popsicledeath
Potato del Grande
Did it have controller support? I might get it if I can play it on my Nvidia Shield on the TV. Not sure if I want to sit at my desk to play it though. How fickle am I? :/
If only it was so simple. EA sucks if you are in another country where you don't speak the language. I'll just wait, I'm sure it will go on sale again eventually.1. Go to Origin
2. Add KoA to cart
3. Use the code "LOVE" until Feb 17th to score 50% off
4. ?????
5. Profit
BHG employee_sl said:When people talk about the 38 Studios closure, they tend to forget that it also killed Big Huge Games as well. They had bought BHG a few years earlier, saving us from collapse after THQ dropped us, and under them we had had just released Kingdoms of Amalur: Reckoning. We were proud of the sleeper hit we had made against all odds, and we were very focused on what we had to improve for the next game. We were in pre-production for the next game, addressing those issues and working on a balancing patch for the base game when we found out that EA had done some restructuring, resulting in dropping our plans for a sequel. This was an amenable break, with them letting us keep all the rights, and we had other publishers who were interested in picking us up for Reckoning 2, so while it was a bit of a shift, we weren't too worried.
So we continued working on pre-production and the re-balancing patch while management found a new publisher to work with us. A couple studios were drawing up offers. Things were going so well that as the release date for Diablo III approached, the studio declared that we'd have a "research day" ? on the day Diablo III released, all employees would be encouraged to come into the office and "research other work in the industry." After all, it was a better solution than having everyone call in sick to play at home.
It was a Tuesday, so we met for our regular Tuesday morning meeting, with breakfast catered by the deli in our building. As we were all chatting over eggs and muffins, one of my coworkers mentioned that something must be wrong with his bank, because his paycheck hadn't gone through to his account. Another coworker said she was having the same problem, but with a different bank. Instantly, everyone was on their phones and checking their bank balance. None of us had been paid.
We immediately knew there was a problem, but we didn't realize how big it was. When our meeting turned into an impromptu phone call to payroll at 38 Studios, they assured us that it was just a minor error and that we'd all be getting our checks immediately, once they straightened things out with their bank. Go ahead and play, we'll have it solved and let you know at the end of the day. Curt Schilling apologized for the mistake and promised to make it up to us all.
"Start looking for a new job." my friend said, "Right now." But I was sure it was just a temporary mistake.
We played games, then came back for the end of day meeting. 38 Studios was having an all-company meeting to explain what had gone wrong, so we all piled in to join via webcam. There had been a clerical error, they said, and it was being fixed. Our paychecks were all printed and ready, but the bank had to fix one more thing before they could be delivered and cashed, they said. It'd be ready first thing tomorrow morning. People asked polite questions about how to avoid this in the future, or made jokes about getting time off until this was fixed.
We met again the next morning, a little less enthusiastic. There were still inconsistencies, they said. They'd have it all worked out by the evening meeting, they said. At the end of the day, they had more excuses, but promised the paychecks would be coming the next morning. The questions got a little less polite and the jokes got a little more barbed.
This happened every day that week. Curt started tearing up when he apologized to us. Then he started getting defensive and angry when he was asked questions. Eventually, he stopped talking to us at all.
We kept coming in because our team was very close, and many of us didn't have anything else to do during the day. Few of us were getting work done, although even fewer of us had started looking for new jobs. The balancing patch had to be put on hold; it costs money to release an update to a game, and we didn't have that. We were all sure it'd be worked out eventually.
Most of all, we were looking at what we could do to make Reckoning 2 more attractive to potential publishers. We knew that as long as we had a publisher for the sequel, we could survive, even if 38 Studios collapsed.
On Friday, BHG officially let our in-house QA department go. It was the first time we had admitted that this wasn't going to get better, and it hit us hard because these were our friends who had worked alongside us for years. Once we had a publisher, we'd hire them all back, we promised. It'd be okay, we said. We drank with them at our desks through the day. At the end of the day, 38 Studios told us that everyone was officially on furlough until they worked things out.
That weekend was rough. None of us had been paid, and those of us who lived paycheck to paycheck were getting pretty lean, but we were hearing horror stories from up in 38 Studios that put our troubles in perspective. You've seen the reports, I'm sure: mortgages in foreclosure, pregnant women learning they had lost their health insurance at the doctor's office because 38 had stopped paying it, all that sort of thing. We even learned that management had stopped paying the deli for our Tuesday breakfast meetings, running up a tab of thousands because the deli owner had known and trusted us for years. We didn't know how to break it to him.
The next week, most of us came into work anyway. No one had shut the office and we'd spent so long together crunching for Reckoning that it was our second home?plus, most of us didn't want to be on our own. The news out of 38 was getting more and more dire, and we were realizing that they wouldn't be coming back, so we turned all of our efforts towards getting another publisher to pick up Reckoning 2. Our official layoff emails came from 38 Studios and we barely noticed them as we prepared for visits from interested publishers. It may have been too late for 38, but Big Huge Games could survive.
Then the governor of Rhode Island started making 38's collapse into a political issue and it became mainstream news. Politicians and bank officials quoted scary-sounding numbers about our finances out of context, and they were repeated around the world by news sources who knew nothing about the process of making games. "Amalur" became synonymous with mismanagement. The publishers who had been talking with us decided the whole situation was toxic and pulled out of talks with us.
We couldn't blame them. We knew it was all over.
Usually, when a studio closes, a handful of people are kept employed for a while to ensure that shutdown goes smoothly: offices are closed, assets are cataloged, legal issues are settled, etc. But this closure was entirely unplanned, and we had none of that. For a week, it was chaos.
We still hadn't been paid, and the government and the bank had first priority of getting repaid from the money that 38 no longer had, so we knew we'd never be seeing our last paychecks. People started packing up their things, saving copies of work for their portfolios, grabbing mementos from around the office. Everyone was sharing news of job offers and advice about how to sign up for unemployment. Other studios were sending people for an impromptu jobs fair at the restaurant nearby.
Some of us found jobs. Some of us quietly turned our backs on the industry forever. The drinks we had kept for special occasions were drained in countless teary-eyed toasts.
We knew that the studio's official assets would be put up for auction (not that we'd see any of the money), but we also knew that the only assets that could be officially tracked were the things IT had tagged. Some might have called it looting, but since we were all owed thousands of dollars apiece, it seemed perfectly reasonable. Computers and monitors stayed, but everything else was fair game. The high-quality marketing toys like replica weapons and standees were divided up between our coworkers as consolation prizes for how hard they had worked. Ex-coworkers came into the office for a proper farewell. We had a mini-reunion at work. Then at the bar. Then wherever we could gather. We still do, whenever we run into each other at GDC or the like.
Eventually, we knew we had to leave the office. An outside company would be coming to catalog its assets and move everything into storage. So we packed up the last of what we could salvage and turned out the lights as we all went our different ways.
One coworker?the nicest, sweetest human I've ever worked with?left a note on his office door for the movers:
Fun fact: here, in France, employees have priority. Employees get paid first, then government for back taxes, then creditors.the government and the bank had first priority of getting repaid from the money that 38 no longer had, so we knew we'd never be seeing our last paychecks.
This sort of thing is fairly common with a small team in ANY industry. It often creates the kind of loyalty to a company that these people are showing. Sure, it can be taken to the point of being wasteful, but I doubt it really was.Doesn't sound like BHG was run very well either, thousands in catered meals, drinking at the office, "play" days, probably thousands in replica items. There is so much waste in the video game industry and they wonder why they all keep going bankrupt. Stop trying to be Hollywood or the music industry.
It wasn't bad but it certainly wasn't good ether.Amalur was a good game imo, shame it wasnt able to keep going as it was with some improvements. I liked the very few images/art/clips i saw of the never to be released mmo more than my time in Wildstar /shrug.