leave while early in development is not.

Sounds like many staff were not happy with the Initiative upper management so there was a flood of departures to a point where the former Initiative leads have now been moved to other Xbox studios to change the work culture there at the studio working on PD.
 
Bringing in studios to help is normal for AAA games but having leads and staff leave while early in development is not.

Sounds like many staff were not happy with the Initiative upper management so there was a flood of departures to a point where the former Initiative leads have now been moved to other Xbox studios to change the work culture there at the studio working on PD.
Maybe they didn’t like the new form of making a game? Kinda sounds like how weta was working on making a halo game but then it was just handled by Bungie and became odst
 
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I think a 2.5D Perfect Dark would be cool, especially if they use something similar to the lighting and rain effects we saw in "The Last Night" reveal trailer.
 

Hurry Up Waiting GIF by FaZe Clan
 
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At the time the trailer – created by an external CG house – was shown, it was “very obviously way far ahead of anywhere the game was at,” according to one developer who was working at The Initiative at the time. “We hadn’t even figured out any of our core game mechanics. We didn’t even really know what type of game we were making.”
Among even more former employees we spoke to was a sense that the people in charge were unable to communicate a clear vision for the game they had so enthusiastically signed up to make. Or, some said, when they did manage to communicate that vision, leadership ignored or dismissed feedback from the experienced team they had put together. These repeated struggles over creative vision resulted, sources said, in build after build being thrown out, and internal frustration growing with each new reset.

“It was not that we didn’t know what we wanted, it was that we kept making things that weren’t what we wanted,” said one The Initiative developer. “We’d do it over and over again. The…levels we had when I left weren’t the same ones we’d had three months prior, or three months prior [to that]. I don’t know why people just kept hitting the reset button. That was definitely contributing to that feeling that we weren’t making any progress. People kept starting over.”
 

At the time the trailer – created by an external CG house – was shown, it was “very obviously way far ahead of anywhere the game was at,” according to one developer who was working at The Initiative at the time. “We hadn’t even figured out any of our core game mechanics. We didn’t even really know what type of game we were making.”
Among even more former employees we spoke to was a sense that the people in charge were unable to communicate a clear vision for the game they had so enthusiastically signed up to make. Or, some said, when they did manage to communicate that vision, leadership ignored or dismissed feedback from the experienced team they had put together. These repeated struggles over creative vision resulted, sources said, in build after build being thrown out, and internal frustration growing with each new reset.

“It was not that we didn’t know what we wanted, it was that we kept making things that weren’t what we wanted,” said one The Initiative developer. “We’d do it over and over again. The…levels we had when I left weren’t the same ones we’d had three months prior, or three months prior [to that]. I don’t know why people just kept hitting the reset button. That was definitely contributing to that feeling that we weren’t making any progress. People kept starting over.”
Not surprising. Probably a 2026 title.
 
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Matt Booty has already played through multiple builds of the game as he stated a week ago. He also said that the development of the game puts them in line with a game play trailer next year. The game will be out in 2025. This was in the Giant Bomb interview after the showcase.
 
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Matt Booty has already played through multiple builds of the game as he stated a week ago. He also said that the development of the game puts them in line with a game play trailer next year. The game will be out in 2025. This was in the Giant Bomb interview after the showcase.
I didn’t see his quote about showing gameplay next year. But I know he said he played it. Makes me think the IGN scoop isn’t 100% accurate. That said, PD’s development issues have been hotly rumored and I think everybody here expected the game to be 2025-2026.

Hopefully the part about things smoothing out is accurate and we see the game revealed in 2024 and maybe release by end of 2025.
 
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These sites are still throwing around that "AAAA" crap, it was repeatedly admitted as a typo, do these "journalists" even bother doing research before they put out once again another fluff piece.
 
These sites are still throwing around that "AAAA" crap, it was repeatedly admitted as a typo, do these "journalists" even bother doing research before they put out once again another fluff piece.
Not to mention it was a third party person that put that in the job listing.
 
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