Shadowrun’s Return Delayed To June
If you’re like us, then you’ve been extremely excited about the coming rebirth of the much beloved table top RPG Shadowrun. The upcoming video game version is being brought to life by Seattle-based Hairbrained Studios, and was originally slated for January, 2013. They’ve already confirmed that date was pushed back, but now comes the confirmation that we’re going to have to be excited about it until at least E3, as it’s been delayed until next summer:
As we announced a few months ago, we’ve backed off our original delivery date of January 2013. It might’ve worked for the scope of the game we originally envisioned but as our ambitions (read that “features list”) grew, so did the time we needed to deliver! Plus, we made a big move from our original top down camera to an isometric point of view and that took serious R&D time. Right now, according to our estimates, we’re looking at May or June.
We’ve spent the majority of our time getting our game engine, art pipeline and base gameplay up and running and we’ve covered a lot of ground to get a lot of systems in place. Our engineering team has been crunching off and on for months to maximize the amount of time our designers will have to create our story.
They’ve also opted to cancel features originally planned:
Unfortunately, one of the features we talked about on Kickstarter and at PAX didn’t make the cut: the ability to recruit your friends’ characters into your game. It’s a good social feature and it pains us to cut it, but it isn’t core to the fun of creating your own character and having a great Shadowrun experience. These are some of the roughest parts of game development, when time and budget demand tough choices and features you love don’t make it in. And we know from experience that we need to keep our knives sharp and and ready to trim when necessary to focus on quality over quantity and ensure that Shadowrun is as good as we can possibly make it in the time we have.
You know what? I’m ok with this. In fact, take even longer if you must, and cut as much as you think necessary. The more time spent, the better this game will end up being, theoretically anyway.