![]() ![]() "And we didn't do a good job early on in engaging with Arkane Austin to really help them understand what it meant to be part of Xbox and part of first-party and use some of our internal resources to help them and move along that journey even faster." "We need to improve on engaging in games that are midway through production when they become part of Xbox," he said. Part of the issue, Spencer suggests, is that Redfall was already in development when Microsoft acquired Bethesda and its subsidiaries, and that they were too slow in offering the project central support. But when a team like Rare wants to do Sea of Thieves, when a team like Obsidian wants to do Grounded, when Tango wants to go do Hi-Fi when everybody probably thought they were doing The Evil Within 3, I want to give the teams the creative platform to go and push their ability, push their aspirations." "Maybe that means I'll under deliver for some of our fans out there. Spencer also says he's a "huge supporter" of Arkane Austin, and defends the decision to have the studio, best known for singleplayer immersive sims, develop a game seemingly so far out of their wheelhouse. ![]() ![]() "I think it's maybe a little simplistic to just say, hey, if you would have just delayed it three months the core creative of the game would have delivered on something that was different than what it was. "But when I look at the review scores of this game, did we have enough of a creative differentiation in our core idea? And did we realise that creative ambition? That feels like the game had a goal to do one thing and when players are actually playing they're not feeling that thing, they're not feeling the creative execution of the team." "That doesn't feel like a hey, just delay it. "I think there's a fundamental piece of feedback that we get that the game isn't realising the creative vision it had for its players," says Spencer. This isn't a Redfall specific conversation. "If I think about a team's execution on a game, we had a creative vision and did we realise that vision through the game we created? That's not a delay question if the answer is no. While acknowledging that Redfall has bugs, Spencer suggests the issue lies more on its delivery of the creative vision. "When a game needs to be delayed, we did with Halo, we did with Starfield, we did with Redfall, because the production timeline is saying, we have this vision, and our production timelines don't get us to the completion of that vision, we do delay games. For example, on the subject of delaying the game to address its issues, Spencer argued that it wouldn't necessarily have helped in this particular case. Spencer, who looked throughout like a YouTuber in an apology video, did offer counters to some of the criticism of decisions surrounding Redfall. To see this content please enable targeting cookies. ![]()
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