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* DevelopmentHell: Continuing off of the TroubledProduction entry below, in order to make a quality game, the team believed that they needed more time to do so, which was unfortunately a resource they couldn't have as the target release date was Spring 2018. Writer Amy Hennig states that she wishes Creator/ElectronicArts had cancelled them earlier, because ultimately the team had wasted their time investing in a game that the company had no faith in anyway.

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* DevelopmentHell: Continuing off of the TroubledProduction entry below, in order to make a quality game, the team believed that they needed more time to do so, which was unfortunately a resource they couldn't have as the target release date was Spring 2018. Writer Amy Hennig states that she wishes Creator/ElectronicArts had cancelled them earlier, because ultimately the team had wasted their time investing in a game that the company had no faith in anyway. Creator/NolanNorth notes that [[https://buttonmasherto.com/2020/08/31/nolan-north-starred-in-canelled-star-wars-trilogy/ the cast did at least four months of motion-capture]], so the cancellation was unusual for something already that far into production.

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* RefittedForSequel: Lunak was the name of a character that was originally going to be in ''Film/RogueOne'' before he and his buddy were replaced by Baze, Chirrut, and Moroff.

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* RefittedForSequel: RefittedForSequel:
**
Lunak was the name of a character that was originally going to be in ''Film/RogueOne'' before he and his buddy were replaced by Baze, Chirrut, and Moroff.Moroff.
** Allegedly, the plot of the game was said to be reformatted into ''Film/{{Solo}}'' due to the similar characters.
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* ExecutiveMeddling: What made the development so tumultuous for Visceral Games was the constant demands by Electronic Arts and Lucasfilm. EA wanted the game to have a Metacritic score of 90% and a unique innovative gameplay feature. A Lucasfilm committee had to inspect and approve every single design choice even it's the NPC ''costumes''. Needless to say, the high requirements and control freak tendencies imposed by EA and Lucasfilm caused the game to suffer from a protracted development phase.

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* ExecutiveMeddling: What made the development so tumultuous for Visceral Games was the constant demands by Electronic Arts and Lucasfilm. EA wanted the game to have a Metacritic score of 90% and a unique innovative gameplay feature. A Lucasfilm committee had to inspect and approve every single design choice choice, even it's the NPC ''costumes''. Needless to say, the high requirements and control freak tendencies imposed by EA and Lucasfilm caused the game to suffer from a protracted development phase.
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* RefittedForSequel: Lunak was the name of a character that was originally going to be in ''Film/RogueOne''before he and his buddy were replaced by Baze, Chirrut, and Moroff.

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* RefittedForSequel: Lunak was the name of a character that was originally going to be in ''Film/RogueOne''before ''Film/RogueOne'' before he and his buddy were replaced by Baze, Chirrut, and Moroff.
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* RefittedForSequel: Lunak was originally going to be a main character in ''Film/RogueOne'' before he and his buddy were replaced by Baze and Chirrut.

to:

* RefittedForSequel: Lunak was the name of a character that was originally going to be a main character in ''Film/RogueOne'' before ''Film/RogueOne''before he and his buddy were replaced by Baze Baze, Chirrut, and Chirrut.Moroff.
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* RefittedForSequel: Lunak was originally going to be a main character in ''Film/RogueOne'' before he and his buddy were replaced by Baze and Chirrut.
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* ExecutiveMeddling: What made the development so tumultuous for Visceral Games was the constant demands by EA and Lucasfilm.
* TroubledProduction: According to [[https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152 Kotaku]], there was always an uncomfortable relationship between Creator/ElectronicArts and Visceral Games, especially because ''VideoGame/DeadSpace3'' had flopped. EA wanted to not only maximize on profits due to the gaming market's disinterest in linear single-player "play-it-once" games but also pressured Visceral to hit a 90% on Metacritic and develop an innovative gameplay mechanic like the [[VideoGame/HalfLife2 Gravity Gun]]. All of these demands would have been impossible given how Visceral Games' manpower was divided due to working on several other games and how the studio couldn't hire more employees due to the high cost of having a studio in San Francisco. The fact that they literally couldn't afford to make a screw-up in the ''Star Wars'' IP did not help matters.

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* ExecutiveMeddling: What made the development so tumultuous for Visceral Games was the constant demands by Electronic Arts and Lucasfilm. EA wanted the game to have a Metacritic score of 90% and a unique innovative gameplay feature. A Lucasfilm committee had to inspect and approve every single design choice even it's the NPC ''costumes''. Needless to say, the high requirements and control freak tendencies imposed by EA and Lucasfilm.
Lucasfilm caused the game to suffer from a protracted development phase.
* TroubledProduction: According to [[https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152 Kotaku]], there was always an uncomfortable relationship between Creator/ElectronicArts and Visceral Games, especially because ''VideoGame/DeadSpace3'' had flopped. EA wanted to not only maximize on profits due to the gaming market's disinterest in linear single-player "play-it-once" games but also pressured Visceral to hit want a game with a 90% on Metacritic and develop an innovative gameplay mechanic like the [[VideoGame/HalfLife2 Gravity Gun]]. All of these demands would have been impossible given how Visceral Games' manpower was divided due to working on several other games and how the studio couldn't hire more employees due to the high cost of having a studio in San Francisco. The fact that they literally couldn't afford to make a screw-up in the ''Star Wars'' IP did not help matters.

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* TroubledProduction: According to [[https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152 Kotaku]], there was always an uncomfortable relationship between Creator/ElectronicArts and Visceral Games, especially because ''VideoGame/DeadSpace3'' had flopped. EA wanted to not only maximize on profits due to the gaming market's disinterest in linear single-player "play-it-once" games but also pressured Visceral to hit a 90% on Metacritic and develop an innovative gameplay mechanic like the [[VideoGame/HalfLife2 Gravity Gun]]. All of these demands would have been impossible given how Visceral Games' manpower was divided due to working on several other games and worries about being able to make a profit. The fact that they literally couldn't afford to make a screw-up in the ''Star Wars'' IP did not help matters.

to:

* ExecutiveMeddling: What made the development so tumultuous for Visceral Games was the constant demands by EA and Lucasfilm.
* TroubledProduction: According to [[https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152 Kotaku]], there was always an uncomfortable relationship between Creator/ElectronicArts and Visceral Games, especially because ''VideoGame/DeadSpace3'' had flopped. EA wanted to not only maximize on profits due to the gaming market's disinterest in linear single-player "play-it-once" games but also pressured Visceral to hit a 90% on Metacritic and develop an innovative gameplay mechanic like the [[VideoGame/HalfLife2 Gravity Gun]]. All of these demands would have been impossible given how Visceral Games' manpower was divided due to working on several other games and worries about being able how the studio couldn't hire more employees due to make the high cost of having a profit.studio in San Francisco. The fact that they literally couldn't afford to make a screw-up in the ''Star Wars'' IP did not help matters.
Is there an issue? Send a MessageReason:
None


* TroubledProduction: According to [[https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152 Kotaku]], there was always an uncomfortable relationship between Creator/ElectronicArts and Visceral Games, especially because ''VideoGame/DeadSpace3'' had flopped. EA wanted to not only maximize on profits due to the gaming market's disinterest in linear single-player "play-it-once" games but also pressured Visceral to his a 90% on Metacritic and develop an innovative gameplay mechanic like the [[VideoGame/HalfLife2 Gravity Gun]]. All of these demands would have been impossible given how Visceral Games' manpower was divided due to working on several other games and worries about being able to make a profit. The fact that they literally couldn't afford to make a screw up in the ''Star Wars'' IP did not help matters.

to:

* TroubledProduction: According to [[https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152 Kotaku]], there was always an uncomfortable relationship between Creator/ElectronicArts and Visceral Games, especially because ''VideoGame/DeadSpace3'' had flopped. EA wanted to not only maximize on profits due to the gaming market's disinterest in linear single-player "play-it-once" games but also pressured Visceral to his hit a 90% on Metacritic and develop an innovative gameplay mechanic like the [[VideoGame/HalfLife2 Gravity Gun]]. All of these demands would have been impossible given how Visceral Games' manpower was divided due to working on several other games and worries about being able to make a profit. The fact that they literally couldn't afford to make a screw up screw-up in the ''Star Wars'' IP did not help matters.
Is there an issue? Send a MessageReason:
None


* TroubledProduction: According to [[https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152 Kotaku]], there was always an uncomfortable relationship between Creator/ElectronicArts and Visceral Games, especially because ''VideoGame/DeadSpace3'' had flopped and EA wanted to maximize on profits due to the gaming market's disinterest in single-player "play-it-once" story games, as well as Visceral Games' manpower being divided due to working on several other games and worries about being able to make a profit. The fact that they literally couldn't afford to make a screw up in the ''Star Wars'' IP did not help matters.

to:

* TroubledProduction: According to [[https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152 Kotaku]], there was always an uncomfortable relationship between Creator/ElectronicArts and Visceral Games, especially because ''VideoGame/DeadSpace3'' had flopped and flopped. EA wanted to not only maximize on profits due to the gaming market's disinterest in linear single-player "play-it-once" story games, as well as games but also pressured Visceral to his a 90% on Metacritic and develop an innovative gameplay mechanic like the [[VideoGame/HalfLife2 Gravity Gun]]. All of these demands would have been impossible given how Visceral Games' manpower being was divided due to working on several other games and worries about being able to make a profit. The fact that they literally couldn't afford to make a screw up in the ''Star Wars'' IP did not help matters.
Is there an issue? Send a MessageReason:
None


* DevelopmentHell: Continuing off of the TroubledProduction entry below, in order to make a quality game, the team believed that they needed more time to do so, which was unfortunately a resource they couldn't have. Writer Amy Hennig states that she wishes Creator/ElectronicArts had cancelled them earlier, because ultimately the team had wasted their time investing in a game that the company had no faith in anyway.

to:

* DevelopmentHell: Continuing off of the TroubledProduction entry below, in order to make a quality game, the team believed that they needed more time to do so, which was unfortunately a resource they couldn't have.have as the target release date was Spring 2018. Writer Amy Hennig states that she wishes Creator/ElectronicArts had cancelled them earlier, because ultimately the team had wasted their time investing in a game that the company had no faith in anyway.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DevelopmentHell: Continuing off of the TroubledProduction entry below, in order to make a quality game, the team believed that they needed more time to do so, which was unfortunately a resource they couldn't have. Writer Amy Hennig states that she wishes Creator/ElectronicArts had cancelled them earlier, because ultimately the team had wasted their time investing in a game that the company had no faith in anyway.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TroubledProduction: According to [[https://kotaku.com/the-collapse-of-viscerals-ambitious-star-wars-game-1819916152 Kotaku]], there was always an uncomfortable relationship between Creator/ElectronicArts and Visceral Games, especially because ''VideoGame/DeadSpace3'' had flopped and EA wanted to maximize on profits due to the gaming market's disinterest in single-player "play-it-once" story games, as well as Visceral Games' manpower being divided due to working on several other games and worries about being able to make a profit. The fact that they literally couldn't afford to make a screw up in the ''Star Wars'' IP did not help matters.

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