Showing posts with label LA Noire. Show all posts
Showing posts with label LA Noire. Show all posts

5 July 2011

Ex Team Bondi Staff Member Reveals Frosty Relationship With Rockstar



L.A. Noire may have been released to rave reviews and great sales, but it may be the end of developer Team Bondi's relationship with Rockstar Games. Following allegations of bad working conditions by ex-members of Team Bondi, another ex-staffer has come forth with a rather bleak look at the studio's future with the L.A. Noire publisher.

The ex-staffer told GamesIndustry: "It’s pretty well reported now that the working conditions were bad. What hasn’t been discussed yet (from what I’ve seen) is the relationship between Team Bondi and Rockstar. I’ve heard a lot about Rockstar’s disdain for Team Bondi, and it has been made quite clear that they will not publish Team Bondi’s next game.

"Team Bondi are trying to find another publisher for their next title, but the relationship with Rockstar has been badly damaged – Brendan treats L.A. Noire like a success due to his vision but I think Rockstar are the ones who saved the project. They continued to sink money into LA Noire, and their marketing was fantastic. Without their continued support, Team Bondi would have gone under several years ago."

The ex-staffer also pointed out a few inconsistencies with what founder Brendan McNamara has said in an IGN interview with what was actually happening at the studio

27 June 2011

L.A. Noire Seven Year Production Hell


L.A. Noire is so far my favourite game of the year, It could even be one of my favourite games of all time. A delicate balance of impressive detective work, fantastic chase scenes, movie like storylines and all round incredible game world that Team Bondi created. Yes they must be incredibly proud of what they achieved, but it seems that things were not always rosy within the studio. A great article from Owen Good at Kotaku explains the bad times of working on a game that spans seven years.

Owen Good, Kotaku


It took seven years. It spanned two console generations. It was the biggest undertaking in Australian games development. And the seven years it took to bring L.A. Noire to store shelves was consistently an unhappy time for many who worked on the game, reports IGN.
The freelance journalist Andrew McMillen, writing for IGN, gives a comprehensive look at L.A. Noire's development, with stinging criticism from former Team Bondi staff and remarkably candid replies by the studio's founder, Brendan McNamara. Throughout, Team Bondi is depicted as a contentious studio populated by exhausted developers perpetually in the throes of "crunch," an industry term and one of its nastier little secrets.
McNamara, to his credit, does not evade questions with corporate speak. Asked to account for turnover that saw at least 100 staff enter and leave the studio during Noire's making, McNamara replied that he thought the figure was actually higher than that. "Of the people we tried to build the game with, most of them would've never had any experience with this kind of thing before," he said.
He also doesn't run from anonymous-sourced complaints about his management style, which some called verbally abusive. "Am I passionate about making the game? Absolutely," he said to McMillen. "Do you think that I'm going to voice my opinion? Absolutely. But I don't think that's verbal abuse."
More troubling are the allegations IGN reports of unpaid overtime and manipulated job titles that dumped multiple job descriptions and 110-hour workweeks on some at insubstantial salaries. (The story alleges that overtime would only be paid out three months after the game was completed, requiring everyone to stay in order to be paid for that.) This is a common complaint in games development, especially here in the U.S. McNamara chalks up the workers' unhappiness to their disillusionment about what kind of field this is, and what it really means to be competitive in it.
"The expectation is slightly weird here, that you can do this stuff without killing yourself; well, you can't," McNamara told McMillen. "Whether it's in London or New York or wherever; you're competing against the best people in the world at what they do, and you just have to be prepared to do what you have to do to compete against those people."
Crunch is not a virtue. It's poor management coupled with abusive labor practice. Games development is shot through with the attitude that it's OK. We saw it when Danny Bilson of THQ casually remarked on the "thousand-yard stare" of Kaos Studios after two months of seven-day workweeks, making Homefront. (Kaos' ultimate reward:Studio closure and the project being shipped to Montreal.) And they get away with it because the layperson conceives of video games development as a Wonkaland of fun that anyone should feel lucky just to be a part of. That, and the lines of developers waiting at the door for the next disgruntled employee to quit, help keep things solidly in the favor of ownership.
"There's a lot of naivety amongst young game programmers out there," said one unnamed Bondi developer. "There's all this young enthusiasm to get into the games industry. People are willing to do so much to do it, but they're not educated about how they really should be standing up for themselves, and making sure that the conditions are right."
Thank you Team Bondi, Thank you.

22 June 2011

Top 10 Most Expensive Games Ever Made






Gaming is big business these days. Commanding a whole 5% of all entertainment purchases in the US last year (think about it, for every twenty dollars spent on movies, books, DVD rentals, music – anything entertainment related – one of those dollars went on gaming), the days of our hobby of choice being synonymous with children and/or social pariahs living in basements playing Dungeons & Dragons is well and truly over.
And big business also equates to big money, with some of the more recent of games sporting budgets that would make some Hollywood blockbusters balk. What have been the most expensive games of all time? Read on.


10. Killzone 2: $45 million
9. Final Fantasy XII: $48 million (FFXIII is rumoured to have cost 150% of what FFXII did)
8. L.A. Noire: $50 million
7. APB: $50 million
6. Halo 3: $55 million
5. Metal Gear Solid 4: $60 million
4. Too Human: $60+ million
3. Shenmue: $70 million
2. Gran Turismo 5 : $80 million
1. Grand Theft Auto 4: $100 million

17 June 2011

L.A. Noire DLC Trailer Released: Nicholson Electroplating

Hey, Did you like Rockstars L.A. Noire? Wanna play some more L.A. Noire? Well sink your teeth into "Nicholson Electroplating" which sees you take the field with Cole and Biggs to investigate a brand new arson case.


Like I said... More L.A.Noire, Awesome!