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News Atomic Heart: Sowjet-Utopie scheitert ab Februar an Roboter-Aufstand

ob ein Spiel gut ist weiss man erst wenns da ist, der PrereleaseHype kratzt mich nicht mehr (Doppelflop Ubisoft, Blizzardfails, etc.) - Vorführtechnologie ist kein Kaufgrund, sonst würd man sich für 3DMark GPUs kaufen xD
 
Ist das Spiel nicht schon seit 10-15 Jahren in Entwicklung?

Irgendwo habe ich noch einen Trailer im Hinterkopf, wo man an einer verlassenen, verwilderten Metrobahn vorbei geht. Vielleicht war es auch ein anderes Spiel. Ähnliche diese Richtung bzw. die Stalker-Schiene... Auch eine Kleinst-Entwickler bis dato..
 
Seby007 schrieb:
Ist das Spiel nicht schon seit 10-15 Jahren in Entwicklung
Also vor 5Jahre kam zumindest der erste trailer.

Ich erwarte von dem Spiel nicht viel,vorallem was die Performance angeht.....

Die können mit trailer ein immer Honig ums Maul schmieren am ende ist es dann wieder Müll.

Schon allein das se es konzept nochmal übern haufen geworfen haben,eig sollte das mehr nen Meele hardcore Spiel werden.
Jetzt gehts ja deutlich in die Shooterrichtung.
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Dancefly schrieb:
Das ist bis heute ja noch nen 3/4 Papiertiger.
Ausser paar kleine schnipsel hat man immer noch nix gesehen,im grunde weis man fast garnix von dem Spiel, und da soll das im März raus kommen alles klar.
 
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Danke, Ich habe mir den uralten Trailer aus 2018 angeschaut; ja das war tatsächlich das Spiel, was ich meinte. Wo Corona noch ausschließlich als Kranz in RPGs bekannt war.

Sehr fleißig bzw. sehr ambitioniert. Das Spiel sah bereits damals sehr fortgeschritten aus.
 
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@Blood011 da gebe ich dir Recht, deswegen bin ich um so mehr gespannt, ob da was kommt.Immerhin macht Nvidia auch Werbung dafür.
 
FrAGgi schrieb:
Ging bisher an mir vorbei, aber sieht ziemlich interessant aus. Ist das Spiel ein klassischer linearer Shooter oder gibt es dort eine Open-World?
Hätte mal wieder Lust auf einen knackigen linearen Shooter mit super Inszenierung statt Open-World-Lauferei.
Es gibt weitläufigere Gebiete eine Art Hubwelt zwischen den Linearen Level Abschnitten (Laboren).
Man sollte es also auch recht linear spielen können.
 
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Hylou schrieb:
Ich trau dem braten nicht.
Das Spiel sieht viel zu gut für dieses Produktionsniveau und der Entwicklungsgeschichte.

Würde mich natürlich freuen mich zu irren, das Buch gefühl (wie auch bei vielen Branchen Insidern) ist aber nicht gut.

Ich habe endlich den post gefunden auf welchen ich mich beziehe bzgl. der Entwicklungsgeschichte.

I’m obviously hoping that Atomic Heart turns out great despite the dev drama, but a few weeks ago there was an article published in Russia on a gaming site that had… you know, concerning stories about the game’s development, and even had ex-devs chipping in on the comments talking about what a shitshow the studio was.

Some extracts:

There was no clear gameplay vision from the beginning, the art was also created on the knee and did not match the level design. A lot of features were developed simply with an eye on other games: it looked like this: “Oh, what a cool mechanic, let’s do it with us too !!!”. As a result, the mechanics did not work at all in solo or jointly, and some were constantly talked about, but “things are still there.”

Good ideas flew in one ear and immediately flew out the other and were sometimes marked with likes, but without showing the prototype were often considered controversial, as Robert likes to say, “shitty”.

At the moment, the vision has been formed (although, rather, there is no longer an opportunity to change something), but the project feels like a hodgepodge and “an attempt to shove the unimpressible”.

A cool GM came to the company for a short time, who was in the lead for 1-2 months and tried to understand the boundaries of the problems. But he didn’t really get along with the management (the proposals were perceived with hostility), as a result, he left.

There was a similar story with a person (sort of) from Sperasoft, who in 2019 came to the role of art director, but left almost immediately, because he was simply not given a command for the necessary tasks.

In 2020, the entire art team, which was at that time in the studio, left. The company as a whole seems to have a fairly high turnover (at least until 2021). Mundfish tried to hire cool specialists, but they often fell off, because processes were not built at all inside the studio.

The management did not quite understand who a game designer is and what he does. They believed that this meant everyone involved in the design. If we add here how Robert and Oleg pushed their ideas without any hypothesis testing, without analysis and showed that they think they know better, the picture is not the most rosy. They generally tested some decisions in production by “gaiety” purely on themselves.

For a very long time they did not hire people to the team when they were required; in the end, they began to recruit some interns, and the testers approved by the current employees with the level of middle senior, suddenly, did not fit. At some point, the QA lead was an intern who was new not only to the project, but to QA in general. As a result, the whole team consisted only of interns who, at the behest of the CTO, were engaged in monkey testing, checks for duplicates were rare.

Robert and Oleg, although they are enthusiasts and burn with the project, they have no release experience (besides the ill-fated VR project). As a result, a complete misunderstanding of work processes. Instead of finding someone to help with this or to study the topic, they literally reinvented the wheel every time. This applies to almost all aspects, from task allocation to planning and forecasting the release date. Recall at least an interview in 2019 , when SRT stated that “the development of the final version of Atomic Heart is underway and the main work is nearing the final stage.”

It often happened that before the release of a video, the authorities simply locked themselves with a powerful computer in one of the conference rooms for the whole weekend to rivet the video. At the same time, they blocked access to most of the project files. During the recording of the video, staged scenes were added, filmed, and then everyone in the studio was confronted with the fact that all these experiments were now uploaded to the project and “everything they did there needs to be fixed.” Sometimes fixes took months.

All this was done to make the video impressive, and then everything from it entered the game so that there were no complaints about them. Yes, the management could show the whole world some kind of prototype created on the knee, and the development team was then forced to build it into the game. As you can understand, some things broke the existing design, and sometimes the scenes shown could remain piecemeal in the game, because initially such a number of opponents in one battle was not meant or, say, there was no tactical benefit from the shown abilities, except for show how beautiful everything is.

Mundfish “already got sick of all the vendors in the world who are involved in testing, voice acting, translations and other things related to development.” According to the source, the company comes and asks to calculate the cost, after which they either say that it is expensive or simply disappear.

As a result, after a month or two, colleagues from a neighboring vendor come to them and offer the same job only through them, of course, with an extra charge. This has been going on for over a year in different directions.

Apparently, the game can still be released in 2022 , and the next postponement does not threaten it. But, it is very likely that the game will have a lot of bugs, and performance on consoles (especially on the last generation) will suffer. Whether we will get a “Russian Bioshock” that will “raise the industry from its knees” or we will see an ambitious but failed attempt to create something really big - we will find out very soon.

An ex-developer named Dmitry Vergasov chipped in in the comments:

As a programmer who worked there in the “first wave” (until 2018 inclusive), I would like to clarify that no one fired us, we ourselves left. By the way, thanks for the article.

Mundfish hold the brand, as always shit.

Even 4 years ago, they heard information about what they were doing wrong, why it went against industry standards and why it needed to be corrected, but they apparently decided that they were the smartest and were pushing their illusions about the “correct” game development to the end .

PS To the current developers from the mouthfish - fairy tales about “crunch a little more, soon there will be a lot of money” have been since the age of 17, as a result, a lot of people have been thrown for money, think about it.

PS Rob, Oleg, if you are reading this, then I am ready for the amount that you did not pay me when you left me 4 years ago to tell you again what you are doing wrong, and why half of the game developers from the Russian Federation have already gone through you, and why each of them has a purely negative opinion about working in the company.

I’m not the sort to rag on studios or try to get people cancelled or whatever. But Mundfish clearly have issues as a studio, and it’ll be a miracle if the final game isn’t a bit of a mess. Because these aren’t development problems from years ago. These are development problems from months ago. They’re obviously confident they can pull things together, but… this is very typical mismanaged game production.

https://reddit.com/r/Games/comments/yk3ez4/_/iur34wf/?context=1
 
 
Uiii, das Spiel hatte ich gar nicht auf dem Zettel. Der Trailer holt mich schon ab, mal gucken wenn es draußen ist, eventuell werde ich es mir dann zulegen. Ist genau das richtige für eine schöne Runde zocken zwischendurch.
 
Ich hab genau nach Release ein paar Tage frei wegen Jobwechsel, ich hoffe es wird gut, dann wird’s gesuchtet. Nicht dass mein Pile of Shame nicht ohnehin noch groß genug wäre, aber das Setting holt mich einfach ab, liebe so Zeugs :D
 
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