Feature: The True Story Behind Doom 3DO’s ‘Missing’ FMV Scenes

Straight from the mouth of the Cyberdemon.

Out of all the Doom ports published over the last three decades, Doom 3DO has perhaps the wildest development story.

The game, published by Art Data Interactive and developed by Logicware employee Rebecca Heineman, was mired in production issues. The reason for this was that Art Data’s CEO Randy Scott had misrepresented just how much work needed to be done on it before it hit store shelves. This led to the frustrated Heineman, who had initially been brought in only to finish the game, having to rush and develop an entirely new port in just ten weeks.

Read the full article on timeextension.com

Straight from the mouth of the Cyberdemon.

Out of all the Doom ports published over the last three decades, Doom 3DO has perhaps the wildest development story.

The game, published by Art Data Interactive and developed by Logicware employee Rebecca Heineman, was mired in production issues. The reason for this was that Art Data’s CEO Randy Scott had misrepresented just how much work needed to be done on it before it hit store shelves. This led to the frustrated Heineman, who had initially been brought in only to finish the game, having to rush and develop an entirely new port in just ten weeks.

Read the full article on timeextension.com

 

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