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Closing Digital Extreme's Psychic Wound

The industry rejected Digital Extremes' vision for Dark Sector in 2004. Years later, it finally dusted off that old design document.

Our first glimpse at the last generation of consoles--Xbox 360, PlayStation 3--came in a very unexpected way, thanks to a roll of the dice by Canadian developer Digital Extremes.

Fast forward to February 2013, and we know the next generation is coming, even if the major players are pretending nothing is amiss. This is not new. The video games industry is irrationally secretive about the unannounced, but that’s not always the case. When someone breaks the rules, it’s refreshing. It’s what made our original look at Dark Sector--yes, Dark Sector--back in April 2004 so exciting.

There wasn’t much of a game there (quite literally, it would turn out), but it looked amazing, and ignited our collective imagination.

That was nine years ago. Wasn’t Dark Sector eventually released for the Xbox 360, PlayStation 3, and PCs in 2008? Yeah, but it wasn’t the Dark Sector originally envisioned by an ambitious--too ambitious, it would turn out--team at Digital Extremes. With Sony set to debut a new console this week, this is timely because Digital Extremes' new game, Warframe...is actually Dark Sector. The original Dark Sector. (Sort of.)

This all started when a Giant Bomb user noted 2004’s Dark Sector hadn’t been forgotten by Digital Extremes, and original plans for the game’s characters, environments, and overall mythology had been secretly resurrected in Warframe. Warframe is a free-to-play online shooter, currently in a rapidly evolving beta, with an emphasis on cooperation between players. Jeff and I recently took a look at it on the site.

No Caption Provided

The likeness was intentional, and not because there were graphics files just sitting around the office.

“Without sounding melodramatic, it is a psychic wound that we are healing,” said creative director Steve Sinclair.

“Without sounding melodramatic, it is a psychic wound that we are healing."

Digital Extremes was founded in 1993 by James Schmalz, who was creating his own games at 12-years-old. Epic MegaGames, which would later rename itself Epic Games, published his first major game, the Star Control 2-inspired Solar Winds. Thus began a lengthy, decades-spanning collaboration between Digital Extremes and Epic MegaGames, including Epic’s often forgotten flirtation with pinball games and the studio transformation that occurred when Unreal debuted.

The two companies were attached at the hip for the Unreal Tournament games, including one of the first major online shooters for Xbox Live with Unreal Championship. (It had nothing to do with the stranger, underrated Unreal Championship 2: The Liandri Conflict.) Around this time, the studio hoped to go independent, and create its own franchises. Dark Sector was supposed to be that breakthrough moment, and the game was formally announced on Digital Extreme's website way back in 2000. The full press release is still here, too. The plan called for Dark Sector to be a multiplayer-oriented online shooter, building off Digital Extreme's success with Unreal Tournament, but much larger in scope, with players having the ability to fly ships, earn bounties on their heads, and have lasting consequences for death.

An excerpt from an interview with Canadian gaming website GG8 from 2000:

GG8: A dark universe full of competitive Bounty Hunters and Assassins. When I first read about Dark Sector I had this immediate vision of a universe of players, each with a bounty on their heads, some more then others, and a select few having survived against the odds for so long that they've acquired astronomical bounties. These hunters would be dream targets for every hot shot in the lower ranks looking for a big pay out. Is that the kind of Bounty Hunter system we can expect?

James Schmalz: It will be somewhat like that except that the guys with massive bounties on their heads will still probably get killed and their bounty will reset to 0, but since they have a large track record of previous criminal activity, once they start doing evil deeds, the bounty will ramp up very quickly to where it once was and beyond.

GG8: Successful first-person shooters like Unreal Tournament have found their appeal by reducing itself to a purified form: Hunt or be Hunted. Dark Sector sounds like it will be a strong contrast from that with it's expanding universe of characters, plots, and alternate game modes. Will there be a loss of intensity? Will it matter?

Schmalz: There will be even more intensity because you will fear dying more. In UT, if you die, you respawn and it's no big deal. Dying in DS will have consequences such as having your body looted. Thus it will be more intense. We will also have areas with arena matches where you can challenge someone to a deathmatch or CTF or other new games where you respawn over and over with no lasting consequences. So we get the best of both worlds.

The logo Digital Extremes revealed for Dark Sector's first unveiling way back in 2000.
The logo Digital Extremes revealed for Dark Sector's first unveiling way back in 2000.

That version of the game was scrapped, and the game went dark for a few years--until April 2, 2004.

We all have humble beginnings, and the next generation of hardware provided a fresh start for Digital Extremes. Its pitch was yet another take on Dark Sector, now a moody and futuristic stealth action game with a stylish protagonist.

“A big single player console game that was super, ultra, hardcore sci-fi, Canadian manga-style,” said Sinclair, “with energy tentacles coming out of people’s heads and giant robots that had organic limbs and Metal Gear Solid-esque stealth suits and telekinesis and crazy, crazy stuff like that, all sort of riffing off of a Dune [and] Metal Gear vibe.”

Developers often keep early work under wraps, but Digital Extremes was going to try something new to make its case. We had seen precious little about what games would be like with an Xbox 360 or PlayStation 3, and Digital Extremes was about to drop a huge tease. Once the video was out there, Digital Extremes would take Dark Sector around to publishers, hoping to ride a wave of early interest.

“We did that purposely to get that buzz going,” said Digital Extremes director of PR and marketing Meredith Braun, “to further convince the publishers that we needed to do this game, and it still didn't work. [laughs] [...] It was our opportunity at the time because it wasn't signed, so that we could actually say something about it without getting our hands slapped.”

There was definitely buzz. Remember, we didn't even know the next Xbox was even going to be called Xbox 360 at this time. The video dropped, and the response was huge. It even showed up on CNN. But as Braun pointed out, it didn’t work. Sinclair was on the road for almost a year pitching Digital Extreme’s vision for Dark Sector, and the resulting feedback was scattered.

Concept art from the 2004 version of Dark Sector, which Digital Extremes spent a year pitching to publishers.
Concept art from the 2004 version of Dark Sector, which Digital Extremes spent a year pitching to publishers.

“Can you set in present day?” said Sinclair, who claimed these were more-or-less direct quotes from executives. “Can you give the guy an eye patch? Can you make his cod piece larger?”

Uh, cod piece?

“An executive at a publisher that will remain nameless called out the cod piece, and also suggested that he look more grizzled and that he be torn up and, perhaps, an eye patch and some stubble would help,” he said. “Actually, our art director, who's the same art director on Warframe, Mike Brennan, drew a picture of a guy screaming with large bullet holes in his ears in response to that feedback, which we didn't send. [laughs]”

“I remember pitching to one publisher,” said Sinclair. “God, that guy was such fucking asshole. He said ‘Oh, I've seen better, we got better, we got better in-house. How do you compile your shaders, by the way? How do you store your texture formats?’ It was like this [notion of] ’Yeah I'm not impressed, but tell me how it was made.’ It was bizarre.”

Sinclair distinctly remembered a meeting with Sony. The company thought the game looked cool, but asked the studio if it would consider dropping sci-fi and setting it during the Civil War.

Frustrated, Sinclar returned to Digital Extremes and tried to reshape the pitch, based on what he’s been hearing from publishing executives. Briefly, Dark Sector became about superheroes set in the modern day. It retained some of what Digital Extremes had dreamed up, but not much.

“It was heartbreaking,” said Braun.

“I was in charge, so I had to be a champion, but it was crushing,” he said. “It was fucking devastating. I remember we kept having team jams where I would have a single sheet of paper, and I would hand it around and say ‘here are the top points now of what we think we can get a deal with,’ and I would pass it around and I would move my hands and I would try to drum up support for it.”

The most consistent feedback? Change the setting, as sci-fi was a non-starter. World War II was a popular suggestion, despite the popularity of other sci-fi shooters, like Bungie’s Halo.

“This is not me pointing the blame for what happened or saying that had we done that original vision, it would have turned out great,” he said. “I actually don't think it would have because we created a lot of excitement amongst gamers from what was essentially an animation and some rendering code.”

Key developers who worked on Dark Sector's big push in 2004 are still at the company, and are developing Warframe.
Key developers who worked on Dark Sector's big push in 2004 are still at the company, and are developing Warframe.

And that was a huge problem. There wasn’t much of a game--or any game, really. It was a canned demo to show off Dark Sector’s potential, and there was literally nothing driving it underneath.

“When it came to solving the tough problems--A.I., animation, collision, physics, performance, scalability, loading, streaming, all this other nonsense--we had no idea what little we had done when we were pitching it,” he said. “The game that became Dark Sector suffered from trying to build new IP, at the same time as building an engine from scratch. That was a monumental effort.”

While it licked its wounds over Dark Sector, Digital Extremes went back to more familiar shooter territory. You might remember 2005’s Pariah and 2006’s Warpath for the Xbox, but...probably not. (And did you know Warpath was once a sequel to Pariah? Okay, probably not.)

Part of the issue was that Dark Sector was to be created with a new engine developed internally--the Evolution Engine--rather than relying on the Unreal Engine, which the company was intimately familiar with. To build a new world, franchise, and engine on new hardware was driven by “hubris and naivety,” and contributed to the less-than-stellar game Dark Sector became when released in 2008.

"Dark Sector feels OK for the first two chapters, but there are eight more to slog through after that, and if I wasn't working on a review of the game, that's probably where I would have stopped," wrote Jeff, in our review of Dark Sector, which he ultimately assigned a middling two stars. "The occasional variety of a boss battle or vehicle sequence doesn't break things up enough to make the campaign an interesting one, either. Between the dreary action, the sluggish movement speed, and the seemingly tacked-on multiplayer, you'll probably want to pass on the whole thing."

The Dark Sector of 2008 reflects market changes--less sci-fi, more modern--suggested by publishers back in 2004.
The Dark Sector of 2008 reflects market changes--less sci-fi, more modern--suggested by publishers back in 2004.

For the next few years, Digital Extremes was low key, and was responsible for bringing BioShock to PS3, handling the multiplayer portion of BioShock 2, and porting Homefront onto PC. Its relationship with 2K Games lead to creating The Darkness II, an unexpected sequel to the celebrated Starbreeze game that turned out much better than most would have anticipated.

The old Dark Sector was not forgotten, though. Over the years, Digital Extremes would return to the hardcore science fiction game the industry had rejected, and tried to find a way to bring it back. Several months were spent, at one point, reimagining it as an Xbox Live Arcade game.

“That is the game that got away, and we keep trying to fucking get it--and now we are,” he said.

The opportunity Digital Extremes had been waiting for arrived in-between projects. As one big game winds down, some resources are shifted to other games still in development (the studio is busy with Star Trek), while others are free to start prototyping The Next Big Thing. Early in 2012, Sinclar and still-CEO James Schmalz were looking at free-to-play games, and wondering if there just might be something to all of it.

As Sinclar gathered his team, the idea to bring 2004's Dark Sector out of retirement came up again. The company's psychic wound became Warframe, a free-to-play online shooter. Members of the team that worked on that original video are still at the company, and involved with Warframe.

The inspiration from Digital Extreme’s 2004 pitch is far more than just aesthetics, too. It’s design.

“It's really, really close,” said Sinclair. “The timeframe, the enemies. [...] It is very much that [ game], but the major difference is it is not a single player, linear, narrative experience. That's the major difference, but in terms of lore, in terms of the enemies, in terms of the abilities, the powers, how the power suits that we call warframes work--that is all from those original ideas.”

“It is the same people whose dreams have been crushed are back, and they got something to prove. So the intensity of effort and how personal the project is for them is unlike anything we've done.”

In Warframe, players are an ancient warrior from a race called the Tenno. The main character in 2008’s Dark Sector was not coincidentally named Hayden Tenno in tribute.

Development on Warframe started in earnest in March 2012, and a closed beta launched in October. It’s still in closed beta, but an open beta is planned for the future. Since our Quick Look was recorded, the game has added several new features, including the ability for players run along walls.

Even in its early state, Warframe has sailed passed the original design document that formed the foundation of Dark Sector in 2004. It’s still very much that game, though, and making sure it’s a success is hugely important to the development team.

“It is the same people whose dreams have been crushed are back, and they got something to prove,” said Sinclair. “So the intensity of effort and how personal the project is for them is unlike anything we've done.”

Patrick Klepek on Google+

100 Comments

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M_Shini

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What's the thing called where articles have big quotes from the article even though your probably already reading the article anyway? Its totally dumb, i want jpegs of ninja swordsmen with guns.

But anyway enjoyable read.

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rjaylee

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Huh. How about that. I didn't even know Digital Extremes was based in London, Ontario. That's like maybe an hour away from where I live.

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LibrorumProhibitorum

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Dark Sector 2004 looks way more interesting than what Dark Sector actually became, though this is my first time seeing the 2004 tech-demo. I wonder how I would've felt in 2004 about Dark Sector 2004. The shots from behind the character "feel" a lot like Dead Space, too.

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Kaowas

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Edited By Kaowas

Great article, Patrick! I think I'll give Warframe a go when it goes into open beta. The Quicklook had me at least intrigued, and this article makes me want to give it a shot.

2008's Dark Sector was... well it wasn't great of course, but there was some heart there. Well, it was a struggling, dying heart but it was beating! Slowly... The game was trying something, and the world of the game gave me a little inkling toward Deus Ex's world so I was at least into it for that. But Warframe's world is something I can really get behind. I just want to see if the game is any good first.

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Lazyaza

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I was one of those people saying wtf? when I saw Dark Sector as an actual game. I wondered why they made such an intense change in art direction and setting from the tech demo and it turns out same reason any awesome project gets shelved; asshole publishers. I really hope the industry continues to evolve in such a way that developers get to decide what their games are, not marketing execs. Oh man if I could be as excited for games now as I was in the 90s, that would be nice.

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Dezztroy

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@andmm said:
No Caption Provided

@patrickklepek The icon for Warframe is the same from Dark Sector :D

It's a lotus flower. Lotus is one of the main characters in Warframe.

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mrcraggle

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@kaowas: It's actually been in open beta this past weekend but unfortunately it ends tonight.

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Benny

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I fucking love Warframe, I've put probably over 20 hours into it and didn't get tired at all of the combat. There's something about the feel that they've gotten so right that makes it a joy to play. Gliding on your knees while spewing electricity at a room full of dudes or wall running up past a dude before slicing him in half from behind. The game just plays great, you can't go wrong with it really, especially for free.

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Deusoma

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So many thoughts fighting for attention at the same time. Digital Extremes is related to Solar Winds? Suddenly my respect for them has skyrocketed. The Civil War? Come on, Sony, the Civil War? How would any of the mechanics from that trailer have made even the faintest hint of sense if it was set before the automatic rifle was even invented, much less powered stealth armour and robot enemies? And yeah, I'm gonna back up the sentiment that the suits who were insulting the concept and trying to steal its tricks in the same breath were scumbags.

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goulash_enjoyer

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Hey Patrick, the games industry isn't "irrationally secretive" but "rationally secretive." Don't be willfully obtuse.

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jakob187

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I've loved every second that I've spent in Warframe. It definitely feels like a beta that they are continuing to add onto, but the basic blueprint is there...and I love it. They are definitely doing the F2P model correctly as well, since you can obtain all of the general gameplay necessities through in-game currency and crafting. There is plenty of reason to re-run different areas. My sole issue is that the areas you go to begin to feel a bit repetitive, and they are not necessarily very kind when it comes to death in the game. At the same time, death truly DOES feel like it is your fault for not being careful, and the punishment for it definitely drives that home even deeper.

This article is a great look at some history, and it's nice to see these guys finally getting to make the game that they fucking wanted to make instead of some corporate shill bullshit. I love the art aesthetic of the game.

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sweetz

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Edited By sweetz

It's not mentioned here, but I'd also love to know a bit of the story behind the PC port behind the game.

The PC port is (in)famously a wreck. Basically, when displayed at widescreen resolutions it stretches vertically. That is to say, it's not like a 4:3 image stretched to widescreen, where everything is wider than it should be; rather it's so screwed up that running in widescreen actually makes things taller/thinner than they should be.

It was ported by some unnamed Russian developer (later found to be some arm of Noviy Disk), and published in the US by Aspyr - previously most well known for Mac ports of games.

There was ZERO post-release support for the port. Aspyr's support was entirely clueless and refused to acknowledge that the problem existed at first. Later they had a canned response of being in contact with the developer about the issue, but of course nothing ever materialized.

I would love to know what Digital Extremes thinks about their IP being handled in this manner. Regardless of what people thought about the gameplay itself, it certainly couldn't have done much to help Digital Extreme's image to have their name associated with such a poorly handled port.

PS Great article. I really like when Patrick does these "behind the scenes" kinds of things. Game development business and politics is typically such an iron curtain. I was hoping he would do one on the story behind System Shock 2 miraculously showing up on GoG since he had some info about the crazy situation with that game's IP before, but I saw in Worth Reading that he linked a Rock Paper Shotgun interview about it.

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GERALTITUDE

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What a fantastic article! I've been obsessing over the similarities between these games since I started playing Warframe (thanks to the Quick Look, of course).

Super T game, by the by.

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nicktorious_big

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Ahh I remember Dark Sector. There was such a big deal around that game back then. And look how it ended up in the end...it was sad to see! I hope that Digital Extreme can find it's footing and that they produce a good game with Warframe!

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WarlordPayne

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I liked Dark Sector. It's not great, but I had fun with it and I've played much worse this gen.

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emilknievel

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This was really interesting to read. Thanks, Patrick!

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AssInAss

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@m_shini said:

What's the thing called where articles have big quotes from the article even though your probably already reading the article anyway? Its totally dumb, i want jpegs of ninja swordsmen with guns.

But anyway enjoyable read.

No Caption Provided

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uberexplodey

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Edited By uberexplodey

More of you should play Warframe!

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BRNK

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@m_shini said:

What's the thing called where articles have big quotes from the article even though your probably already reading the article anyway? Its totally dumb, i want jpegs of ninja swordsmen with guns.

But anyway enjoyable read.

Pull quotes. They catch the eye and give you the gist of the article, enticing you to read it fully where you may not have before. Yay, graphic design.

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Branthog

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Edited By Branthog

I bought Dark Sector, brand new, for $8 a couple years ago. I remembered being excited by the initial trailers. Then I remembered how panned the game was, after launch. I still haven't felt compelled to actually take off the shrink-wrap and try playing it yet, though.

Also, for all these people who keep saying "we don't need new consoles" and "we don't need the new consoles to be powerful" -- just keep in mind that the graphics in this 2004 demo are almost on-par with a lot of today's console games -- in 2013 and that even the most beautiful 360 game in 2013, while much better looking than this 2004 demonstration, is not an order of magnitude better. You can refine a lot of things, but you're still running on decade old hardware.

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Tidel

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Edited By Tidel

Great story. I had no idea about any of this. I knew there was ambiguous trouble behind 2008 Dark Sector by not what or why.

Now I wish I had a Windows machine to check out Warframe. LOVE the art direction; love that it's a third-person shooter.

Maybe if I wish really hard for a console port...

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Carlos1408

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Edited By Carlos1408

Fascinating! Thanks for the article Patrick, I love me some sci-fi! :D

Kind of wish I could check out Warframe now,

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mikey87144

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That's cool. Great read.

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Dan_CiTi

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The old Dark Sector concept art reminds me of various PS1 RPGs, like Brave Fencer Mushashi and the like. Very cool.

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ch3burashka

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@jedted said:

I just remember how i was psyched for this game because Mike Rosenbaum was in it and it turned out to be a low point for his career. :(

I'll have to try out this Warframe once it goes into open beta. That game looks fun from what i saw in that QL.

Yeah, me too. I knew who he was because I watched Smallville... for the first 5 seasons. Then it got both insane and inane, somehow. However, I'd be willing to slowly watch it again... if Netflix got some effing CW shows! Come on!

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marblecmoney

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Edited By marblecmoney

Really cool article. I had no idea Warframe had the Dark Sector lineage.

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tourgen

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Edited By tourgen

really cool article, thanks

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permastun

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@dark_lord_spam: Jeff seems fatigued about everything that isn't Saints Row.

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Bubbly

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Great article. Last time I played Warframe was around the time of the Quick Look, but it was lacking variety back then. I'll probably jump back in when they have on open beta. The wall running also sounds awesome. Jeff didn't show off the acrobatics in the QL, but that stuff along with the powers is what really separates this from other shooters for me. Really fun to just combo that stuff together.

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Edited By megalowho

Very cool story. Always been fascinated by Dark Sector as the first peek into next gen gaming that eventually got left behind. Great formatting too, articles looking slick on the new site so far.

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Ghostface318

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Edited By Ghostface318

I thought this was a really well-written story. Its always great to get a bit of a deep dive on the game industry where things don't come together or ever see the light of day.

Nicely done sir.

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PurpleSpandex

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Edited By PurpleSpandex

This was an interesting read, good job! Hope we get more inside baseball stuff like this.

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sirdesmond

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This kind of features digging into the bizarre bits of gaming like this are Patrick's best. Keep em coming please!

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@assinass said:

@m_shini said:

What's the thing called where articles have big quotes from the article even though your probably already reading the article anyway? Its totally dumb, i want jpegs of ninja swordsmen with guns.

But anyway enjoyable read.

No Caption Provided

Needs a bigger cod piece.

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ianyarborough

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Fascinating read, @patrickklepek, this is just the sort of dimension you bring to the site that I love.

The dogged persistance of the crew at Digital Extremes seems commendable and I can't say as I blame them, as it seems like they've got the seed of an awesome story and game there, but as a sucker for hard sci-fi, I'm the target audience and an easy mark for this sort of stuff. I'd recommend they get it shipped before Destiny drops, though.

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Edited By paulunga

@deusoma said:

So many thoughts fighting for attention at the same time. Digital Extremes is related to Solar Winds? Suddenly my respect for them has skyrocketed. The Civil War? Come on, Sony, the Civil War? How would any of the mechanics from that trailer have made even the faintest hint of sense if it was set before the automatic rifle was even invented, much less powered stealth armour and robot enemies? And yeah, I'm gonna back up the sentiment that the suits who were insulting the concept and trying to steal its tricks in the same breath were scumbags.

Hell yes, Solar Winds. I spent SOO much time with the shareware version of that game. Never got around to playing the full game. Oh man, I gotta see if I can get it on gog.com or through some other means.

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I always love articles like this one since they show that even bigger developers can, as a team, have a 'dream game' they strive to create even if they need to bend to the whims of publishers and executives along the way. It's also always fascinating to me to learn the history behind the development of a game since there almost always seems to be far more going on than one would realize.

@patrickklepek Also, I noticed a few typos while reading this article: "the ability for players run along walls" should be 'to run', "sailed passed the original design" should be 'sailed past', and one of Sinclair's quotes is "Can you set in present day?" and I think it's meant to be 'Can you set it in the present day?' (though I can't be sure if this last one is actually a typo since it's a quote).

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genkobar

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Wow, I had no idea how much of Warframe was already in that Dark Sector concept video! I never saw it back in the day. This history of Digital Extremes is something I've been wondering about lately.

I got into the Warframe beta right after watching the quicklook here, and I've put 60 hours into it since then. I liked it enough to put $50 into the game, to support the development. I can see myself playing it regularly throughout 2013. The opponents are varied enough to create quite different challenges, and the warframes are a lot of fun to develop and learn how it's best to use each one.

In addition to the wall-running they recently added a whole new environment set, a Grineer meteor base. It's different from the spaceships and with some routes that require wall running, so it's very fun to play through.

Great article!

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genkobar

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I have a couple of keys for the closed beta left, if anyone here is interested. Just PM me!

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VikG

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Edited By VikG
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TommyH

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Strange seeing this after playing Warframe, pretty amazing how much of it survived into Warframe after all that time though!

Good on them for sticking with what they believed in and actually getting it all the way there. What little i have played of warframe showed great promise, but as someone else mentioned the exceedingly high cost of new frames and weapons makes it somewhat booring to grind through. Was a bit since i played it now though so it might have gotten a bit more exciting... I really did love the concept and the feel of it, it just lacked some substance to keep me coming back.

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deactivated-5f71e1dc474f5

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Interesting read as always Patrick.

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Rothbart

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@assinass said:

@m_shini said:

What's the thing called where articles have big quotes from the article even though your probably already reading the article anyway? Its totally dumb, i want jpegs of ninja swordsmen with guns.

But anyway enjoyable read.

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These guys should form a club.

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JamesM

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Apostrophe placement!

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deactivated-6610658acf7f5

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This article piqued my interest in Warframe, a game that I originally didn't give a second thought. Now I'm actually looking forward to the finished product.

@patrickklepek: This article showed up in the Giant Bomb RSS feed February 14, but the link in the feed always throws a 404 error. Maybe you could "repost" it? I hope no one misses this article due to that glitch!

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Paindamnation

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@i_smell said:

Just watched that video and I dunno, Dark Sector seems PRETTY badass!

You would be VERY surprised. It was not the sum of it's parts. huge let down for the industry, it was supposed to be the "next gen" game of it's time. However, the stuff that they showed was end game content.

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Paindamnation

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@phatmac said:

@patrickklepek Noticed a typo in the article

"Since our Quick Look was recorded, the game has added several new features, including the ability for players run run along walls."

Colarbone dog. #Colarbonebroken

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Tordah

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I played Dark Sector and i'm alive to tell it. Guess what? It wasn't the worst game ever.

That's pretty much how I feel about it. It was a decent but very forgettable game. 3 stars.

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deus20XXmachina

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Okay, I want THAT version of the Gorgon.

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RipMurdock

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I found this article online and I remember the original Dark Sector video vividly. It blew my mind. So when I saw Dark Sector, I knew it was that game, before it got butchered. Warframe is a ton of fun, and I am having great time playing it on xbox one with my friends. Th community is pretty solid too, and have met some cool folks on there. Although I am late in reading this article, I enjoyed it very much and thanks for writing it @patrickklepek.