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The "I survived development hell" club (7 years+) of games (2024 edition)

Kadve

Member
So.... Someone recently decided to necro my original list so thought why not make another one with some more entries to the club that i learned about since. Some of which even joined it since i posted the first one so here we go!

(I have also fixed some spelling mistakes with the original entries)

* = New entries

(orignal thread)
With Dead Island 2 finally releasing i thought it was time to look back at some other members of this club. Note that this will not include games that will "never be finished" such as Unreal World, Dwarf Fortress and MMO's and will count from when development began, alternatively from when the game was announced if we don't know. Indie games are also excluded because they tend to have a long development cycle anyway and there are way to many of them. I will also set the limit to 7 years as you have to set it somewhere. Also while many sites tends to list it as an example Starfox 2 isn't included. The game was finished after all. Feel free to add any i forgot though.

L.A. Noire: 2004-2011 (7 years)

A detective stands with a gun; in the background is a dead woman (left) and a dead man near three policemen (right). In front of the detective is text: ROCKSTAR GAMES PRESENTS above the larger L.A. NOIRE.


The brainchild of one Brendan McNamara who had previously worked with Team Soho on The Getaway. "Ambitious" would be the best word to describe his and team Bondi's noir inspired detective thriller and its for the time revolutionary "MotionScan" facial animations. The technology and game would prove to be a bit too ambitious though as development was hell on the workers with constant turnovers and the jump from being a PS2 exclusive to a multiplatform 7th generation game didn't help matters. It ultimately released in 2011 to mostly positive reviews but the ballooning budget meant team Bondi didn't last long afterwards.

StarCraft II: Wings of Liberty: 2003-2010 (7 years)

StarCraft II - Box Art.jpg


Being announced to the world in 2007 with development having started shortly after The Frozen Throne. Blizzard's much anticipated follow-up to their classic Sci-fi RTS faced multiple delays due to the studio's focus on World of Warcraft and technical difficulties. Which would also make it miss its Beta launch. It finally fully released in 2010 with huge fanfare and despite the development issues it would prove to be smash hit.

Galleon: 1997-2004 (7 years)

Galleon.jpg


(edit, might have ruffled a few feathers with this one. Turns out its actually something of a Cult Classic but i'm just quoting reviews from the time)

Made by the original designer of Tomb Raider (Toby Gard) who had left Core Design in 1997 to form his own studio Confounding Factor. The game ended going through multiple delays and at least 4 platforms and 3 publishers before finally landing in 2004 as an Xbox exclusive and in a state that reviewers often described as "unplayable", even if the scope was almost universally praised. And the game was quickly brushed aside by the public. Confounding Factor didn't last long afterwards and Toby ended up joining Crystal Dynamics where he went back to Tomb Raider.

Devil's Third: 2008-2015 (7 years)


Devils Third boxart.jpg


To say that the first and only game from Tomonobu Itagaki's new "Valhalla Game studios" was plagued by bad luck is an understatement. Originally partnering up with Microsoft in 2008 for the sake of making an X360 exclusive but with negotiations breaking down after a few years. The studio then found another promising partner in the form of THQ, and switching to a modified version of the engine used for Relic's W40K: Space Marine development went smoothly with everything set for a 2012 PS3 and X360 release... If THQ hadn't imploded like it did the very same year. Desperate to find another publisher (and funder) the company made a deal with a south korean company called Doobic on the condition that they would also make PC and Mobile ports of the game... only for Doobic to go belly up soon thereafter too. Oh and if your wondering why they had to switch to the "Space Marine" engine? Its because the company behind the one they were originally licensing went bankrupt. No I'm not joking!

Now truly desperate the CEO of the studio (Satoshi Kanematsu) got in contact with one Satoru Iwata who agreed for Nintendo to fund the game in exchange for it A: Being a Wii U exclusive and B: Being given a significant online component. Accepting the deal Valhalla Game studios started reworking the game from scratch (as with Relic having been bought by Sega they no longer had access to their tech) and it was finally launched in 2015 to mostly positive (Japanese) reviews but unfortunately for VGS, the studio wasn't done being screwed over by things outside their control. As the failure of the Wii U meant Nintendo only gave the game a half-assed US release which combined with a trademark lawsuit from Valhalla Motion Pictures meant the company didn't last long afterwards.



Spore: 2000-2008 (8 years)
Sporebox.jpg


Originally being developed under the name "SimEverything". And Will Wrights ambitious follow-up to the original Sims certainly promised everything. Inspired by concepts such as the SETI Project and the Drake equation. Spore would be the ultimate "God Game" where you guided an entire specie's evolution but like many games on this list, it proved to be a bit too ambitious for its time and multiple delays and setbacks meant it wouldn't be released until 2008. 8 years after its initial announcement and while reviews were mostly positive the game failed to captive the publics imagination, and is now mostly forgotten.

Dark Sector: 2000-2008 (8 years)

Darksector.jpg


Originally announced in the year 2000 as a follow-up to Digital Extremes classic Epic Games collaboration Unreal Tournament, and like it would be another arena shooter. This version was quickly scrapped though in favor of what would become Unreal Tournament 2003 (which was actually released in 2002) and it was instead re-revealed in 2005 as a single player, sci-fi action game involving mech suits and set to launch the following year. But this did not end up happening as the game once again morphed in 2006 to a Resident Evil 4 inspired horror-shooter as the developers thought the original concept was outdated. And this final version launched for booth the PS3 and Xbox 360 in 2008 (with an infamously bad PC port by CD project the next year) to decent reviews and Digital Extremes ended up recycling many of the ideas from it into their next game, Warframe.


Nights: Journey of Dreams: 1999-2007 (8 years)

The cover art shows NiGHTS, the game's main protagonist, floating in the air with a Big Ben-like tower in the foreground, and a large full moon behind it.


(Note, i might be cheating here as Air Nights and Journey of Dreams were technically unrelated to one another beyond being sequels to Into Dreams. I say they're close enough conceptually to count as the same game though).

Announced in 1999 (though evidence suggests the game had been in development for a few years at that point, cant confirm that though hence why it isn't higher on the list) and built around a motion controller peripheral for the Dreamcast. Air Nights ended up cancelled with the console and Yuji Naka, who really wanted the game to make use of motion controls, didn't follow-up on it until 2005 when Nintendo revealed their Wii console which he thought would be a perfect place for another Nights game. Two more years would pass until it eventually hit store shelves and despite somewhat mixed reviews and poor sales, Naka himself was very pleased with the end product.


Cyberpunk 2077: 2012 -2020 (8 years)


A CGI rendering of a man holding a gun


Being announced in 2012 but being shelved in favor of The Witcher 3: Wild Hunt. Development on CD Projekt Red's huge, open-world board game adaption wouldn't start properly until 2016 after an Engine switch and its ambitious scope ultimately proved a bit to much for the Polish studio, with multiple subcontractors having to be hired and with another two years reportedly just being spent writing the script for the story. And when the game finally released in late 2020 it was a buggy mess that left a really sore taste in the mouth of those that worked on it.

Scorn: 2014 - 2022 (8 years)


Scorn_game_cover_art.jpg


(Like M&B: Warband below Scorn might be considered an Indie game. But I'm including it anyway as it did have a publisher)

Inspired by the works of H. R. Giger and Zdzisław Beksiński. The first game by the Serbian studio Ebb Software was announced to the world in 2014 with a Kickstarter that actually failed completely. Development started anyway though thanks to the donations from some private investors and would continue for the next three years when the studio unexpectedly announced a second kickstarter with a promised release date in 2018, but this did not end up happening despite this one succeeding. This lead to many angry backers accusing Ebb of pulling a scam which was made worse by the developers radio silence regarding the game and the very salty and somewhat hostile posts made by the game creative director Ljubomir Peklar about the backlash. The game finally released in 2022 to mostly average reviews that praised the setting but criticised the often confusing gameplay. And despite the controversy the game actually sold quite well.


*Pikmin 4: 2015-2023 (8 Years)


Pikmin_icon_4.jpg


The fourth numbered installment of Nintendo's popular strategy series was announced to the world as "almost complete" in 2015 and for almost a decade, Shigeru Miyamoto would say nothing other than that the game was "in progression" in a similar silence to "Kirby's Return to Dream Land" below. And like it many publications would eventually dismiss it as vaporware. Behind the scenes though the team couldn't really decide what the final game would be other than "better than the last one" and the years dragged on as they kept experimenting with various elements.

Finally, the game was announced for real at the 2022 September Nintendo direct with release date the following year. And it went on to become one of the best selling entries in the series.


*Kirby Air Ride: 1995-2003 (8 Years)


Karbox.jpg


Originally shown during the 1995 Shoshinkai show as as one of the first ever games running on N64 hardware. "Kirby Ball 64" would face a lengthy development process with multiple restarts none of which truly ended up satisfying Masahiro Sakurai or the higher ups at Nintendo. Finnaly In 1998 Shigeru Miyamoto would announce that development on the game was "put on hold" so that the team could focus on 1080° Snowboarding instead and not much was heard from the it until 2003 when it suddenly reparerad during the 2003 DICE summit now as a Gamecube title and with a new title.

This reveal didn't exactly set the gaming world on fire though and the game eventually released the same year to mostly mixed reviews. Masahiro Sakurai would also quit HAL Laboratory shortly after the game releasing citing dissatisfaction with Nintendo and the videogame industry overall and would never directly work on a Kirby game again.


The Last Guardian: 2007-2016 (9 years)

The Last Guardian cover art.jpg


Inspired by certain feedback to his prior game Shadow of the Colossus (Especially how players would find themselves emotionally attached to the hero's horse). Fumito Ueda and Team ICO's follow-up to said game was announced to the world in 2007 and set to be released as a PS3 exclusive in the following years, but that of course didn't end up happening. Technical difficulties, departures within Team ICO (including Ueda himself, though he was contractually obliged to finish the game), an eventual switch to the PS4 and another internal studio at Sony caused multiple delays and when the game finally launched in 2016 people had mostly stopped caring. And despite good reviews the game ended up underperforming.

TOO HUMAN: 1999-2008 (9 years)​

Too Human.jpg

Silicon Knights infamous Norse mythology inspired sci-fi epic was originally announced in 1999 as an Playstation exclusive, but this version never saw the light of day as the studio soon formed an exclusive partnership with Nintendo (and the game moving over to the Gamecube) and not much was heard from it until 2005 when the game was unexpectedly re-revealed this time as an Xbox 360 exclusive. What followed though was 3 years worth of broken promises, scalebacks, missed released dates and stolen tech before the game finally launched in 2008 to mostly middling revies, poor sales and a lawsuit from Epic Games regarding the after mentioned stolen tech that forced the game to pulled from stores. And its now mostly seen as an example on how to not do a game within the industry.

Team Fortress 2: 1998-2007 (9 years)​

Tf2 standalonebox.jpg


The original 1996 Team fortress was a popular multiplayer mod for Quake made by Robin Walker and John Cook. Booth ended up hired by Valve in 1998 where they started development on a Half-Life version of the original mod (1999's Team Fortress Classic) as well as a sequel made using the same engine. This version was scrapped as the project was moved onto the Source Engine in the year 2000 and that was the last we heard from it in almost 6 years. The duo reportedly couldn't decide on the direction for the game while they also got busy with other Valve projects (such as Half Life 2 and Steam). And the game was often mentioned in the same breath as the below talked about Duke Nukem Forever. Finally, the game was re-revealed in 2006 with a brand new cartoony art style and this version was released in 2007 to critical and public acclaim as part of the Orange Box compilation.

Doom (4): 2007 - 2016 (9 years)


Doom Cover.jpg

Leaked in 2007 (with evidence of it having been in development for a while. But like Nights i can't confirm it) with a full reveal the following year. Doom 4 was infamously given low priority within ID Software in favor of Rage with John Carmack promising that full development would start once that game was finished. But Rage suffered its own issues and wouldn't be released until 2012 and developers were reportedly not happy with how the the often nicknamed "Call of Doom" was turning out in the meantime. Resulting in a complete restart in 2011 but this version wasn't seen as very good either leading to yet another restart in 2014. And its this version that eventually released in 2016 (without the numeral) to critical acclaim from booth reviewers and players.

Final Fantasy XV: 2006-2016 (10 years)

FF XV cover art.jpg


Announced in 2006 as "Versus XIII" and part of Nomura's so called "Fabula Nova Crystallis" series of FF 13 companion games (of which only Type-0 ended up being released) by the team normally responsible for Kingdom Hearts. The project suffered from an burgeoning scope almost immediately though and a perfectionist attitude from Nomura as more and more stuff got added. And as early as 2007 there were internal talks at Square-Enix to rebrand it as the next mainline Final Fantasy tittle in order to recoup the development cost. The game continued making sporadic appearances throughout the entire 7th generation and quickly became a punchline akin to Duke Nukem Forever and when the the game was officially rebranded as Final Fantasy XV alongside a generation jump to the PS4 and Xbox One in 2012. Tabata (who had now taken over from Nomura) estimated it was only around 20% complete and project was rebooted from scratch. Spending another 4 years in development before finally releasing in 2016 to good reviews. Even if its Action-RPG gameplay proved a bit controversial among fans of the series.

Mount & Blade II: Bannerlord: 2012-2022 (10 years)

Mount & Blade II - Bannerlord cover.jpg


(note that this might be considered indie game and shouldn't be on this list as per my own rules, but I'm not so sure. Its high profile enough that i'm including it).

TaleWorlds long awaited (with embassies on long) sequel to their classic medieval Strategy/Roleplaying hybrid was announced in 2012 and kept making sporadic appearances as the decade wore on, with people eventually commonly dismissing it as vaporware. Finally, an early access version was released in 2020 with a full releases arriving two years later to great sales even with a lot of complains that the game felt unfinished.

(continued below)
 
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Kadve

Member

Diablo III: 2001-2012 (11 years)

Diablo III cover.png


Development on a third game in the classic ARPG series started at Blizzard North shortly after the release of Lord of Destruction. But not long thereafter a huge developer exodus ended up taking place at the studio with over 30 developers leaving reportedly due to a conflict with Blizzards then parent company Vivendi (With many forming new studios like Castaway Entertainment and Flagship Studios). This ended up having a devastating effect on the studio and eventually lead to it being closed down in 2005.

Development moved over to the main Blizzard Entertainment studio but like StarCraft II it ended up being given low priority in favor of World of Warcraft and the game wasn't even officially announced until 2008. What followed was another 3 years of mostly silence though as the game wasn't talked about that much until a Beta was announced in 2011 with a full release the coming year which ended up breaking sales records. Even if the game proved somewhat controversial thanks to its controversial real-money auction house, always online DRM, WOW inspired art style and other factors.


Prey: 1995-2006 (11 years)

Cover art


Originally announced by 3D realms in 1995 as a showcase for their new Build Engine (an honour that would go to Duke Nukem 3D instead) and headed by Tom Hall of Rise of the Triad fame. This original version didn't get very far though as Hall left the company the following year to form Ion Storm with John Romero and development was restarted under Paul Schuytema. This version of the game was to built around "moveable portal technology" which combined with destructible environments would give an unique and exciting experience for the players (and if successful would also have been used for the inevitable Duke Nukem 5) but sadly it proved way to ambitious for its time, as after multiple delays Schuytema would leave the project as well and the game was canceled. This changed in 2001 though when the project was resurrected this time licensing id Tech 4 with Human Head Studios brought in as the developer and 2K as publisher. But even after this relaunch the game would still face multiple technical issues and after years of sporadic information the game was finally released in 2006 to surprisingly good reception and sales. Even if the promised sequel (the 2016 game is unconnected) never materialised.


Dead Island 2: 2012-2023 (11 years)


Dead Island 2 cover art.jpg


The one that inspired this list. Development on the successor to Techland's and Deep Silvers zombie slasher started in 2012 under Yager Development (the former being to busy with Dying light) and the game was announced in 2014 with a tentative 2015 release date. Needless to say, This did not end up happening as after missing its release date Yager was kicked from development and the so called "Jack Black" incarnation of the game was scrapped. Sumo Digital was instead brought in to make another, mostly unseen version of the game and who kept making sporadic announcements regarding it until they to left development for unknown reasons in 2019. THQ Nordic (aka Embracer, who had bought Deep silver the prior year) instead handed the game to Dambuster studios who proceeded to make another new version that finally saw a release in 2023.


Kirby's Return to Dream Land: 2000-2011 (11 years)

Kirbys_return_to_dreamland_boxart.jpg


Development on the next mainline Kirby game started at HAL Laboratory not long after the release of Kirby 64 and like it would be 2.5D platformer but made to specifically to take advantage of the GameCube's four controller ports by having four player CO-OP. This version was eventually revealed in 2005 and set to be released in the coming year but the concept had actually ended up proving too much for the Gamecube. Development was instead restarted with the game becoming an open-world 3D platformer inspired by Super Mario 64 but this version was quickly scrapped too in favour of yet another 2.5D game this time inspired by Yoshi's Story alongside an generation jump to the Wii

All of this back-and-forth meant that the only Kirby tittle for the Gamecube ended up being the racing spinoff Kirby Air Ride. And when "Return to Dream Land" ended up skipping several years worth of E3's many believed it had been cancelled despite Nintendos insurance that a Wii Kirby game was in development. These rumors ended up being even more justified when Kirby's Epic Yarn was announced at E3 2010 for the Wii, but only until the 2011 Nintendo Financial Results Briefing where "Return to Dream Land" was unexpectedly re-announced and set to be released the same year. And it ultimately launched to quite favourable reviews and sales even if it was somewhat of accused of feeling outdated.


*Skull and Bones: 2013-2024 (11 Years)


Skull_%26_Bones_video_game.jpg


The first game ever handled by the fledgling Ubisoft Singapore. "Skull and Bones" started out as a simple multiplayer component to Assassin's Creed IV: Black Flag before being spun of as a mmo called "Black Flag Infinite" with the popular ship combat from said game as its central mechanic.

This proved a bit to much though for Ubisoft Singapore who found themselves directionless and without much support from Ubisoft proper. The game kept waning and waxing in scope and development was constantly restarted with elements being changed seemingly overnight all while its budget kept ballooning. By 2017 it had reportedly already cost Ubisoft an estimated 200 million Euro but they where in way to deep at this point (not to mention being contractually obligated to not cancel it thanks to being granted subsidies by the Singapore government in exchange for it being made there) and despite it being nowhere near finished it was announced to the world at that year's E3 under its final title and a 2018 release

This did not affect Ubisoft Singapore much though who kept up their practice of invoking a certain dog at a computer image. And as the delays kept piling on and money kept being wasted Ubisoft finally brought in some support studios that seemed to do the trick. And by 2023 a closed beta was released and soon it would get its final release date in February 2024. Not that anyone really cared at this point, especially with Ubisoft's controversial decision to price it at 70$.



Mother 3: 1994-2006 (12 years)

Deluxe package.jpg


Development on Shigesato Itoi third game in the mother series started shortly after the release of the second one (Earthbound) and like it would be a Super Famicom game. What followed though was over a decade worth of chasing trends and tech as, inspired by Super Mario 64, the original 2D game was scrapped in favor of a 3D N64 version. His vision proved to ambitious though and the game instead jumped to the ill-fated N64 Disc drive, only to jump back to the N64 when the add-on proved to be a commercial failure before being cancelled all together in the year 2000. Nintendo deeming the game to risky as roughly another two years would have been required for it to release in state that meet their standards. That would have been the end of it if not for a very successful re-release of the first two games on the GBA in 2003 and reluctantly Nintendo agreed to restart development on said handheld and once again in 2D form. And while development went slowly the game was finally released in 2006 to critical acclaim.

*Return to Dark Castle: 1996 - 2008 (12 years)


Title_Screen.jpg


In 1996 two fans of the original 1986/87 Macintosh classics (the later Genesis and CD-i ports, not so much) named
Zack Morris and Zackary Black (calling themselves Z Sculpt Entertainment) pitched a third game to the current rights holders of the series Delta Tao, and to their surprise it was actually greenlit. Delta Tao themselves recently having found succés with a color remake of the original.

What followed was over a decade worth of delays and broken promises though as the game for some reason missed its planned 2000 release date with no other explanation that the devs were facing technical difficulties. Delta Tao would steadily release demos and teasers of the game during the coming years mitigating the backlash from fans somewhat, but when inquired on the actual release date they would just respond "we don't announce release dates" or similar statements causing people like with so many other games on the list to dismiss it as vaporware.

Finally. After multiple delays the game was in 2006 announced as being "finished" but also that Z Scuplt still needed a proper publisher for it. They would soon find one in SuperHappyFunFun but who for some reason ended up sitting on it for over a year before finally green-lighting a release in 2008 through their Mac OS web store. Though the also promised level editor wouldn't arrive until 2013 with the Mac OS X port.


Nioh: 2004-2017 (13 years)

Nioh_cover_art.jpg


Originally announced in 2004 as "Oni" based on an unfinished script by Akira Kurosawa and as a traditional JRPG. Oni development (headed by Kou Shibusawa) dragged on for more than 4 years before being scrapped due to "not being fun" and replaced by an action game made by Omega Force (Dynasty Warriors) and this time inspired by movies such as Yojimbo and Seven Samurai alongside a rename to "Ni-Oh". But this version was quickly scrapped too for the same reason. Koei had during this period though merged with Tecmo who in 2010 proceeded to enlist the help of Team Ninja who eventually took over development despite them taking a disliking to the "Dynasty Warrior with a Western protagonist" concept. Resulting in them trying to morph it into their own thing except this ended up not sitting well with Koei (who still had final say in it), Shibusawa in turn not being happy with how his samurai game was turning into a "Ninja Gaiden clone" and the teams attempt to compromise went nowhere.

This stalemate remained until 2014 when the CEO of Koei-Tecmo Hisashi Suganuma finally told booth Koei and Team Ninja to get their heads out of their proverbial asses. He had signed a deal to deliver a PS4 exclusive and "Ni-Oh" was going to be that game. And with that development was finally on track and the game was was released without the hyphen in 2017 to great sales.


*Limbo Of the Lost: 1993-2007 (14 years)​

LimbooftheLost.jpg


(Long history with this one)

The first version of Limbo of the Lost was a (reportedly at least) impressive looking demo for a graphical text adventure game put together by Steve Bovis and Tim Croucher in 1993 for the Atari ST, and which they shopped around to various publishers wanting to find someone willing to fund a full release. They failed to find any though (Atari announcing the death of the ST alongside their exit from the home computer market the very same year might have been a factor) and undetermined they together with a third guy called Laurence Francis instead slapped together a new version on the Amiga 500 which they by 1994 once more started shopping around.

This time they got a catch in the form of Rasputin Software (aka Grandslam Interactive) who would fund it on one condition: They will make the game for the Amiga 1200/CD32 and take full advantage of the CD technology. This was a bit more ambitious than what the trio had set out to do but still they got to work and everything seemed to be going smoothly.... until commodore's bankruptcy and the end of the entire Amiga platform the very same year made the publisher pull out of the deal. And even a public demo bundled with the may 1995 issue of Amiga CD32 Gamer failed to attract another publisher and the project was put in, well, limbo.

This changed in 2003 when the trio (now calling themselves Majestic Studios) suddenly restarted development this time as a fully 3D Windows title. And by 2007 they had actually found a publisher (two even) willing to release the game in G2 Games (Europe) and Tri Synergy (NA) who soon very much ended up regretting the deal though. For reasons known only to them the trio had stuffed the game smack full of stolen art assets from pretty much every game released in the prior 10 years and not wanting a lawsuit it was quickly pulled from stores (physical copies now demanding quite a high price) and booth publishers washed their hands of the entire deal. Majestic Studios soon falling apart as well as the trio kept blaming each other for the situation and the game is now mostly remembered as a subject of ridicule.


*Suicide Squad: Kill the Justice League: 2010-2024 (14 Years)

Suicide_Squad_Kill_the_Justice_League_cover_art.jpg


In 2010 DC comics creative director Geoff Johns would confirm that a game based on the Suicide Squad franchise was in development but didn't elaborate much. He would followup though in 2012 confirming that yes, it was being worked on by the WB Montreal team and would enter full production once their current project, Batman: Arkham Origins, wrapped up in 2013 but what happened then we are not sure off. We do know though that WB Montreal was taken of the game at some point and that it was transferred over to the main developer of the Arkham franchise Rocksteady (presumably after Batman: Arkham Knight was finished) while Montreal instead got to work on a new Batman game staring Damian Wayne.

While development of this new WB Montreal game went relatively smoothly though and would release in 2022 as "Gotham Knights" after (in the grand scheme of things) minor hurdles. Things could not be said the same about the Rocksteady developed title. Poor management, toxic work environment, high turnovers and a complete lack of vision for what the game was going to be caused development to go extremely slowly, something clearly not helped when the game was finally announced in 2020 to insane backlash from fans of the series over its live service nature. With Rocksteady still internally falling apart though the game would ultimately face multiple more delays before it was finally released in 2024. To almost universal negative reception once more mostly due to its status as a live service game


Duke Nukem Forever: 1996-2011 (15 years)​


DukeNukemForever.jpg


The one, the only. You probably already know the story. I have mentioned this infamous game several times already and as you might summarise. Its the go-to example of games that were stuck in development hell.

The tale of what happened to DNF is one of mismanagement, reboots, perfectionism and an in general attitude of casualness among 3D realm employees who never could agree on anything regarding the game but would also never let anyone "compromise" their vision. And when it missed its initial 1998 launch window in favour of its 2001 relaunch (that also never happened) it was already considered a joke within the industry. Having been in development for a pretty much unprecedented 5 years. What followed though was another 7 years of mostly the same thing as the game was relaunched more times than probably any other game in history and by 2009, Take Two's patience had finally run thin as they refused to finance the game any more leading to its cancelation. Or at least it would have if Gearbox hadn't bought the rights to the franchise and made its own version of DNF who finally after 15 years saw a release in 2011 to mostly negative reviews. Mainly due to the very idea of the game releasing having set people expectations sky high.


Metroid Dread: 2005-2021 (16 years, honorable mention)​


Samus Aran stares at the camera in her signature pose while 7 EMMIs look at her from behind.


Yes, there is a game that spent longer in development hell than even Duke Nukem Forever. Or at least kinda-sorta. The original version of Metroid Dread was designed for the DS with different versions being developed between 2005 and 2009, none of which met Yoshio Sakamoto high standards for the franchise and he was reportedly not to fond of the DS to begin with. The game was never officially announced though (the only contemporary proof of its existence is a leaked Nintendo list of "games to look forward too") and while a version for the 3DS was also considered, It never went beyond the concept stage. It wasn't until 2017 following the success of the Samus Returns remake that the game was once more relaunched and officially announced in 2021 as a switch game to be released later the same year. And counting all the years the game spent in limbo, its the game spent longest in development hell.
 
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Mr Hyde

Member
Didn't know Metroid Dread had such long dev time. Or was at least conceptualised as early as 2005. That game was a banger of a Metroid game. Glad Nintendo didn't abandoned it. Curious to what Mercury Steam are cooking up now. Imagine them doing a remake of Zelda 2. Mind. Blown.
 

adamsapple

Or is it just one of Phil's balls in my throat?
*Resident Evil Zero: 1995 - 2003 (8 years)

Rezerobox.jpg


Being in development alongside the original Resident Evil. The prequel to the series was one of many titles planned for the ill-fated Nintendo 64 DD peripheral that eventually got moved to the N64 proper though development ended up going slowly. By 2000 it was estimated that only maybe 20% of the game was complete and it had also at this point become apparent that the game just wouldn't work on the N64 with its cartridge limitations. So it subsequently made a generation jump to the Gamecube where it would spend another three years in development before finally being released in late 2003 to mostly positive reviews.



This is not entirely accurate.

They didn't begin development on Zero until RE2 came out and then they wanted to make a game built around the N64.
 

Kadve

Member
This is not entirely accurate.

They didn't begin development on Zero until RE2 came out and then they wanted to make a game built around the N64.
Got the impression that there was three versions and it was the regular N64 version that started in 1998. Looking at it more closely it seems like i got that wrong so thanks. Removing it.
 

diffusionx

Gold Member
I don’t think Metroid Dread was in active development for 16 years. This should only count games that people were actually working on for that amount of time. Like Skull and Bones.
 
Edge of Twilight 2006-2016. I find it sad and funny that it spent a decade in development hell and then ends up with 30 reviews on Steam.
 

Kadve

Member
Max Payne 3, Alan Wake 2 kinda, RDR2
Think MP 3 only spent six years during development iirc. Alan Wake II only entered production in 2019 so not a member (it only really existed in concept before that).

I dont think Red Dead 2 ever was in dev hell. Like Dagon Age: Origins it just had a very long dev cycle.
 
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Kadve

Member
I don’t think Metroid Dread was in active development for 16 years. This should only count games that people were actually working on for that amount of time. Like Skull and Bones.
True. But in that case DNF wouldnt count either as even it was canceled at one point. Think i can put "honorable mention" on it though.
 

Fafalada

Fafracer forever

*Skull and Bones: 2013-2024 (11 Years)


Skull_%26_Bones_video_game.jpg


The first game ever handled by the fledgling Ubisoft Singapore. "Skull and Bones" started out as a simple multiplayer component to Assassin's Creed IV: Black Flag before being spun of as a mmo called "Black Flag Infinite" with the popular ship combat from said game as its central mechanic.
This is missing a few years of history. The game first started as original IP that later became Black Flag, and was rebooted again afterwards (and really - it was never a component of AC, it was built on AC tech and mechanics but it was always pitched as its own thing). Basically the real time scale was 13 years (give or take), and you can tack on a bit more if you consider that ocean tech that is used in every AC game of that eara (3, 4, 4.5, and obviously S&B itself) was built in SG studio for AC3 in the first place.
 

Labadal

Member
Games long in development? Hold my beer.

There were articles about this one 20 years before it released. First person dungeon crawler. It is party-based, with turn-based combat. Made primarly by one guy. Dude is a mad man, crazy af, but I enjoyed the game, snd I would day one purchase a sequel.
 
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diffusionx

Gold Member
True. But in that case DNF wouldnt count either as even it was canceled at one point. Think i can put "honorable mention" on it though.
I think DNF was in active development until 2009 when 3DR ran out of money, and then Gearbox cobbled together the scraps to finish it. so even with the cancellation you still had like a 12-13 year development.
 

Kadve

Member
Games long in development? Hold my beer.

There were articles about this one 20 years before it released. First person dungeon crawler. It is party-based, with turn-based combat. Made primarly by one guy. Dude is a mad man, crazy af, but I enjoyed the game, snd I would day one purchase a sequel.
Also Unreal world. Nuff said. One mans passion project to create the ultimate Survival RPG. Having started in 1992 and is still not finished and "never will be" according to the guy!

https://en.wikipedia.org/wiki/UnReal_World

Dwarf Fortress too when you think about it. Similar situation. Though neither are or where exactly in "Dev hell"

 

Mortisfacio

Member
Some really good games came out of that. Then some, like Skull and Bones, you wonder how it turned out so poorly despite all of that time.
 

SkylineRKR

Member
Some turned out to be good but many of them end up like turds though. Cyberpunk was simply saved because you can do massive updates nowadays, and CDPR had the funds to do so.

Zero, afaik, started as N64 project and was moved on to Gamecube. Similar to Dinosaur Planet, which moved to GC and became Starfox. Kameo is interesting too by the way. It was N64, then moved on to GC, then MS bought Rare, it moved to Xbox and finally launched on 360.

Too Human was another example I like. I stumbled upon screens of the PSX version in some old mag not too long ago. Crazy that it eventually became a 360 project.
 

Buggy Loop

Member
Hm, Wasnt on any lists i looked at. Like Red Dead 2 and Dagon Age: Origins i dont think it was really in dev hell at any point though. Just had a very long dev cycle + Covid getting in the way.

Starfield trademark was in 2013, but interviews with Pete Hines & Todd indicates that they didn't go full active development until Fallout 4 release in 2015. Still, some artists and work was probably done on Starfield before even Starfield was a name. But for sake of keeping it simple and without speculation. 2015 - 2023, 8 years.

I still don't understand how it too that long considering the usual 4-5 years dev cycle at Bethesda. They were with a known and working hierarchy, team leaders already established, no huge hiring process, veteran devs that know the in-house engine, etc. They didn't revolutionize the tech nor the genre, so I don't see why 8 years on this. Makes me fear for the next Elder Scrolls.
 

FoxMcChief

Gold Member
Yeah, I didn’t read any of that. I would like a Too Human 2 please. I don’t care what it comes out on.
 
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hinch7

Member
Still let down by FFXV after a decade of development hell. And appauled at what happened to DNF, and its IP. What a waste.

Some of these ones like CP 2077, Prey and Doom were all amazing and worth the wait.
 

SHA

Member
Yeah, I didn’t read any of that. I would like a Too Human 2 please. I don’t care what it comes out on.
Won't happen, it's too close to the original mass effect and both of them made by Microsoft, I've searched for details and found something fishy, no details about it, that made them upset and then it turned out a free game because of this, I don't understand, it's such a good game, I don't understand what made them upset, maybe they're expecting mass effect numbers, I really don't.
 
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Fess

Member
I still don't understand how it too that long considering the usual 4-5 years dev cycle at Bethesda. They were with a known and working hierarchy, team leaders already established, no huge hiring process, veteran devs that know the in-house engine, etc. They didn't revolutionize the tech nor the genre, so I don't see why 8 years on this. Makes me fear for the next Elder Scrolls.
Making a sequel in a known IP is much easier, don’t worry about Elder Scrolls VI.

There is much to say about Starfield but it’s a new IP with all new lore, there is not much they can iterate on there, a whole new universe, with new gameplay mechanics, new iteration of their engine, new tools generating maps/planets, more voiced lines, bigger cities, and so on.

I’m thinking that TESVI will stay fairly close to the prequels but on a new map. Shouldn’t have to reinvent things.
 

Kadve

Member
14 years for Suicide Squad????? You must be pulling my leg.
Probably only entered active development after Arkham origins released. But yea that's what happens when you switch studios and the later crumbles around the game. Diablo 4 had a similar thing going on.
 

Holammer

Member
Some of the games surprised me, always figured Nintendo had all their ducks in a row and delivered on time.

I remember TF2's development and the disappointment when they finally released and all the more realistic military stuff was gone in favour of a cartoony 60's setting.
Everyone I know thought it was super lame, but time makes fools of us all and the game is still going strong.

Imagine having 15 years of your career developing a single video game. That is nuts.
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