In an interview with Minnmax, ex-Visceral Games producer Zach Mumbach shed some more details about the canned EA project which, in his words, was set to be an “amazingly-well crafted” 12-hour experience.
Mumbach talks about how a leadership team was brought in to cut and ship the game, who had a different vision for Ragtag than Amy Hennig’s crew at Visceral. “I’m thinking, this is effing Amy Hennig, we have the chance to make the greatest Star Wars game ever made and a possible Game of the Year contender.”
When asked about what might have happened if the team were given more time, Mumbach told MinnMax’s Ben Hanson, “I think we would have made the best Star Wars game ever made. The story and the setup and the characters… like, man it was set up for success but what we had to execute was going to take a while.”
Mumbach later talks about how EA had started to pivot away from single-player experiences, which led to Ragtag’s ultimate demise, and how frustrating it was to see them return to the formula years later with Star Wars Jedi: Fallen Order.
According to Mumbach, the team had a set of unfinished levels and a set piece involving a “crazy AT-ST moment.” “You were on foot running from it and it was trying to hunt you down but you were more agile, slipping through all these alleyways and just barrelling through and crashing and using all the destruction of Frostbite.” Mumbach also described the gameplay as “Star Wars Uncharted.”
EA announced in June that it wants to “double down” on making Star Wars games. We’re currently approaching the October 3 release of Star Wars: Squadrons, a dogfighting space simulator developed by Motive Studios.
Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
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