Det var fler än vi på redaktionen som blev besvikna över att EA lade ner Visceral Games. Det medförde också att Star Wars-äventyret som gick under arbetsnamnet "Project Ragtag", med tidigare Uncharted-utvecklaren Amy Hennig i spetsen, också hamnade på tippen - och många har såklart undrat vad som egentligen hände.
I en intervju hos USGamer berättar nu Amy Hennig mer av sin version kring "Project Ragtag", och säger bland annat att grafikmotorn Frostbite Engine var ett stort hinder:
"I think Visceral was sort of beset with a lot of challenges. Even so, we were making a game; people have said it was an Uncharted Star Wars. That's sort of reductive, but it's useful because people can kind of visualize something in their head. But what that meant is we obviously had to take the Frostbite Engine, because there was the internal initiative to make sure that everybody was on the same technology, but it was an engine that was made to do first-person shooters, not third-person traversal cinematic games.
So building all of that third-person platforming and climbing and cover taking and all that stuff into an engine that wasn't made to do that. We did a lot of foundational work that I think the teams are still benefiting from because it's a shared engine, but it's tough when you spend a lot of time doing foundational stuff but then don't get to go ta-da! [laughs] You know, here's the game."
Amy Hennig verkar besviken över att spelet lades ner och hon menar att det inte var så ofärdigt som många tycks ha trott:
"I wish people could have seen more of it because it was a lot farther along than people ever got a glimpse of. And it was good, you know? But it just didn't make sense in EA's business plan, ultimately. Things changed over the course of that time I was there. So you know, what can you do."
Det är för övrigt inte första gången Frostbite Engine skapat problem för utvecklare och både Mass Effect: Andromeda och Dragon Age: Inquisition sades ha fått problem på grund av det bakomliggande tekniska.
