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)
L.A. Noire: 2004-2011 (7 years)
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)
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)
(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.
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)
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.
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)
(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.
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.
(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.
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.
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)
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.
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.
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.
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)
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.
(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)
(I have also fixed some spelling mistakes with the original entries)
* = New entries
(orignal thread)
The "I survived development hell" club (7 years+) of games.
* = Games i initially forgot 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...
www.neogaf.com
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)
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)
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)
(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)
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)
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)
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)
(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)
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)
(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)
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)
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)
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)
Team Fortress 2: 1998-2007 (9 years)
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)
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)
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)
(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)
Last edited: