Telltale Games Closing Down - Rumors at the moment

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It seem they fired 225 people and only have left 25 to finish TWD Final season(don't know if they would fired them after it).
Also, they cancelled The worlf among us 2 (sad about that)

I was looking forward to next wolf among us; the first one was perfection and very different storytelling for fantasy characters and I loved it.

Me sad cat now.
 
Telltale co-founder says crunch was necessary to keep studio afloat
By Samuel Horti 6 hours ago
Former employees report 80-hour work weeks—Kevin Bruner says studio was still a "nurturing place".
Over the past 12 months, multiple former employees of The Walking Dead developer Telltale Games, which closed down last year, have told stories about the brutal crunch culture within the studio. Narrative designer Rachel Noel has spoken of 80-hour work weeks, and this week another former narrative designer, Emily Grace Buck, told GameInformer that last-minute changes to games mandated crunch for a "huge percentage of the studio". Following that report, studio co-founder and former CEO Kevin Bruner told the publication that working at Telltale was "trial by fire", but that crunch was necessary to keep the studio afloat for as long as possible.

"For other studios, it happens all the time in games where, 'Our release date is this fall' and then the studio will announce that fall, 'Oh you know what, the game wasn’t ready, we pushed it out until next spring.' And that really wasn’t something that Telltale could do," he said. "We didn’t have the budgets to delay production that long; we didn’t have the cushion."

Bruner, who left Telltale in 2017, said that crunch was "really hard to manage" because employees were determined to make their games a success, but that ultimately the quality of the output outweighed the negatives of crunch. "I’m not saying it was easy, but the fact that so many people made really compelling, really great, highly regarded content to me makes it seem like Telltale was a nurturing place," he said.

"It was trial by fire, but there were definitely opportunities to succeed there and many, many people did. I take a lot of pride in that but it cuts both ways. Succeeding there was hard."

Earlier this week, in GameInformer's original report, Bruner suggested that the studio tried to "create an environment" where employees had to work long hours to survive.

“For me, at an executive level, all the way down to the animator, if you see an opportunity to make the game better, and you know it’s going to ship in a week and you care about the content, it’s really hard to walk away from the content and just say, ‘You know what? This is as good as it’s going to get. I’m going home,’” he said. “We tried to create an environment where you really had to do that to survive at Telltale, because we didn’t have these three-year-long production cycles.”
Imagine saying this after your company went bankrupt
 
"Following that report, studio co-founder and former CEO Kevin Bruner told the publication that working at Telltale was "trial by fire", but that crunch was necessary to keep the studio afloat for as long as possible. "

If that statement doesn't tell you all you need to know about how poorly run that company was, nothing will. If you need to run your operation as a soul-sucking, life destroying, machine for every project, there is something wrong with how you run your business.
 
"For other studios, it happens all the time in games where, 'Our release date is this fall' and then the studio will announce that fall, 'Oh you know what, the game wasn’t ready, we pushed it out until next spring.' And that really wasn’t something that Telltale could do," he said. "We didn’t have the budgets to delay production that long; we didn’t have the cushion."

"We didn't have the cushion despite the fact we made tons of cash from our breakout hit "The Walking Dead". Instead of creating something new we burned all of that cash on paying for licenses for Intellectual Properties and just hoped that people wanted to play 4 telltale games a year, despite the fact they're all basically the same"

"Also we decided to burn the fuck out of our employees with 80 hour weeks which led to turnover which is always really good for a product in development, especially for episodic releases".
 
"Following that report, studio co-founder and former CEO Kevin Bruner told the publication that working at Telltale was "trial by fire", but that crunch was necessary to keep the studio afloat for as long as possible. "

If that statement doesn't tell you all you need to know about how poorly run that company was, nothing will. If you need to run your operation as a soul-sucking, life destroying, machine for every project, there is something wrong with how you run your business.

Sounds like shockingly bad mismanagement, abusing your employees for manufactured "crunch times" while flooding an already glutted market with shovelware. And they wonder why they're out of business.
 
The games are now being removed from steam, and they are now under a proper bankruptcy proceedings
View attachment 593192
I was wrong, they didn't removed it from Steam because of bankruptcy
epic bro.png


https://www.pcgamer.com/the-walking-dead-the-telltale-definitive-series-is-coming-soon/ (http://archive.vn/xsCMD)
The Walking Dead: The Telltale Definitive Series is due out on the Epic Games Store on September 10.
 
I hope Epic Games dies solely so exclusives on PC games don't become normalised. Like it or not, this is one of the advantages of a monopoly. What "innovation" could be spurred between two distributors competing? Valve going deep in on their VR pet projects? How many people give enough of a shit about that to justify dumb property grabbing

I just don't see the "pro-competition" point here. GOG is competition that is less of a nigger anyway.
 
I'm glad they handed out so many copies of the first season on Steam for free or super cheap so everyone could play by far the best part of that whole series
 
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