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G2ThaUNiT said:

Watched it and very much enjoyed it. I am happy how much the team was allowed the freedom to fully commit to this, something clearly visible in the details. Like how much effort was going into the speech bubbles with their scripts and how it is filled in naturally. Or how the art director speaks about the marginalia and how they adapted it from historical script. That is something clearly not often happening in big game development. And Josh says it: he felt less crunched. I hope MS is happy with this and allows more smaller projects with such full creative freedom.

EDIT: One thought I had to this: Redfall is the product of managers limiting creative freedom because they wanted a product for what they seen as market demands. And Pentiment on the other hand is the result of creative freedom. Sure, most projects need to strike a balance in between, but it should clearly show management, that they shouldn't fiddle too much in the creative process.

Last edited by Mnementh - on 10 April 2024

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