Follow TV Tropes

Following

History Trivia / HuntDownTheFreeman

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CastTheRunnerUp: Vincent Fallow, who was initially cast as Mitchell in the 2016 demo before being replaced by Creator/MickLauer, voices Boris in the release version.

Added: 1173

Changed: 254

Is there an issue? Send a MessageReason:
None


** Back in 2016, Berkan Denizyaran launched a crowdfunding campaign directed at ''Hunt Down the Freeman'', requiring ''100 000'' dollars and promising a lot of bonuses, ranging from co-op and multiplayer to a "7 hour war" mode and a full CGI film. It didn't really do well with the release of initial trailer which gained a lot of detractors for its [[AudienceAlienatingPremise plot]], janky cutscenes and mediocre graphics. As such, only ''twelve dollars'' had been donated by one person. The release of the playable demo only further buried the project under criticism as people called Royal Rudius Entertainment out on re-using assets from various ''Valve'' games and fan projects, as well as implementing third-person cutscenes which stood at odds with UnbrokenFirstPersonPerspective the original ''Half-Life'' is known for. As such, the original plans had been thrown away and the project was put on hiatus for two more years, with the company behind it undergoing a full reformation. Berkan Denizyaran still stayed as the lead however, which led to the further development and subsequent release of the game in 2018... which somehow fared even ''worse'' than earlier.



** [[PoorCommunicationKills Berkan had different units (level designers, audio engineers) working independently from each other]], resulting in nobody on the team aside from Berkan himself having any idea of what he wanted the game to be like. On launch day the developers were still scrambling to rush out a day one patch (in an LA house that Lauer described as looking like Project Mayhem from ''Film/FightClub'') while [[SkewedPriorities Berkan was handing out expensive cigars to his guests at the launch party]] and [[WhileRomeBurns assuring everyone the game would be a huge success]]. After launch, the game had failed to turn a profit, refunds were hurting whatever money had been made from early sales and [[FromBadToWorse the lack of money meant that many of the developers and voice actors were not paid what they had been promised]]. Berkan had a last ditch plan to try and make the game profitable; [[InsaneTrollLogic change the focus of the game's marketing]] to focus on Nick (WebVideo/IHateEverything's Asian character) and ''market it to China!''

to:

** [[PoorCommunicationKills Berkan had different units (level designers, audio engineers) working independently from each other]], resulting in nobody on the team aside from Berkan himself having any idea of what he wanted the game to be like. On launch day the developers were still scrambling to rush out a day one patch (in an LA house that Lauer described as looking like Project Mayhem from ''Film/FightClub'') while [[SkewedPriorities Berkan was handing out expensive cigars to his guests at the launch party]] and [[WhileRomeBurns assuring everyone the game would be a huge success]]. After launch, the game had failed to turn a profit, refunds were hurting whatever money had been made from early sales and [[FromBadToWorse the lack of money meant that many of the developers and voice actors were not paid what they had been promised]]. The cutscenes were initially left out in the release version, leaving players with no clues at what the actual plot was, and they were only added two days later, but it did nothing to fix the numerous critical bugs that had become mocked by the fanbase. Berkan had a last ditch plan to try and make the game profitable; [[InsaneTrollLogic change the focus of the game's marketing]] to focus on Nick (WebVideo/IHateEverything's Asian character) and ''market it to China!''
Is there an issue? Send a MessageReason:
None


** If the top comment [[https://www.youtube.com/watch?v=VMw5XohHkPs this]] "WebVideo/IHateEverything" video is to be believed, [=Shoe0nHead=] was offered a role but was unable to accept due to not being able to fake a Russian accent. The role in question is presumed to be Sasha, owing to her being the only major female character in the entire game with unique dialogue, though as demonstrated by the final product, that Shoe couldn't manage a Russian accent ended up being moot as the in-game character speaks like a natural American anyway.

to:

** If the top comment [[https://www.youtube.com/watch?v=VMw5XohHkPs this]] "WebVideo/IHateEverything" video is to be believed, [=Shoe0nHead=] was offered a the role of Sasha, but was unable to accept due to not being able to fake a Russian accent. The role in question is presumed to be Sasha, owing to her That being said, the only major female character in the entire game with unique dialogue, though as demonstrated by the final product, that Shoe couldn't manage a Russian accent issue ended up being moot as the in-game character speaks like a natural American in the final release anyway.
Is there an issue? Send a MessageReason:
None


** Mitchell's original arsenal included a rather spectacularly-modeled Saiga 12K shotgun, [[MisidentifiedWeapons which the project lead had mistaken for an AA-12]]. It would have been a rather awesome inclusion, if not for the fact that the model consisted of '''[[https://www.reddit.com/r/HalfLife/comments/804nc4/se7enanimator_here_firstperson_weapons_animator/?amp_js_v=0.1&usqp=mq331AQECAEYAQ%3D%3D two billion polygons]]''' that almost murdered the hardware of the animator assigned to rig it.[[note]]This high of a poly count can be easily achieved through subdivision, which multiplies the number of polygons in a model in order to smooth out its surfaces. A poly count in the billions is usually reserved for highly detailed environments in a pre-rendered cutscene, but not for individual models.[[/note]] Despite reducing the total polycount by a thousand times after the fact was made known, two million polys are still too much for any home-built workstation to handle. To put it into perspective, the model used for Godzilla in ''Film/Godzilla2014'' has around '''five hundred thousand''' polygons. After all that's said and done, the weapon was dropped entirely as it didn't fit in with the design aesthetics of the series anyway.

to:

** Mitchell's original arsenal included a rather spectacularly-modeled Saiga 12K shotgun, [[MisidentifiedWeapons which the project lead had mistaken for an AA-12]]. It would have been a rather awesome inclusion, if not for Aside from being woefully lore-unfriendly given the fact that setting of the game, the model also consisted of '''[[https://www.reddit.com/r/HalfLife/comments/804nc4/se7enanimator_here_firstperson_weapons_animator/?amp_js_v=0.1&usqp=mq331AQECAEYAQ%3D%3D two billion polygons]]''' that almost murdered the hardware of the animator assigned to rig it.[[note]]This high of a poly count can be easily achieved through subdivision, which multiplies the number of polygons in a model in order to smooth out its surfaces. A poly count in the billions polycount is usually reserved for highly extremely detailed environments in a pre-rendered cutscene, but not for individual models.models that have to be handled by the engine in real-time.[[/note]] Despite reducing the total polycount by a thousand times after the fact was made known, two million polys are were still too much for any most typical home-built workstation workstations to handle. To put it into perspective, the model used for Godzilla in ''Film/Godzilla2014'' has around '''five hundred thousand''' polygons. After all that's said and done, the weapon was dropped entirely as it didn't fit in with the design aesthetics of the series anyway.



** If the top comment [[https://www.youtube.com/watch?v=VMw5XohHkPs this]] "WebVideo/IHateEverything" video is to be believed, Shoe0nHead was offered a role but was unable to accept due to not being able to fake a Russian accent.

to:

** If the top comment [[https://www.youtube.com/watch?v=VMw5XohHkPs this]] "WebVideo/IHateEverything" video is to be believed, Shoe0nHead [=Shoe0nHead=] was offered a role but was unable to accept due to not being able to fake a Russian accent.accent. The role in question is presumed to be Sasha, owing to her being the only major female character in the entire game with unique dialogue, though as demonstrated by the final product, that Shoe couldn't manage a Russian accent ended up being moot as the in-game character speaks like a natural American anyway.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** If the top comment [[https://www.youtube.com/watch?v=VMw5XohHkPs this]] "WebVideo/IHateEverything" video is to be believed, Shoe0nHead was offered a role but was unable to accept due to not being able to fake a Russian accent.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FollowTheLeader: Story and tone wise, the game takes many cues from ''VideoGame/MetalGearSolidVThePhantomPain'', with the credits outright giving special thanks to Creator/HideoKojima. A developer has even stated that Berkan told the cutscene animators to watch cinematics from ''The Phantom Pain'' and "do that".

Top