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Forums - Nintendo Discussion - N-Europe Interviews Ex-Nibris Staff (Sadness info)

Is Sadness really going to be uncovered this E3? What really was going all that time at Nibris studios? N-Europe tracks down an ex-employee of the company for the real deal...

Yesterday we reported on the possibility of Polish developers Nibris turning up to this year's E3 gaming expo with something concrete after more than three years of development on their title Sadness - which they also said about last year's Game Developers Conference before failing to show up.

In an exclusive interview, we have spoken with Adam Artur Antolski, a scriptwriter for the game from the very initial stages of the project. Describing his work on the project, he explained:

    Antolski: I'm the author of many of Sadness's characteristic's that NIBRiS is still using, such as black and white theme, time and place, major characters, and Slavic mythology references.
    N-Europe: When did you start working at NIBRiS, and how long did you work there?
    Antolski: I started at the very beginning, in 2006, and it lasted just over a year ... I had absolutely no experience: In fact, I wasn't even an adult yet. [I was chosen] probably because of my work as a journalist for a Nintendo website [a fansite - nothing to do with Nintendo themselves - ed.] I was very grateful back then, but I have no clue why he didn't asked someone more experienced. It is strange, but I wasn't the only one - I remember he involved couple of others from that site, at least one of them still works for the project.

We felt it was time to delve into what was really going on at Nibris, in the year after the first trailer hit at E3 2006.

    N-Europe: So how many people were actually involved with Nibris then, including yourself?
    Antolski: Not more than ten, I do not precisely remember, because I didn't know the entire crew.
    N-Europe: What work did you actually do in your time there - was there any progress with actual development, or was Sadness still in pre-production?
    Antolski: When [I was] contacted, there was only a title - Sadness. In about three of four days I come up with some ideas, which evolved into a "script". We actually wanted to make a interactive movie, and there was couple of other ideas as well.
    When I was leaving, there was only one 3D object - some train cart I believe, which says a lot for me, most of the time Sadness was science-fiction.

This is most intriguing, since by the time of Antolski's departure, the first "trailer" for the title had already been released for almost a year.

Look for part two of our interview - with more details behind-the-scenes at Nibris, very soon.

http://www.n-europe.com/news.php?nid=13169



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so they really werent far along...



cant wait for the rest of the interview!



It just sounds like the guy wasn't THAT 'in the know'



"Pier was a chef, a gifted and respected chef who made millions selling his dishes to the residents of New York City and Boston, he even had a famous jingle playing in those cities that everyone knew by heart. He also had a restaurant in Los Angeles, but not expecting LA to have such a massive population he only used his name on that restaurant and left it to his least capable and cheapest chefs. While his New York restaurant sold kobe beef for $100 and his Boston restaurant sold lobster for $50, his LA restaurant sold cheap hotdogs for $30. Initially these hot dogs sold fairly well because residents of los angeles were starving for good food and hoped that the famous name would denote a high quality, but most were disappointed with what they ate. Seeing the success of his cheap hot dogs in LA, Pier thought "why bother giving Los Angeles quality meats when I can oversell them on cheap hotdogs forever, and since I don't care about the product anyways, why bother advertising them? So Pier continued to only sell cheap hotdogs in LA and was surprised to see that they no longer sold. Pier's conclusion? Residents of Los Angeles don't like food."

"The so-called "hardcore" gamer is a marketing brainwashed, innovation shunting, self-righteous idiot who pays videogame makers far too much money than what is delivered."

They hired some guy who worked for a Nintendo fansite? They had one 3D Object?

 

Something's fishy.



Monster Hunter: pissing me off since 2010.

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Wow. It looks like everyone got completely swindled in this one.



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