कोशिश गोल्ड - मुक्त

THE MAKING OF HUNT: SHOWDOWN

Edge

|

August 2020

How a set of assets rescued from a dying project became Crytek’s masterpiece

- Jeremy Peel

THE MAKING OF HUNT: SHOWDOWN

Game developers are used to a complicated sense of ownership. The designer who conceives a game in preproduction might not be the same who sees it to completion; the publisher to whom the IP legally belongs may never touch its code. Yet for the team at Crytek Frankfurt back in 2013, the answer was unusually clear: Hunt wasn’t theirs.

Hunt: Horrors Of The Gilded Age, as it was known then, lived on another continent. As THQ collapsed, Crytek’s Cevat Yerli had swooped into Austin, Texas to hire Vigil head David Adams, and subsequently many of the studio’s former staff. Hunt would be the next step for the Darksiders team: an action-RPG reshaped by the added contemporary twist of four-player co-op. It was even developed on the same computers as Darksiders – in a practical gesture of continuity, Crytek had bought those too. “We received updates through monthly team company meetings,” recalls Crytek Frankfurt’s Dennis Schwarz. “I was always curious to see the next steps and how this whole thing evolved. But obviously, we weren’t a part of the development process.”

Until, that was, Hunt’s dramatic origin story took a further turn. 2014 turned out to be the most traumatic year in Crytek’s history. After a period of rapid growth that peaked with nearly 1,000 staff across nine studios, the company was entering a phase of painful contraction. With employees left waiting for pay, Crytek sold off Homefront: The Revolution and its veteran UK developer. The former Vigil team, meanwhile, was stripped to the bones, reduced to providing engine support for local CryEngine licensees.

There’s a more likely version of this tale, in which Crytek cut its losses and

Edge से और कहानियाँ

Edge UK

Edge UK

Post Script

Battlefield 6's singleplayer offering wouldn't have matched Call Of Duty in 2011

time to read

2 mins

Christmas 2025

Edge UK

Edge UK

Post Script

The art of not fighting

time to read

3 mins

Christmas 2025

Edge UK

Edge UK

Absolum

In its branching structure and buffet of combat techniques, it can stand toe to toe with any champion

time to read

4 mins

Christmas 2025

Edge UK

Edge UK

Ball X Pit

Fire and petrol. Coke and Mentos. Beans and toast. Of all the potent combinations to emerge throughout recorded history, Kenny Sun's Ball X Pit offers one of the most devious concoctions yet: Vampire Survivors and Breakout.

time to read

2 mins

Christmas 2025

Edge UK

Edge UK

COLLECTED WORKS JERK GUSTAFSSON

From making Quake maps to reviving Wolfenstein, with a master of firstperson videogame design

time to read

14 mins

Christmas 2025

Edge UK

Edge UK

Dreams Of Another

The man in pyjamas may be holding an automatic rifle, but as we keep the trigger squeezed, rattling out an infinite supply of bullets, Dreams Of Another feels as therapeutic as PowerWash Simulator.

time to read

2 mins

Christmas 2025

Edge UK

Edge UK

Battlefield 6

There's always a way to throw yourself back into the fray or to grab a breather and assess your options

time to read

6 mins

Christmas 2025

Edge UK

Ninja Gaiden 4

Ninja Gaiden 4 revels in the transgression of refusing to stop where you'd normally expect

time to read

4 mins

Christmas 2025

Edge UK

Edge UK

BACK TO LIFE

Herobeat Studios hopes for redemption in the face of environmental collapse

time to read

1 min

Christmas 2025

Edge UK

Edge UK

RETRY.EXE

Inside the long and gruelling journey of Lunar Software's sinister sci-fi horror

time to read

14 mins

Christmas 2025

Translate

Share

-
+

Change font size