Perfect Dark Remake 2024 Demo Was a Playable Vertical Slice According to a former dev

RaidenJTr7

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Perfect-Dark-in-game-screenshot.jpg


Adam McDonald, a level designer who worked on the 2024 version of the game, said the demo was made using the game engine and could be played. It wasn't representative of the final product. But, it was a vertical slice, and everything we saw in the trailer was in-engine.

"This demo. It is actually in-engine. I was one of three level designers that worked on it. It worked best if you played it the way the person playing in the video plays it, but it still worked even if you didn't hit the marks perfectly."

 
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So just like watch dogs trailer situation, or early witcher3 trailers, aka bullshot trailer.
Well at least its not as bad as e3 2005 sony conference killzone2 and motorstorm trailers or anthem reveal trailer, those were pure fucking cgi lool :messenger_sunglasses:
 
Tbh 'vertical slice' doesn't tell us much.
A whole lot of playable demos of this kind in history had next to no actual game implemented at the time of demo (WatchDogs, The Division, GR: Future Soldier).

So just like watch dogs trailer situation, or early witcher3 trailers, aka bullshot trailer.
People focus on the wrong things though - the visuals are the least of the problem in these demos (I've commented on this before - when you spend 6 months on a single city block and then 2 years on 3 cities - of course the city block looks better - there's no way it wouldn't, even on weaker hardware).
Actual game systems not existing though... that's why some games take up to half a decade(or never) from the 'vertical slice' to ship.
 
So just like watch dogs trailer situation, or early witcher3 trailers, aka bullshot trailer.
Well at least its not as bad as e3 2005 sony conference killzone2 and motorstorm trailers or anthem reveal trailer, those were pure fucking cgi lool :messenger_sunglasses:
To this day i still don't know how Killzone 2 ended up being a good game. Even back then it seemed impossible.
 
7 years, xbox is my console of choice but at 7 years with nothing to show for it time to go.

Way too much free reign was given to some of these studios in the end.
 
So just like watch dogs trailer situation, or early witcher3 trailers, aka bullshot trailer.
Well at least its not as bad as e3 2005 sony conference killzone2 and motorstorm trailers or anthem reveal trailer, those were pure fucking cgi lool :messenger_sunglasses:
Tbf Guerrilla had nothing to do with the infamous KZ2 announcement trailer.
 
There was a playable vertical slice of a game a studio with a huge budget worked on for 7 years?!

Stop the presses and hand these devs an achievement award asap, they actually did it the absolute madlads
 
Adam McDonald, a level designer who worked on the 2024 version of the game, said the demo was made using the game engine and could be played. It wasn't representative of the final product. But, it was a vertical slice, and everything we saw in the trailer was in-engine.

Holy fuck after all those years a vertical slice not even representative of what they wanted for final product? That's 6 years into development??

Excited Tom Hiddleston GIF by Marvel Studios
 
Holy fuck after all those years a vertical slice not even representative of what they wanted for final product? That's 6 years into development??

Excited Tom Hiddleston GIF by Marvel Studios
Yes, they had to go because six fucking years is really insane.

I'm not sure what the devil happened after 2013, but game developers have generally gotten incredibly bad. We have a lot of wank now, and it seems like a lot of the old school talent simply vanished.

We can all see and understand it. There's a serious problem with game development at the moment.

Because of this, Unreal 5's present focus on Clair Obscur conveys the notion that there is far too much unconscionable filler occurring, which begs the question, "What the hell is going on?"



Things have gone horribly, horribly wrong.
 
could have sold that slice for 1.99, at least something after all the years. test demand, and maybe rethink final decisions about the full project afterwards.
 
The fact that he feels the need to say it was a vertical slice and in engine tells me they still didn't get anywhere in seven years. I know a game engine takes a long time to make but at most a good team can get it done in 3 years. If it took longer then it sounds like the team may have not been very cohesive.

Just what it sounds like to me.
 
So just like watch dogs trailer situation, or early witcher3 trailers, aka bullshot trailer.
Well at least its not as bad as e3 2005 sony conference killzone2 and motorstorm trailers or anthem reveal trailer, those were pure fucking cgi lool :messenger_sunglasses:
Or Witcher 4, or Cyberpunk 2018 demo
 
With how desperate phils was for more exclusives prior to abk acquisition, I reckon a few other devs with good reputation could have scammed Xbox like the initiative guys.
 
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Xbox is like a house of cards, crumbling before our eyes.
It would be funny, if this didn't affect so many workers. But I bet that Phil and Satya don't care about any of them.
 
It was fake footage. That wasn't the game. I'm sick of these developers presuming to spend years dicking around and expecting praise or recognition for showcasing mediocre bullshots. You failed at your job. Either get off Bluesky or get out of the industry. Spencer and Booty's biggest mistake was not shitcanning losers like this behind the scenes when this is all they can come up with after 6 years.
 
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A vertical slice is something taken from an actual game or product to show off its best offerings... The use of "in-engine" and other weird verbal gymnastics used here tells me this was nothing more than a prototype/concept of what could be.

I honestly feel so bad for the developers who were just left in absolute limbo, and after years of stagnation they have nothing but a huge blackeye on their resumes.

It is no wonder this industry is hemorrhaging talent. There is zero stability for anyone to build a life around.
 
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I'm not blaming the studio, i'm blaming phil spencer and matt booty for not doing their jobs and managing these studios properly. How many studios need to be mismanged before the finger is pointed at the people directly responsible for it.
 
I'm not blaming the studio, i'm blaming phil spencer and matt booty for not doing their jobs and managing these studios properly. How many studios need to be mismanged before the finger is pointed at the people directly responsible for it.
Indeed, why TF they cancel games/shut down studios after fricken 7 years of dev time, just check on each studio every month, thats ur fuckin job and make adjustments quickly so projects can be done properly.
 
Indeed, why TF they cancel games/shut down studios after fricken 7 years of dev time, just check on each studio every month, thats ur fuckin job and make adjustments quickly so projects can be done properly.

It's like they don't even check on the progress of any of these studios at all. They just buy them and then leave them be and hope the studio figures it out themselves. Like do your freaking job and get in their and actually manage. Make sure deadlines are being met, make sure the head of the studio is on top of things, talk to employees and find out things from their perspective etc. It seems like phil and matt just say that everything is fine and dandy when its not because they can't be bothered to hold themselves accountable for anything.
 
Solid confirmation of the demo not being faked but not good that after that many years, they just had a vertical slice and still were in the middle of figuring out mechanics.

What a money sink this studio was.
 
The Last of Us 2 E3 demo was a playable verticle slice as well, but the full game technically didnt actually exist yet. They had to build the rest of the game and add all of the mechanics that was shown in the trailer. Im guessing for Perfect Dark that verticle slice was a little too ambitious for them to make into a full playable game.
 
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Will be very interesting to see how W4 gonna look in 2028(no way they make it in 2027, game gonna be humongous) on base ps5 and the pr0 compared to maxed out path traced pc version or ps6 port xD
Honestly when I saw the demo I was like « I can't believe they went again with « look at this npc living its life » stunt again which fooled people for Cyberpunk »
 
Yeah, I feel sorry for people laid off, but most of the time, games cancelled where cancelled for a reason. If after all this time, you don't have a solid foundation, it's time to let it go.
 
You'd think after 6 years of development they could actually show a proper demo of the game instead of an "in engine vertical slice"
 
Adam McDonald, a level designer who worked on the 2024 version of the game, said the demo was made using the game engine and could be played. It wasn't representative of the final product. But, it was a vertical slice, and everything we saw in the trailer was in-engine.

mcdonald%27s-ronald-mcdonald.gif
 
To this day i still don't know how Killzone 2 ended up being a good game. Even back then it seemed impossible.
Guerilla is actually a very good developer. Even their most uninteresting game (Killzone Shadowfall) was technically and visually very sound.

As for this game, there's no way a whole ass studio should have been spun up before they knew exactly what they would be making.
 
Yes, they had to go because six fucking years is really insane.

I'm not sure what the devil happened after 2013, but game developers have generally gotten incredibly bad. We have a lot of wank now, and it seems like a lot of the old school talent simply vanished.

We can all see and understand it. There's a serious problem with game development at the moment.

Because of this, Unreal 5's present focus on Clair Obscur conveys the notion that there is far too much unconscionable filler occurring, which begs the question, "What the hell is going on?"



Things have gone horribly, horribly wrong.


What went wrong? The expectation that every game needs to be a huge open world game with RPG mechanics, crafting, or a full featured free to play moonshot, with excellent graphics and performance, and (mostly) simultaneous multiplatform releases. To be honest, devs abusing the "hours per dollar" metric just might be the source of this.

In order to do all of this you need a senior, experienced team with a focused design. Look at how buggy and broken even the biggest, best games like Morrowind, Oblivion, and Skyrim were upon release. And that was with them only having a fraction of the requirements most games have today. Everything you add to a game increases its complexity exponentially, that's just how software development is.

That and the industry has scaled up immensely. We are awash in great games to play, there just isn't enough time for them anymore. Gaming has grown and the amount of people working in the industry is gigantic. We used to have discussions back in the day about if gaming would ever be as big as the movie industry, and it was an actual debate. The talent didn't disappear - it's still there. It's just these teams are releasing less frequently, and they can get lost in the deluge of shovelware and yearly CoD/sports games. There are more excellent games than ever, but there's even more mediocrity and significantly more crap.

Finally, maybe the biggest factor which has fueled all of this is cheap money. Near zero interest rates for over a decade after the Great Recession meant a flood of money into ventures that were not so profitable, because why not? It fueled a lot of waste, and the business and development dark patterns we are criticizing that are now unsustainable now that you can't just loan money to fund projects gone wrong with minimal cost. Now it's very expensive, and it gets worse the longer your game takes to ship. A 5% APY loan over 5 year development time (assuming you aren't paying it back until your game ships and makes money) costs you 27% of how much you originally borrowed, where as a 1% or 2% loan would only cost 5% or 10% more over that same timeframe. It makes an enormous difference in planning, and that is why you see companies freaking the fuck out about controlling their costs leading to layoffs and cancelled projects. They realize we aren't getting cheap money again, and the greedy bastards thought the decade of free money would last forever.
 
There was a playable vertical slice of a game a studio with a huge budget worked on for 7 years?!

Stop the presses and hand these devs an achievement award asap, they actually did it the absolute madlads

Keep in mind that The Initiative had been working with Crystal Dynamics on Perfect Dark for almost three years then. Their collaboration was announced in September 2021, more than three years after MS founded The Initiative.

In other words, The Initiative had been floundering with Perfect Dark for three years (2018-2021), then Crystal Dynamics was asked to help out and they finally got a vertical slice of the game three years later (2024). And now it's all over.

Pure incompetence and mismanagement.
 
I have a question that maybe someone knows the answer to. How big was The Initiative team?

I always got the impression they were really small and were relying on contractors to do all the heavy lifting. Which in some ways could mean the money spent was much higher but the layoffs were small.
 
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