Amy Hennig praises Visceral's work on the Star Wars video game

Director of the project, she believes that speaking of it as an Uncharted from Star Wars "is simplistic."

Visceral Games' announcement of the cancellation of the Star Wars video game was like a jug of cold water for fans who were eagerly awaiting this action-adventure title directed by one of the main creatives behind the Uncharted saga. And he has spoken recently Amy henning, which has praised the work done by the creators of Dead Space.


"I wish people had seen more of him, because the truth is that we went beyond what little was shown. And it was good, you know?", He declared in an interview with USGamer. The creative, who has highlighted the enormous technological potential of the project, has dedicated a few words to the comparisons with Uncharted, ensuring that defining the game as such is "simplistic fishing, although at the same time it is useful to get an idea what kind of video game it was. "


We build a third-person game with platforms, climbs, coverage Henning has also talked about the great challenges they had to face, starting with the need to use the Frostbite Engine, the DICE technology created for the Battlefield saga. "We had to bet on Frostbite since it was an internal initiative, a mandate, for everyone to use the same technology." The problem? Henning emphasizes that it is a graphics engine designed "for first-person games and not for third-person titles with cinematics." This was a challenge for Visceral Games but, in their words, the parents of the Dead Space series were successful.


"We built a third-person game with platforming, climbing, coverage and all that kind of stuff in an engine that wasn't meant for it." Henning believes that this work, in some ways "groundbreaking", benefited EA in the sense that other studies could benefit from it. "But I think that pioneering a technology doesn't give you the opportunity to surprise anyone," he jokes. In the end, all this work was ruined when the project passed into the hands of EA Vancouver, which everything seems to indicate has suffered the same fate.


"Apparently it didn't make sense in EA's current business plan," Henning said of Visceral's game cancellation. "Things changed a lot in the time I was there. So, you know ... what can we do about it?" He laments.