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The dairy analogy may seem vulgar and poorly thought out in this case, but it pales in comparison to the statement EA has issued regarding the studio's demise. Visceral Games was then tasked with using both hands in order to milk EA's newest money printing licence which had the potential of becoming an ever greater source of revenue than the publisher's sports licences - the Star Wars brand.Īfter a round of layoffs in 2015, the studio was disbanded this week while they were in the middle of doing their best to ensure their own survival with one milking hand and filling up EA's cash register shaped milk bucket with the other. If a publisher isn't boasting about their bottom line, there is probably nothing to boast about in the first place. Critic's gave the game an average of 70 per cent which would roughly be a 2/10 when adjusted for score inflation, and EA stated in an earnings call that it was happy with the game's sales performance in spite of never actually posting any sales figures. No one can fault you for not remembering that particular entry in the Battlefield series, since it didn't perform well on any relevant front. Visceral Games' next major project was Battlefield: Hardline. Surprising few outside of EA's upper echelons Dead Space 3 sold considerably worse than expected. Visceral got to work immediately and Dead Space was born.The third instalment of what was the Dead Space franchise at that point was famously wrecked by microtransaction and had already survived its predecessors your mum marketing campaign.
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Dead Space's co-director Glen Schofield had to ease the horror title to EA by showing them short demos and builds of the game over time.Īfter numerous meetings and countless hours of programming demos, Visceral's determination paid off as EA greenlit the project after being impressed by Schofield's presentations.
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Visceral knew pitching EA an original horror title wasn't going to be easy.
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The company found itself between a rock and a hard place, since EA was expecting a sequel and wasn't keen on new IPs at the time.ĭuring the early to mid-2000s, EA focused on sequels and spin-off titles instead of establishing new IPs. System Shock fans are very loyal to the series and wouldn't hesitate to criticize a sequel's shortcomings, especially since Visceral wasn't System Shock's original creator. Visceral also realized how difficult it would be to make a sequel to such a legendary franchise. Related: Amnesia Rebirth: Examining New Horror for the Series
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