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Update (02/29): details emerge for Respawn's now-cancelled Mandalorian FPS (Insider Gaming)


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INSIDER-GAMING.COM

Insider Gaming sources have revealed that Respawn Entertainment is developing a first-person Mandalorian game.

 

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Insider Gaming sources have revealed that Respawn Entertainment is developing a first-person Star Wars Mandalorian game that is in its early stages of development.

 

According to sources, the game will see the player take control of a Mandalorian bounty hunter (unclear who) set during the time when the Galactic Empire is dominating across the galaxy. It’s your job, as a bounty hunter to capture bounties dead or alive for cash rewards.

 

As first reported by VentureBeat’s Jeff Grubb, the game was being led by Respawn creative director Mohammad Alavi, who left the studio to pursue his next adventure. According to Grubb, who didn’t disclose it was a Star Wars game at the time (but has recently), the game will be focused on “mobility” and “style” as guiding principles.

 

 

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57 minutes ago, AbsolutSurgen said:

Star Wars Jedi: Survivor was probably the best game I played last year.

 

A Mandalorian game, given all of the tools they have, sounds like it would be awesome.

 

Can't wait.

 

I completely agree. 

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4 minutes ago, skillzdadirecta said:

I'd be more interested if this was thrid person. Once again, Devs are hiding a cool character with great design and customization potential behind first person.

 

Yea another Indiana Jones here. I agree with you. 

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It should at least be noted that the director behind the two recent, excellent Jedi games left Respawn last September. With Apex Legends continuing to get worse and worse, hopefully this doesn't mean a dip in quality. 

 

WWW.EUROGAMER.NET

Stig Asmussen, the director behind the acclaimed Star Wars Jedi: Fallen Order and Star Wars Jedi: Survivor, is leaving …

 

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1 hour ago, Greatoneshere said:

It should at least be noted that the director behind the two recent, excellent Jedi games left Respawn last September. With Apex Legends continuing to get worse and worse, hopefully this doesn't mean a dip in quality. 

 

WWW.EUROGAMER.NET

Stig Asmussen, the director behind the acclaimed Star Wars Jedi: Fallen Order and Star Wars Jedi: Survivor, is leaving …

 

 

Ouch!

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  • Commissar SFLUFAN changed the title to Insider Gaming: Respawn is developing a first-person Mandalorian (not necessarily THE Mandalorian) game, update: nevermind - it's been cancelled
18 hours ago, crispy4000 said:

This should have been a slam dunk unless Respawn was stretched too thin.

 

INSIDER-GAMING.COM

Following the cancelation of the Star Wars Mandalorian game by Respawn Entertainment, here's everything we know about the game.

 

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It’s been just two weeks since Insider Gaming exclusively reported on the first details on Respawn Entertainment’s first-person Star Wars Mandalorian game, but just yesterday, the game was officially canceled by EA.

 

First, it should be said that by all accounts this game was fantastic – and that isn’t just coming from the developers, but from everybody who had the opportunity to play the game. Feedback from playtests was always positive and surrounded by buzz, with the developers enjoying the entire process of working on the project. That being said, for whatever reason, EA felt like the game was too much of a financial risk and has decided to pull the plug.

 

 

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The game started with ‘the den’, which was the player’s base of operations, that contained your ship, a map of the galaxy, an upgrade station, an armory, and more. It’s understood that it would be here where you would select which bounties you’d want to pursue. The player could then equip the weapons they wanted, upgrade their armor, and then go into the ship and land on the planet where the bounty is located.

 

The game was not an open world and instead offered a linear level experience, but did have some larger open areas for the player to explore and find their bounties and other secrets. Combat was described as very fast-paced due to the Mandalorian jetpack that allowed for vertical dashing and horizontal boosting for reaching those high-to-reach places. It was also said that there was a takedown feature, which would see your character perform takedowns, somewhat reminiscent of DOOM (but a lot less gorey) to take down enemies.

 

The main enemies were stormtroopers, who would patrol most maps as you try and complete your bounty and had several different types that you come to expect from a Star Wars game – regular, shotgun, sniper, heavy (rockets), and more. It’s also understood that the game featured ‘boss-like’ enemies periodically, which would see you face AT-ST walkers etc. Other enemies would depend on the planet you were on but could range from gangs of outlaws to other bounty hunters who wanted to beat you to the punch.

 

 

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  • Commissar SFLUFAN changed the title to Update (02/29): details emerge for Respawn's now-cancelled Mandalorian FPS (Insider Gaming)

The licensing aspects, and getting everything approved can add a lot of time/cost to the process.

 

I was listening to an X-Wing minitatures game podcast, where they were interviewing a former member of the dev team.  And they explained how challenging it was to move quickly with an ILM property, rather than their own IP.  It can make things >30% slower. 

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17 hours ago, SuperSpreader said:

Star Wars/Lucasfilm franchises always kill dev studios 

 

I can only imagine the expensive headache it is to deal with them 


Part of the expensive is likely having to go back and get approval from Lucas Film on everything. And if there’s something they dont agree with it could cause a lot of work to be redone with multiple back and forth meetings of “hows this?”, “no? then hows this”. 

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1 minute ago, Spawn_of_Apathy said:


Part of the expensive is likely having to go back and get approval from Lucas Film on everything. And if there’s something they dont agree with it could cause a lot of work to be redone with multiple back and forth meetings of “hows this?”, “no? then hows this”. 

 

Imagine if someone over there is having a cranky day. "No that button on r2 should be .2mm more to the right!" Start over 

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3 minutes ago, SuperSpreader said:

 

Imagine if someone over there is having a cranky day. "No that button on r2 should be .2mm more to the right!" Start over 


or they decide they no longer approve of an outfit a character has because they’ve decided it conflicts with canon or possibly another project in the works, so every cutscene or asset showing them in that outfit has to be redone. Im sure the look and powers of High Republic everything had to go through multiple design and approval meetings, especially since Lucas Film is also producing other High Republic content and they wont want things to be wildly inconsistent. There were like many things as gar as story, background, revelations, etc that would be off limits to Respawn. Some possibly not disclosed until Respawn already did the work and was told to change it. 

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9 hours ago, Brick said:

Guess we'll never get a good bounty hunting game/a game like the original Prey 2 trailer. 

 

Even though that was a "vertical slice" trailer, everything that I saw was so damned fantastic that to this day I deeply regret that it never came to fruition.

 

(Though the "Prey" game we did get from Arkane was all the System Shock 3 that we will ever need!)

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1 hour ago, Spawn_of_Apathy said:


Part of the expensive is likely having to go back and get approval from Lucas Film on everything. And if there’s something they dont agree with it could cause a lot of work to be redone with multiple back and forth meetings of “hows this?”, “no? then hows this”. 

 

1 hour ago, SuperSpreader said:

 

Imagine if someone over there is having a cranky day. "No that button on r2 should be .2mm more to the right!" Start over 

The descriptions I heard were that ILM was focused on being consistent with lore, and not including anything that would make the Star Wars Universe shown in a bad light.

When developing the artwork, they would get approvals for the description before getting the art commissioned, and then have to get signoff on the art once it was completed.

Every time an article went out describing a new product, or a points update, it had to be approved.

It wasn't that the people at ILM were difficult to deal with, or that the cared about the game mechanics.  It was just the bureaucracy and time it took to get things done.

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