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* KeepCirculatingTheTapes: Unsurprisingly given how much of a bomb it was, but ''Haze'' has never been made backwards compatible on any newer Playstation consoles. However, it is one of the most emulator-friendly PS3-exclusive FPS games, likely due to originally being planned as a multi-platform release during its development.

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* KeepCirculatingTheTapes: Unsurprisingly given how much of a bomb it was, but ''Haze'' has never been made backwards compatible on any newer Playstation consoles. However, it is one of the most emulator-friendly PS3-exclusive [=PS3=]-exclusive FPS games, likely due to originally being planned as a multi-platform release during its development.
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* KeepCirculatingTheTapes: Unsurprisingly given how much of a bomb it was, but ''Haze'' has never been made backwards compatible on any newer Playstation consoles. However, it is one of the most emulator-friendly PS3-exclusive FPS games, likely due to originally being planned as a multi-platform release during its development.
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* NoPortForYou: ''Haze'' was original envisioned as a multi-platform release with ports for the Xbox 360 and PC, but Ubisoft ultimately decided to make it a Playstation 3 exclusive. Due to being an OldShame for most of the people involved, it also has never been made backwards compatible with any future Sony consoles.
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* FakeAmerican: Nearly all the voice actors in the game are actually all british putting on american accents.

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* FakeAmerican: Nearly all the voice actors in the game are actually all british British putting on american American accents.
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* CreatorKiller: For Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''Franchise/{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their customers dried up. Basically, Creator/IonStorm all over again.

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* CreatorKiller: For Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''Franchise/{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their customers dried up. Basically, Creator/IonStorm Dallas all over again.
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* WhatCouldHaveBeen: Free Radical planned a sophisticated tactics/partner AI, which would have led to you commanding Mantel/Rebels in some team based combat and helped the game really stand out among FPS games. Unfortunately, Free Radical couldn't actually get it to work, so they dropped it and this game game became yet another FPS.

to:

* WhatCouldHaveBeen: Free Radical planned a sophisticated tactics/partner AI, which would have led to you commanding Mantel/Rebels in some team based combat and helped the game really stand out among FPS games. Unfortunately, Free Radical couldn't actually get it to work, so they dropped it and this game game became yet another generic FPS.
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* CreatorKiller: For Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''Franchise/{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their custom dried up. Basically, Creator/IonStorm all over again.

to:

* CreatorKiller: For Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''Franchise/{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their custom customers dried up. Basically, Creator/IonStorm all over again.
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* DevelopmentHell: The game was delayed nearly a full year; the main feature, an advanced task-based AI system, had to be discarded during development, and early trailers bear little relation to the final plotline. Ubisoft demanded the entire plot be rewritten several times, with the setting changing from present-day to near-future and Iraq to a random South American country, even having the ''name'' of the PMC changed from "Mantle" to "Mantel." Seemingly worried that it would overrun further, Ubisoft then pulled the plug to prevent it clashing with the release of ''FarCry 2''; the result is an ObviousBeta with at least one level clearly originally designed for the other faction (the container ship was obviously supposed to be a Mantel level, given the player can smash steel bulkhead doors while the enemies have to use cutting gear), a cobbled-together plot and a general feeling of being unfinished. The engine was also a bad fit for the Playstation 3 and poor in general, the audio director [[http://www.eurogamer.net/articles/2012-05-04-free-radical-vs-the-monsters likened]] inserting sounds into the game to "papering a wall while the rest of the house is burning down".

to:

* DevelopmentHell: The game was delayed nearly a full year; the main feature, an advanced task-based AI system, had to be discarded during development, and early trailers bear little relation to the final plotline. Ubisoft demanded the entire plot be rewritten several times, with the setting changing from present-day to near-future and Iraq to a random South American country, even having the ''name'' of the PMC changed from "Mantle" to "Mantel." Seemingly worried that it would overrun further, Ubisoft then pulled the plug to prevent it clashing with the release of ''FarCry 2''; ''VideoGame/FarCry2''; the result is an ObviousBeta with at least one level clearly originally designed for the other faction (the container ship was obviously supposed to be a Mantel level, given the player can smash steel bulkhead doors while the enemies have to use cutting gear), a cobbled-together plot and a general feeling of being unfinished. The engine was also a bad fit for the Playstation 3 and poor in general, the audio director [[http://www.eurogamer.net/articles/2012-05-04-free-radical-vs-the-monsters likened]] inserting sounds into the game to "papering a wall while the rest of the house is burning down".
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* CreatorKiller: For Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''Franchise/{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their custom dried up. Basically, [[VideoGame/{{Daikatana}} Ion Storm]] all over again.

to:

* CreatorKiller: For Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''Franchise/{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their custom dried up. Basically, [[VideoGame/{{Daikatana}} Ion Storm]] Creator/IonStorm all over again.
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*** There are differing reports on that, some say that Battlefront 3 was 99% complete but EA cancelled the title anyways.

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*** There are differing reports on that, some say that Battlefront 3 was 99% complete 95% completed but EA [=LucasArts=] cancelled the title anyways.''apparently'' claiming that it was a mediocre game that wasn't worth putting money into anymore.
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* FakeAmerican: Nearly all the voice actors in the game are actually all british putting on american accents.
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*** There are differing reports on that, some say that Battlefront 3 was 99% complete but EA cancelled the title anyways.

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* CreatorKiller: Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''Franchise/{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their custom dried up. Basically, [[VideoGame/{{Daikatana}} Ion Storm]] all over again.

to:

* CreatorKiller: For Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''Franchise/{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their custom dried up. Basically, [[VideoGame/{{Daikatana}} Ion Storm]] all over again.again.
** What's even ''worse'' they had both a ''VideoGame/StarWarsBattlefront'' ''and'' a ''VideoGame/TimeSplitters'' game in the pipelines during that time-putting those in the gutter for quite some time.
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** As well, this project's disastrous development cycle was responsible for killing off [[VideoGame/StarWarsBattlefront Star Wars Battlefront III]] - the project was apparently close to finished, but when Haze was close to shipping, Free Radical had to divert all their resources just so they could make Haze even ''ship'', which resulted in ties with [=LucasArts=] beginning to fray due to lack of communication. The whole thing collapsed when [=Lucasarts'=] new president started pushing the studio even harder and refused to pass a milestone, apparently with the intention of forcing the project's cancellation.

to:

** As well, this project's disastrous development cycle was responsible for killing off [[VideoGame/StarWarsBattlefront Star Wars Battlefront III]] - the project was apparently close to finished, but when Haze was close to shipping, Free Radical had to divert all their resources just so they could make Haze even ''ship'', which resulted in ties with [=LucasArts=] beginning to fray due to lack of communication. The whole thing collapsed when [=Lucasarts'=] new president started pushing the studio even harder and refused to pass a milestone, apparently with the intention of forcing the project's cancellation.cancellation.
* WhatCouldHaveBeen: Free Radical planned a sophisticated tactics/partner AI, which would have led to you commanding Mantel/Rebels in some team based combat and helped the game really stand out among FPS games. Unfortunately, Free Radical couldn't actually get it to work, so they dropped it and this game game became yet another FPS.
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None

Added DiffLines:

** As well, this project's disastrous development cycle was responsible for killing off [[VideoGame/StarWarsBattlefront Star Wars Battlefront III]] - the project was apparently close to finished, but when Haze was close to shipping, Free Radical had to divert all their resources just so they could make Haze even ''ship'', which resulted in ties with [=LucasArts=] beginning to fray due to lack of communication. The whole thing collapsed when [=Lucasarts'=] new president started pushing the studio even harder and refused to pass a milestone, apparently with the intention of forcing the project's cancellation.
Is there an issue? Send a MessageReason:
None


* CreatorKiller: Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their custom dried up. Basically, [[VideoGame/{{Daikatana}} Ion Storm]] all over again.

to:

* CreatorKiller: Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''{{Halo}}'' ''Franchise/{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their custom dried up. Basically, [[VideoGame/{{Daikatana}} Ion Storm]] all over again.
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** The draft of the plot that most trailers (and the box art) were based on had a much stronger motive for people to join Mantel (it was a force for order in a violent, chaotic world) and had Shane come off Nectar extremely suddenly after a pair of Rebels ambush him and another trooper. They kill the other guy and slash the [[StarTrekDeepSpaceNine Jem'Hadar]]-like Nectar tube of the old suit design, followed by smashing the faceplate of his suit. The city map this was supposed to take place in was released as part of the second DLC map pack.

to:

** The draft of the plot that most trailers (and the box art) were based on had a much stronger motive for people to join Mantel (it was a force for order in a violent, chaotic world) and had Shane come off Nectar extremely suddenly after a pair of Rebels ambush him and another trooper. They kill the other guy and slash the [[StarTrekDeepSpaceNine [[Series/StarTrekDeepSpaceNine Jem'Hadar]]-like Nectar tube of the old suit design, followed by smashing the faceplate of his suit. The city map this was supposed to take place in was released as part of the second DLC map pack.
Is there an issue? Send a MessageReason:
None


* DevelopmentHell: The game was delayed nearly a full year; the main feature, an advanced task-based AI system, had to be discarded during development, and early trailers bear little relation to the final plotline. Ubisoft demanded the entire plot be rewritten several times, with the setting changing from present-day to near-future and Iraq to a random South American country, even having the ''name'' of the PMC changed from "Mantle" to "Mantel." Seemingly worried that it would overrun further, Ubisoft then pulled the plug to prevent it clashing with the release of ''FarCry 2''; the result is an ObviousBeta with at least one level clearly originally designed for the other faction (the container ship was obviously supposed to be a Mantel level, given the player can smash steel bulkhead doors while the enemies have to use cutting gear), a cobbled-together plot and a general feeling of being unfinished.

to:

* DevelopmentHell: The game was delayed nearly a full year; the main feature, an advanced task-based AI system, had to be discarded during development, and early trailers bear little relation to the final plotline. Ubisoft demanded the entire plot be rewritten several times, with the setting changing from present-day to near-future and Iraq to a random South American country, even having the ''name'' of the PMC changed from "Mantle" to "Mantel." Seemingly worried that it would overrun further, Ubisoft then pulled the plug to prevent it clashing with the release of ''FarCry 2''; the result is an ObviousBeta with at least one level clearly originally designed for the other faction (the container ship was obviously supposed to be a Mantel level, given the player can smash steel bulkhead doors while the enemies have to use cutting gear), a cobbled-together plot and a general feeling of being unfinished. The engine was also a bad fit for the Playstation 3 and poor in general, the audio director [[http://www.eurogamer.net/articles/2012-05-04-free-radical-vs-the-monsters likened]] inserting sounds into the game to "papering a wall while the rest of the house is burning down".
Is there an issue? Send a MessageReason:
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* CreatorKiller: Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their custom dried up. Basically, [[{{Daikatana}} Ion Storm]] all over again.

to:

* CreatorKiller: Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their custom dried up. Basically, [[{{Daikatana}} [[VideoGame/{{Daikatana}} Ion Storm]] all over again.
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None

Added DiffLines:

* DevelopmentHell: The game was delayed nearly a full year; the main feature, an advanced task-based AI system, had to be discarded during development, and early trailers bear little relation to the final plotline. Ubisoft demanded the entire plot be rewritten several times, with the setting changing from present-day to near-future and Iraq to a random South American country, even having the ''name'' of the PMC changed from "Mantle" to "Mantel." Seemingly worried that it would overrun further, Ubisoft then pulled the plug to prevent it clashing with the release of ''FarCry 2''; the result is an ObviousBeta with at least one level clearly originally designed for the other faction (the container ship was obviously supposed to be a Mantel level, given the player can smash steel bulkhead doors while the enemies have to use cutting gear), a cobbled-together plot and a general feeling of being unfinished.
** There's hints of the original setting everywhere; for example, the upper deck of the Land Carrier is made from the parts of a ''Nimitz''-Class aircraft carrier -- even including the catapult control pod, despite the final version having no CATOBAR aircraft. The lower areas are ''massively'' less detailed, indicating the original plan was for the finale to be the Rebels in boats trying to board an American carrier. Indeed, the Land Carrier even has small boats on board, probably the models intended for the original sequence.
** The draft of the plot that most trailers (and the box art) were based on had a much stronger motive for people to join Mantel (it was a force for order in a violent, chaotic world) and had Shane come off Nectar extremely suddenly after a pair of Rebels ambush him and another trooper. They kill the other guy and slash the [[StarTrekDeepSpaceNine Jem'Hadar]]-like Nectar tube of the old suit design, followed by smashing the faceplate of his suit. The city map this was supposed to take place in was released as part of the second DLC map pack.
** It's unclear how the co-op plotline was originally supposed to work, though there are hints that the idea was for each player to be one of the four major characters (Shane, Duvall, Peshy and Watchstrap). In the end, co-op mode simply has all four players see cutscenes as if they're Shane.
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* CreatorKiller: Free Radical Design. ''Haze'' was a new engine for a new IP on a console they'd never worked on before. A major gimmick was a task-based AI system that FRD paid for and then realized wouldn't work on the hardware they were developing for, meaning the game was making dead losses for them before they'd even started. Then came the elaborate pre-rendered trailers based on non-final scripts which had nothing to do with the final plot, licensed rap songs, and Rob Yescombe and David Doak claiming that making a game like ''{{Halo}}'' was "child's play." Since all their ''other'' projects were pitched on using the ''Haze'' engine, when ''Haze'' bombed all their custom dried up. Basically, [[{{Daikatana}} Ion Storm]] all over again.

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