In retrospect, I realize the validity of that technical decision, in light of what libraries would or wouldn't be delivered in a timely manner. Nonetheless, it's important to note that this was in early October 2005, and we were expected to ship in time for the movie.
You might expect that the sensible reaction would be, "Great! What can we salvage and make as polished as possible?" But remember, we were dealing with both newbie designers, and a design-fellating workflow. Instead, what was asked was, "Great! What new features can we put in?"
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Inevitably, we wound up with 2-3 months of some strange semblance of normalcy, followd by another 2-3 months of crunch. Meet the new boss, same as the old boss. Somehow, we passed Microsoft TCRs in time. Somehow, we managed to outsource the PS2/Xbox ports.
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It was a miserable slog for a miserable game. I forget which person it was who I followed, exactly, who pointed out that for every gem of a game made with crunch, the majority are just forgotten about, leaving the devs hollow. But that was how it was with Sub-Par Man Returns.
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A last fun bit: One day, our EP (Chris Gray, previously known for his amazing work on Fiendish Freddy's Big Top O'Fun, so no wonder he was an EP on a multi-million franchise) encouraged us to look out the window. He'd bought a Ferrari. We were crunching. He bought a Ferrari.
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