Amy Henning explains why Visceral's Star Wars was canceled

    Amy Henning explains why Visceral's Star Wars was canceled

    Surely you have heard of the title of Star Wars by Visceral Games now canceled. The development team famous for the Dead Space was headed by Amy Hennig, in turn responsible for another important franchise, that of Uncharted by Naughty Dog. In a recent interview with VentureBeat, Henning went back to talking about the game, revealing the problems that led to the cancellation. The most macroscopic problem, according to the writer, was first of all the distance between the vision one had in the development of the game and what instead Electronic Arts wanted to propose as a business model:



    We were very far in development. We had a lot of material. I just think there has been an inevitable change. They hired me for a reason. They know what I do. But I think where EA is right now, they look more to games as a service, to the live service model. We were trying to make sure we built other modes, extensibility and everything in between. But the fundamental spine was more like Uncharted than one of these open world and live service games.

    Furthermore, the initial project consisted of a cinematic action adventure, but the structure of such a title did not easily adapt to the development engine that Visceral had to use: the Frostbite. The latter is the engine of DICE and Battlefield: it is an engine designed to develop first-person shooters and to manage destructible environments, not for a third-person adventure. Finally, too high logistic costs also negatively affected the development, as the studio was located in the San Francisco Bay Area.



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