Posted Feb 25, 2008 at 09:34PM by Ryan C. Listed in: Hellgate: London, Opinions & Analysis Tags: DirectX, Flagship Studios, Bill Roper
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Hellgate: London - Image 1


Hellgate: London may not be doing as well as Flagship Studios had originally hoped, and in this update direct from head honcho Bill Roper, he admits that the final product could have used a bit more time in the oven. Read on to find out just what he thinks about the bug-infested launch, as well as the developing studio's decision to claim sole responsibility for the game's shortcomings.

So, just what went wrong with Hellgate: London? The fact that the team tried to do so much with the game, and ended up falling short of their goals. Roper's statement, verbatim:


We simply tried to do too much with the game. Vista, DirectX 10, being both a single-player boxed product and a multiplayer online game, a simultaneous launch in seven languages across Europe, the US and South East Asia, and creating our own fully-featured online destination on top of all that.


He also notes that while Flagship Studios will take the blame for the game's issues, he does note that the major bugs that came up at the time of the launch did not have anything to do with how many months they spent testing the build - rather, they were directly related to the huge amount of issues that came up just as the game went live.

Bill Roper also says that the team is wholly fortunate that they decided to make Hellgate: London an online game, as it allows them to continue fixing bugs, adding content, and responding directly to player's needs and wants. He promises that the team will in fact push on all fronts with Hellgate: London - so that the fans get what they deserve.

While it's certainly a sad thing to see a game in such a state, it's also good that the developers are willing to eat crow and do what's right.




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