Liquidize105
03-26-2006, 07:57 PM
Turbulent - the development scene for small-time independent studios making big-time videgames can only be described as such.
This time the UK-based Headfirst Productions, best-known for Call of Cthulhu: Dark Corners of the Earth (http://www.callofcthulhu.com/) (Xbox/360/PC), is bleeding talent faster than anyone can justifiably say "Up yours management!"
The first signs of Headfirst's immanent death could be noticed on the official message boards, where the few developers who posted there announced that they've found other jobs. This was right after the release of the Xbox version. As a matter of fact, a few key-figures at Headfirst had already left the company by then.
A month later came the news that Headfirst had sold off their most precious IP: the Simon the Sorcerer licence (Story). This was a clear indication that the company's financial situation was dire.
With no publisher ready to finance Destiny's End and heavy loans to be paid off (six years of development, two of which were without publisher backing, don't pay themselves), Headfirst had been struggling to survive for some time now. Wages hadn't been paid for months, which caused even more developers to leave the company. In the end, there was only the management and TheHoodedClaw left to hold the fort.
It's important to realise that the dedication that went into DCotE is amazing. It's sad to hear from my sources that this dedication went largely unappreciated by the management. While long hours are a standard in this industry, Headfirst seemed to drive it to extremes. Bonuses were promised but never paid, understaffing forced people to take on multiple roles and some of the equipment they had to work on was sub-par. Headfirst was very lucky to have some very dedicated people working who gave everything to deliver us the game. As a testament to the talent of the developers, I can reveal that almost all of them have quickly scored new jobs in the industry. You can find ex-headfirst employers at Codemasters, Eurocom, Crytek, Lionhead and Bioware, to name a few.
And as for the PC port?
The good news that the PC version is still happening (Bethesda has confirmed this). The only reason why we will be able to find a PC version in stores real soon is because TheHoodedClaw, who was Lead Engineer on the project, stayed behind and made the finishing touches all on his own. For free. Why? Because he cares about DCotE a lot (those reading the official forum will have noticed this) and didn't want to disappoint those who have been waiting for so long for the PC version. However, do not expect any graphical tweaks or extras on your PC. This will be a straight port from the Xbox.
The Headfirst watch dogs have the complete story (http://www.callingcthulhu.com/index.php?act=news&CODE=02&t=1413).
The PC port will hit the stores on March 27th, tomorrow. The studios is technically still afloat (perhaps just to see the intended PC release through), but for how much longer is anyone's guess.
It's a good, unique game that must to be played. For as critical of videogames as I am, I'm telling you that it's just that good.
This time the UK-based Headfirst Productions, best-known for Call of Cthulhu: Dark Corners of the Earth (http://www.callofcthulhu.com/) (Xbox/360/PC), is bleeding talent faster than anyone can justifiably say "Up yours management!"
The first signs of Headfirst's immanent death could be noticed on the official message boards, where the few developers who posted there announced that they've found other jobs. This was right after the release of the Xbox version. As a matter of fact, a few key-figures at Headfirst had already left the company by then.
A month later came the news that Headfirst had sold off their most precious IP: the Simon the Sorcerer licence (Story). This was a clear indication that the company's financial situation was dire.
With no publisher ready to finance Destiny's End and heavy loans to be paid off (six years of development, two of which were without publisher backing, don't pay themselves), Headfirst had been struggling to survive for some time now. Wages hadn't been paid for months, which caused even more developers to leave the company. In the end, there was only the management and TheHoodedClaw left to hold the fort.
It's important to realise that the dedication that went into DCotE is amazing. It's sad to hear from my sources that this dedication went largely unappreciated by the management. While long hours are a standard in this industry, Headfirst seemed to drive it to extremes. Bonuses were promised but never paid, understaffing forced people to take on multiple roles and some of the equipment they had to work on was sub-par. Headfirst was very lucky to have some very dedicated people working who gave everything to deliver us the game. As a testament to the talent of the developers, I can reveal that almost all of them have quickly scored new jobs in the industry. You can find ex-headfirst employers at Codemasters, Eurocom, Crytek, Lionhead and Bioware, to name a few.
And as for the PC port?
The good news that the PC version is still happening (Bethesda has confirmed this). The only reason why we will be able to find a PC version in stores real soon is because TheHoodedClaw, who was Lead Engineer on the project, stayed behind and made the finishing touches all on his own. For free. Why? Because he cares about DCotE a lot (those reading the official forum will have noticed this) and didn't want to disappoint those who have been waiting for so long for the PC version. However, do not expect any graphical tweaks or extras on your PC. This will be a straight port from the Xbox.
The Headfirst watch dogs have the complete story (http://www.callingcthulhu.com/index.php?act=news&CODE=02&t=1413).
The PC port will hit the stores on March 27th, tomorrow. The studios is technically still afloat (perhaps just to see the intended PC release through), but for how much longer is anyone's guess.
It's a good, unique game that must to be played. For as critical of videogames as I am, I'm telling you that it's just that good.