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The Zeno Clash Postmortem on Gamasutra looks back at the ups and downs of
ACE Team's first-person fighting game. They start off describing a failed
Lithtech-engine game that preceded this project, how that scaled back their
ambitions for its follow-up, and how they developed Zeno Clash in a living room
to save on office expenses. Moving on to the game, they discuss things that went
right, including creating the visual impression of a large universe, sticking
with their aggressive artistic vision, choosing the Source engine to go with
their digital distribution, and their unusual reaction to the game
being pirated. Among the things they felt went wrong were the creation of too
much art to prototype, problems getting the lighting right, an unpredictable
development process with no design document, lack of multiplayer support, and
more.
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