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The developers behind the recently announced Apocalypse Now Kickstarter campaign took to Reddit to answer questions about the game. You can read some of the more interesting segments from that Q&A session HERE. At the moment it looks like it won't reach it's goal raising a little over $151,000 which is far short of the required budget to make such a game.
In other news recent controversy over dropped stretch goals and poor communication from InXile, currently developing Torment: Tides of Numenera, has led them to apologize in a recent article from Eurogamer. You can see some of that here:
Sunless Skies, a planned sequel of Sunless Seas - a very good roguelike/RPG with excellent writing - just went live on Kickstarter as well. It's very apocalyptic in nature as well as borrowing several elements from Lovecraft. Check it out. Sunless Skies is scheduled to launch in May 2018.
Update: This just in. Forbes reported Zenimax awarded five hundred million dollars in settlement.
In other news recent controversy over dropped stretch goals and poor communication from InXile, currently developing Torment: Tides of Numenera, has led them to apologize in a recent article from Eurogamer. You can see some of that here:
Torment: Tides of Numenera developer inXile has issued an apology, following the discovery that certain stretch goals promised in the game's then-record-breaking 2013 crowdfunding campaign have not materialised.
The discovery was made using leaked Achievements from the final game, due 28th February on PC, PS4 and Xbox One. The most notable omissions include missing companions - I'll discuss those in detail further down, underneath a statement inXile has sent me, so I can keep any potential spoilers out of the way - and no Italian language support. If you are an Italian backer and this is a deal-breaker you can now claim a refund.
But the most glaring issue is not the missing content - which some inXile staff members have tried to explain on the company's forum and on Reddit - but that backers, people who funded the game, are only now finding out, off the back of their own detective work no less. Why didn't inXile say something before?
Torment: Tides of Numenera creative lead Colin McComb replied.
"We did have to cut some content, and had to make some difficult decisions based on lengthy internal prototyping, budgeting, and scheduling considerations," he told me. "Some of our initial ideas didn't pan out as we had hoped, and some of them would have cost us content that we felt was more important for the overall experience of the game. Game development is never a straight line, and it's extraordinarily rare for a project to go unchanged from vision to completion.
"We should have communicated the cuts earlier," he added, "when they happened. Unfortunately, because we were busy finishing and polishing the game, we neglected to reach out to our community and explain the changes that were necessary. Please know that we absolutely and sincerely apologise to our backers for that lack of communication.
"We're extraordinarily grateful to all our backers who made it possible for us to get this far. We are currently considering ways to integrate ideas that didn't make it into the initial launch, and we promise that any potential future expansions or content will be made available for free to all backers."
Sunless Skies, a planned sequel of Sunless Seas - a very good roguelike/RPG with excellent writing - just went live on Kickstarter as well. It's very apocalyptic in nature as well as borrowing several elements from Lovecraft. Check it out. Sunless Skies is scheduled to launch in May 2018.
Update: This just in. Forbes reported Zenimax awarded five hundred million dollars in settlement.
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