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  • Ex-Battlefield lead David Goldfarb now at Starbreeze, working on Payday sequel

    by 
    Ben Gilbert
    Ben Gilbert
    08.07.2012

    Last month, we heard that Battlefield 3 lead designer David Goldfarb exited EA's Sweden-based DICE studio. It seems that Goldfarb is staying in the country, as he's accepted a job at Starbreeze-owned developer Overkill Software. Goldfarb announced as much on Twitter, donning the above Payday: The Heist mask and scaring children worldwide.Goldfarb is set to work alongside studio lead Ulf Andersson on a sequel to Payday, as well as an unannounced title Overkill is working on. "I've worked on these huge games, and that was great, but I really wanted to work on smaller, tighter, and more intimate projects that are more gameplay driven, and I saw the opportunity to do that here," Goldfarb told Develop. Andersson added, "I'm really looking forward to this to see if we can make something really cool together."

  • Payday dev collaborating with Valve on Left 4 Dead 'co-operative initiative'

    by 
    Ben Gilbert
    Ben Gilbert
    05.21.2012

    Payday: The Heist studio Overkill Software and Valve Software are working on ... something together. What that something is remains to be seen, as Overkill game director Ulf Andersson only described the collaboration as a "co-operative initiative" between the two companies. We do know that it'll involve both Overkill's Payday: The Heist and Valve's Left 4 Dead – two team-focused four-player co-operative romps (enough hyphens for you?)."We are working on a very cool blend of Payday and Left 4 Dead," Andersson wrote on his company's official site. "I am sure it is so exciting that it will have some players check into the hospital before we are done." Oh, hospital, you say? We see what you're doing there, you crazy Swedes you!Andersson apparently couldn't help himself, and added one more zombie-themed quip. "Keep an eye out for more on this infectious and developing story." We know at least one guy we won't be letting into the safe house.

  • GRIN founders say Square Enix turned their smiles upside down

    by 
    Christopher Grant
    Christopher Grant
    05.29.2011

    Despite shipping three poorly received titles back-to-back – those would be Wanted: Weapons of Fate, Terminator: Salvation, and Capcom's reboot of Bionic Commando – it was still quite a surprise when developer GRIN suddenly closed its doors in August of 2009. Shortly after the shuttering, we learned that the Swedish developer had been working on a new Final Fantasy game titled 'Fortress' for Square Enix and now, nearly two years later, co-founders Ulf and Bo Andersson are finally pointing fingers. And they're both pointing right at Square Enix. "We wanted to come in and revolutionize Final Fantasy, which is exactly what they need," the brothers told Sweden's Aftonbladet in a far-reaching article on the demise of the once-mighty studio. "The latest version sucks of course." After working on Fortress for Square Enix for six months without receiving any payment, the studio simply couldn't afford to stay open. Square Enix, for its part, introduced seemingly impossible restrictions on the delivery of milestones. At one point, GRIN was directed to deliver its code to Japan via fax. Bo Andersson told Aftonbladet, "It is as silly as it sounds. It is an impossible requirement, you can not send ascii or binary codes on the fax. It is backward. Really retarded. It was almost a criminal activity." To make matters worse, Andersson claims that Square Enix then said the milestones were not being sent to the right person and instead should have been sent to the legal department. The Andersson brothers suggest that Square Enix had already made up its mind that Fortress wasn't a project it wanted anymore. "Nothing seemed good enough. Square did not believe anymore that the Nordic style suited Final Fantasy," the Anderssons said. To test their hypothesis, they sent over concept art from Square Enix's own Final Fantasy XII, to which Japan responded, "It does not look like Final Fantasy." While many former GRIN staffers landed at studios like Fatshark, others formed their own outfits, like Might&Delight, Outbreak Studios, and Whiteout. The Anderssons, however, have been hard at work on a new studio, one with a notable change: It won't be dependent on big publishers. They'll be at E3 next week showing off their new project, so expect to learn more about it – and more about the demise of GRIN – then.