nostr:npub1y6tk68elxfcrz8yx5kf32agav67hwz4rt2ff22f8rl98yxh7uxhsx69wl9 nostr:npub1806tnus5yhy3ltgqpp6ervpqp0n9ln59kt228e7ejt9k3etdr5qs7hdzue nostr:npub1scjc2e839xfmmsjfqr87huvu9qxenptmamfrcj6s98gv6frq5wgqh0el3p nostr:npub1j5l9mm3k5rwafe8c89x5uyfrlly26nkkv69frje6jjf85yaeqcwqfvwxv4 That's the thing, Denis and his crew could make games when they had someone managing him. Otherwise, his career was defined by flops and shit like the infamous Epic Games lawsuit that he managed to get completely steamrolled with.

What absolutely did what was left of his credibility was the Kotaku article, which he handled very poorly. It's a good rundown on the drama with him (and it mentions too that under Nintendo and with outside help his games did shine or how he'd use Eternal Darkness to win publisher deals) but I think the best part is the part about when the game was to be released.

https://archive.fo/XLnnc

"Former employees say Dyack was confident that history would repeat itself, and that yet another publisher would cave to his demands for extensions and further funding injections. He was wrong. “SK kept getting stonewalled by Activision regarding extensions for the game and pushing back the launch,” says a source. “However, SK management was convinced they would have to delay; as a result, they started shifting a few more resources very quietly to ED2.” The idea was to slow down production more than ever before, to try to apply pressure for an extension.

It didn’t work. Instead of offering an extension, Activision turned up the pressure by publicly announcing the game, and attaching Silicon Knights’ name to it prominently.

The October 7, 2010 release of the game’s first trailer , released about a year before the eventual launch date, essentially put Silicon Knights on the hook to turn out a sellable product in a realistic time frame.

“I believe that’s the video that Denis did not want released,” said one source. “By putting the SK logo on the project for the first time publicly, Activision forced SK to start taking it seriously. But by then, it was pretty much too late.”

“This was the first time that a publisher basically said, ‘No, finish the project and get it out the door’,” the source said. “Keep in mind that during this time, SK continued to have some pretty senior people staffing [Eternal Darkness 2], and had no intention of moving them back over to XMD to help out the title.”"

nostr:npub1y6tk68elxfcrz8yx5kf32agav67hwz4rt2ff22f8rl98yxh7uxhsx69wl9 nostr:npub1scjc2e839xfmmsjfqr87huvu9qxenptmamfrcj6s98gv6frq5wgqh0el3p nostr:npub1806tnus5yhy3ltgqpp6ervpqp0n9ln59kt228e7ejt9k3etdr5qs7hdzue nostr:npub1j5l9mm3k5rwafe8c89x5uyfrlly26nkkv69frje6jjf85yaeqcwqfvwxv4 For context with that quote; Silicon Knights was trying to pull a Borderlands like what Gearbox (and a few other developers) did, except Gearbox outsourced Aliens: CM and took the money for Borderlands, and had a publisher and wasn't trying to shop a demo around.

Denis was trying to make an Eternal Darkness 2 demo to shop around for publishers with money he was supposed to be using for X-Men. After his demo tanked, he would hitch himself to GamerGate and whine about Kotaku lying, but also his current game is in development hell, has had three engine switches, and he just says he's working on it if you ask on Steam forums.

https://steamcommunity.com/app/1142050/discussions/0/3641748510778315726/

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