5 Worst Development Crunch Stories in Gaming
1. Halo 2
Halo: Combat Evolved changed the face of console first-person shooters forever when it launched back in 2001 as a launch game for the original Xbox. An unforgettable experience that had you play as the iconic Master Chief, uncovering the secrets of the mysterious Halo ring with your trusted sidekick, Cortana. Needless to say, when Microsoft announced Halo 2, the hype couldn’t have been bigger, and Bungie knew.
While Halo 2 ended up being a fantastic game, with many people claiming it to be their favourite in the series, the development cycle was rocky to say the least. Chris Carney, multiplayer designer, and Chris Butcher, lead engineer, both worked on Halo 2 and sat down with Eurogamer to talk about their time developing the sequel.
Bungie went into Halo 2 with incredibly ambitious ideas, which ended up being its downfall. Chris Butcher said on his time working on the game, “I had a log that I kept of the times I went into work and the times I left work. Day after day after day, seven days a week, getting in reasonably early and then not leaving before 11 at night. Seven days a week, for months and months. The crunch on Halo 2 was, 'Oh my god, we're f***ed. We're all going to die.' Months and months of that emotional, negative tone was really hard to deal with - but at the same time, we did a lot of awesome work." Chris Carney added, “It was the most brutal development effort we've gone through”
What didn’t help the situation was the now-infamous E3 2003 presentation of Halo 2, which featured a mission and gameplay features - such as ODST soldiers and the new battle rifle being a single-shot gun - that were cut from the final game. The demo was developed outside of the main game, as the development of Halo 2 was so hectic. But all this did was continue to build up hype for the game, and Bungie started to panic.
Chris Butcher went on to say about the cut content, “Reconciling [our ambition] with reality was a brutal process, because it happened so late. We were still cutting features only four to five months before the game went gold.” Halo 2’s writer, Joseph Staten, also commented on the cut content, saying, “We ordered ourselves a giant sandwich, took a bite, but didn't realise exactly how big it was before we started in. And we did that across the board, technically, artistically, and story-wise. But of course, we didn't figure that out until way too late.”
According to Game Rant, the team at Bungie had a year and a half of crunch time to make sure everything was working and lived up to expectations. With the game's release in November 2004, Halo 2 received widespread acclaim and love from the fandom, but one criticism stuck with the game and to this day, is a reason why many don’t rate it so highly as other entries - it feels unfinished. Ever wondered why the ending to Halo 2 was so abrupt and out of nowhere? Well, it was cut. Bungie didn’t have the time or manpower to fulfil all of their ambitious ideas. From missing missions such as the E3 demo, to an ending that left many gamers unsatisfied, Bungie were determined not to repeat the same mistakes they made with Halo 2, and thankfully, Halo 3 was a far more fulfilling experience.