CORE DESIGN HITS
BACK AGAINST EIDOS PLC
Copyright 2003 www.gamebunker.com
[ September 6th 2003 ]
According
to our connections at Core Design, Angel of Darkness
should not be on the shelves yet. The release
date they were shooting for was Christmas 2003,
probably a November release date as most of the
rest of the TR games have had. Then, in Summer
of 2002, Eidos told the Angel of Darkness team
to have the program ready for release in Christmas
of 2002, full twelve months before their original
projected date of completion. Naturally, this
was all but impossible, so Eidos backed the date
up to February of this year. In the meantime,
two of their staff quit due to a disagreement
and the remaining AI programmer was, according
to my informer, "not exactly the best programmer
we've ever used."
In addition,
there was major slowdown plaguing the NTSC version
and a slew of other bugs that needed to be worked
out. What it boiled down to was the entire staff
pulling four days of all-nighters for no extra
pay in an attempt to get Angel of Darkness out
before the end of Eidos's fiscal year so they
could report a profit to the shareholders. It
was very heavily implied that if it was NOT ready
by July of 2003 that they would all lose their
jobs. Sony US gave the green light for the game
to be released in North America in July, and so
everyone at Core kept their jobs.
Sony
Europe, however, refused to put their stamp of
approval on a product that was so unfinished,
and Core was given until August to get it released
in Europe. As we all know, they got it out in
the rest of the world in August, still not as
polished and finished to their liking, but better
than the version that shipped to the States. And,
despite what Eidos says, they reached their target
goals for the year concerning profits. Shortly
after the release of AOD, the department heads
at Eidos got together and blasted Core for being
"late" in releasing the game, despite the fact
that they got it out nearly six months in advance
of the time they were slated to release it.
Rather
than taking the blame for this themselves, they
decided to make an example out of the managers
at Core and essentially forced both Jeremy and
his brother Adrian Smith (who practically FOUNDED
Core) to resign. The rest of the staff was told
that a review board would be formed later to decide
what to do with the rest of the staff. They also
informed Core that even though they invented and
developed the character of Lara Croft and the
Tomb Raider video games, Eidos was taking the
rights and giving them to Crystal Dynamics, another
subsidiary of Eidos (who owns Core and several
other development houses in both the US and Europe).
Eidos kept Core in the dark for the next few weeks,
with the Eidos Human Relations head coming down
and telling them they weren't sure what was going
to happen or when or what game Core would be working
on next.
Apparently,
a group of Core staff met with Jeremy Smith about
ten days ago and learned that he is starting up
another software development company, that he
was basically going to start from scratch, and
that he'd picked about 30 people to take with
him. This new company is going to be in Derby,
somewhere around the current Core building, and
is being tenatively named "Circle Studios". Of
the people he picked, he said that he was taking
mappers, programmers, writers and animators, but
didn't have the finances to take any members of
the test team, musicians or producers at the moment
and they would have to stay with Core for the
time being.
A few
days later, the Eidos HR guy came back and informed
them that Jeremy Smith was, indeed, being allowed
to start a new development company (his contract
originally stipulated that if he left Core/Eidos,
he would not be able to start another development
house for at least twelve months) and what was
left of the Core staff was going to be reduced
even further. Eidos currently has no need of the
Core testing staff and a few other people were
also selected for dismissal, about twenty people
in all. Everyone left at Core would be set to
work on a new, smaller project so that Eidos can
still keep the name 'Core' in active use (which
would help given how much exposure they've had
in the world).
Another
item that was disclosed to Game Bunker was that
Core was in the process of creating another "Fighting
Force" game which, according to my source was,
"looking really good and could have been released
in Feb. 2004". This game, however, was canned
and shelved by Eidos after the major staff cuts.
In closing, my informant is one of the people
who has been "made redundant" (read as: fired)
at Core, the job to be terminated as of the 1st
of September.
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