“We can say that, during his time at Telltale, Zak was one of the most talented, balanced and inclusive game directors we have ever worked with, and that is evident in the games he has delivered.”
That statement doesn’t read as the defense they think it reads as.
It reads as “all of our other game directors are somehow actually worse.”
Yeah, I read the IGN article earlier today and telltales statement actually put me off them if I’m being honest. None of the devs/publishers come out of this looking good.
Ugh, that pull quote.
Even in our press guides, we were not to say anything about Alex’s sexuality, period, at all.
Considering the response to the first game and its prequel, I don’t know who the hell SQEX Europe thought their audience was.
Any one see any pictures arise from this yet? I played the game on launch then again half a year ago and don’t recall seeing any of these.
Presumably they removed it all before launch. What I don’t get is how they didn’t figure out who did this (unless it’s mentioned later on in the article, I gave up after it got rambly), don’t they use version control?
If it was someone with certain rights he could theoretically remove trace of this from the history. In git you can do it by rewriting history and force pushing
Which is something typically only the maintainer/admin has rights to.
Which in most companies is actually everyone because they don’t want to pay someone to work on all the permissions and controls.
It’s not like someone can sneak stuff into a game without trace. I have a hard time buying that a big studio is not using perforce or something simillar to make the games. It takes 1 minute to check revisions and give when those things were added and who added them.
It most definitely takes a lot longer than one minute to check asset files for changes. That’s like saying you can just pop open 200 revisions of a 300MiB PSD file in notepad and see what change it happened in quickly. I don’t imagine somebody will write in their changelist description “submitting Nazi flag, lol” either.
Definitely a long arduous process to determine it.
I mean 1 minute as in “start the level tools, select the content, note the name, find it in the revision tracking software, have a talk with the person that submitted it”
It does not take a lot of time.
It’s not that simple. Let’s say you have 100 revisions of an asset and the change happens on revision 42. Multiple people work on the same assets. If the engine in question (I admittedly don’t know what they use) stores each asset on a per-file basis, it’s a little easier. If not and the environment itself is stored in a monolithic file, it’s far worse.
You’ll need to (at best) binary search for the asset. You pull latest, see the bad content is there, try again with revision 50. See it’s there, try again with 25. It’s not there, okay, 37. Etc etc.
Not only that, it’s very often not as simple as just pulling that revision. “Oh. The asset format changed slightly on revision 40?” Time to pull the entire codebase down. “Asset A is referenced by this asset and won’t work because it differs?” Time to sync the entire codebase & assets back.
Etc, etc.
Yea I agree there must have been at least some interference because this verification process should not take long and I imagine they use some sort of asset tracking system that tells you who works on what.
Oh so this was a company who made the sequels?
The original was great, glad to hear it wasn’t the same creators.
You’re a bit mixed up. Don’t nod the original creators made life is strange 2. Deck nine made a prequel to the original and a new entry with a returning character in it called true colours. True colours isn’t a direct sequel and neither is 2.
Wow I’m not even to the Nazi shit yet but I’m already hating Square London liaison and Deck Nine leadership. What a toxic situation
Oh for fucks sake. I really enjoyed Deck Nine’s LiS work. This is extremely disappointing.
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what ? drama ? have you read the article ?
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