![]() ![]() Deciding to make the console versions all at the same time was ridiculous." We didn't have experience in making a simple PC title. Motion Twin designer and chief Sébastien Bénard ( pictured, above far right) adds: "Looking back, this proved to be a good decision at the time but it was the most stupid thing. Then we started to say: 'Okay, this is what you have to do to be able to sim ship on console and this is the timeline for that work' and that was super complicated - certification, that whole process, all of the things you have to do to be able to get things out on time. "We thought the world was all rainbows and unicorns. When we last spoke with PCGamesInsider, we were out of Early Access and in March we were preparing for the console launch," marketing and comms boss Steve Filby ( pictured, above right) says. "We severely underestimated the complications of what it meant to simultaneously ship on console. ![]() That follows the one million copy milestone when we sat down with them at GDC 2019 - but also a huge learning experience for Motion Twin. Yet, Dead Cells has not only been a smash hit for the studio, selling over two million copies to date. Not only was it the French studio's first PC and console project, it also combined elements from both the Metroidvania and roguelike genres- well-trodden ground, especially in the indie games scene. Dead Cells from Motion Twin was no doubt an ambitious title. ![]()
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