I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
Have you heard about Skydance Interactive’s recently released action-packed mech VR shooter called Archangel: Hellfire? The thing here is that the development team found a way to craft 3D models within a 3D VR environment. To build the game’s vision and generate its stunning mech-warriors, Skydance the studio relied on Oculus Medium that allowed the team to quickly prototype and view models to scale in VR. This allowed artists to sculpt freely using the space around them, and then add the final touches in ZBrush, Autodesk 3ds Max, Unreal Engine 4 and other tools. Check out a video from the Oculus Medium channel to get more details on the process.
The mech combat VR game, Archangel: Hellfire launched last week. Take a behind-the-scenes look at how the developers at Skydance Interactive prototyped the mechs you play in! Learn how they utilized VR Creation tool, Oculus Medium, to design better models and save production cycles.
You can learn more about the game and find more dev diary posts here.