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Departure of David Sears


andy19

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Source

 

Some important bits:

 

“For personal reasons I had to make the hard decision to leave SOF Studios. This was particularly difficult since I had invested so much of myself in the project and the design for the full game. However, that design is done and the team is experienced and more than capable of delivering. In fact, they are well on their way to achieving the goals I set for them. Basically, if other factors in your life mandate that you have to move on, in this case at least it didn't jeopardize the quality of the game."  – David Sears

 

“Hearing of David’s departure was disappointing BUT I want to stress my absolute commitment to this project. I am a longtime fan of the SOCOM games, with over 1,000 hours played in SOCOM 1 & 2 combined. I have also been working at SOF Studios since the inception of this project. I worked side by side with David for a year and a half and I know the creative vision he had for this game very well. Our goals for H-Hour have not and will not change.”  – Kevin De Respino, SOFs Programmer

 

 

They're a go for Steam, and the game design portion is done (Sears' contribution).  Doesn't look like anything's in jeopardy here.

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Bottom line: He had to move on to make money. This game has been in pre-alpha for a few years and didn't exactly get full financial backing like they had hoped right away. That is the reason it was greenlit on STEAM for early 2015 to help with more funding. I am sure David didn't want to leave this project, but reading between the lines when he said for personal reasons, it had to be financial.

PC version slated for March 2015 and the console version has been delayed (that part isn't good at all).

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I think it is a big deal. David has put together the framework sure, but to see the title released to the degree that the envisioned it, is not going to happen, because the money isn't there. With David still at the helm, money could still come, but without him there is little chance. The leader has zero industry experience, and this will be the first time Kevin the programmer has been a creative director. 

 

We will keep an eye on it. But it does not look good.

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I am still BAFFLED behind belief why SONY itself wouldn't buy back the work and re-name it SOCOM. It was there for the taking. There must be some reason why SONY let this franchise die and not scoop this back up. COD has its place for the mainstream twitch shooter, and Activision makes a ton of money for SONY, but SOCOM is an in-house property and they must really think the tactical shooter genre is dead. sad...sad...sad...

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The game design isn't quite done yet from what I've seen. All they have is a pre-alpha version that they are now going to try to polish without David for a Steam release. There is a lot that would still need to be done to get this up to par mechanics wise.

I see this going the route of Project: Takedown. Similar circumstances will probably yield similar results, and they had an industry vet the entire way and still failed.

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  • 1 month later...

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