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The Inside Story Of This Year’s Biggest Video Game Release*


In 2015 mega-publisher Electronic Soft released the blockbuster game BloodDeath: DeathBlood, a sequel to 2009’s wildly successful BloodDeath. It would mark the end of both the series and its development studio, but it is not the end of their story.

* Note: If you never caught the original, this is a sequel to a fictional story called “How A Video Game Is Released In 2015″.

Some things in this industry are too big to fail, and so while the key figures responsible for the BloodDeath games would soon leave Electronic Soft, it wouldn’t be long until they were back in the headlines for all the right (and wrong) reasons. What follows is their story.

2016

APRIL: A number of senior developers responsible for the BloodDeath series announce that they have formed a new studio, The Establishment. They claim to have learned a number of valuable lessons from their time with Electronic Soft, with an expensive launch documentary proclaiming “we’re not here to make the same mistakes”. The team say their studio will be focused on quality, pride themselves on a lack of interference from an outside publisher, and most importantly will have a strong focus on positive working conditions, with a promise of “no crunch”.

The “About” page on The Establishment’s website shows the studio is initially comprised of 13 white men, all in their 40s.

“We’re not here to make the same mistakes”, says The Establishment’s Director in a screenshot from the developer’s announcement documentary (that has since been deleted).

“We’re not here to make the same mistakes”, says The Establishment’s Director in a screenshot from the developer’s announcement documentary (that has since been deleted).
Photo: Morsa Images (Getty Images)

AUGUST: The Establishment’s first game, KillBood, is announced on Kickstarter, with an initial goal of raising $2 million. Billed by the team as a spiritual successor to BloodDeath, within 23 minutes it has raised over $14 million. Promising an outrageously ambitious set of features, and an “evolving experience we alone are free to tell”, it looks to its millions of backers like the perfect video game.

NOVEMBER: Despite going on to raise over $30 million from fans, The Establishment announce they have signed a major publishing deal with AAAA Games, Electronic Soft’s main rival. It is not made clear what will happen to the crowd-funded money now that they have a partnership with a major global publisher, or what this means for a project that had been sold initially as an experiment free from publisher interference.

2017

MARCH: KillBlood’s Kickstarter page has been updated only once since the campaign’s launch almost a year ago, mentioning that “things are progressing well”, that the team is “actively hiring” for extra positions and that while it’s too early to show anything from the game, fans should rest assured that the project is “looking incredible”.

2018

FEBRUARY: KillBlood is cancelled, with all backers refunded their money. The Establishment simultaneously announce that they have begun work on a major new project with AAAA Games.

2019

JANUARY: Despite promising they had learned their lessons from Electronic Soft’s large and cumbersome studio model, The Establishment—initially based in Montreal—announce the opening of a second studio in Austin to assist in the development of their mystery, unannounced game. They also open a third, in Singapore, mostly for outsourcing work made under horrendous working conditions for rock-bottom prices, but don’t publicise that one as much.


DECEMBER: At The Game Awards, The Establishment steal the show with the announcement of Iron Steel, an action RPG billed as a “true spiritual successor” to BloodDeath, which will be published by AAAA Games. “We want to give fans of BloodDeath what they want”, a representative says on-stage, “and what they want is more BloodDeath”. After an explosive trailer, the crowd erupts. It instantly becomes the most-anticipated release of 2020.

Conceived and developed as a next-gen release (though also coming to PC), AAAA Games executives have insisted on a last-gen console release as well.

2020

March: With Iron Steel still early in development, a global pandemic hits. The Establishment’s offices in Montreal, Austin and Singapore are all closed, with developers sent home to spend the next 18 months working remotely. Having already failed to meet every internal milestone set by AAAA Games, it is estimated these fresh challenges will almost double the time required to finish the game, and result in years of disjointed development, culminating in repeated cycles of brutal crunch. The Establishment’s studio launch video, which proudly claimed “we’re not going to make the same mistakes”, is quietly removed from the company’s site.

May: AAAA Games executives, worried that the game doesn’t have a long-term plan to generate revenue beyond “selling copies”, meet with The Establishment’s management to ensure Iron Steel includes both a multiplayer battle royale mode (for which they can sell skins) and a loot box system (for legal and unregulated…



Read More: The Inside Story Of This Year’s Biggest Video Game Release*

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