"It’s a privilege to finally bring it to one of my personal favourite platforms".
It's natural to think that franchises are borne out of the pursuit of profit, isn't it? That someone in a suit sits in a boardroom, glances over a "units shipped" column, and abruptly demands a series when a new IP hits a prerequisite sales target.
But when it came to XCOM – the 2012 reimagining of the early 1990s sci-fi strategy game that built a passionate fanbase – its sequel didn't come about because of the success of the original game. As creative director Jake Solomon tells Nintendo Life, that's simply not a solid enough premise on which to craft an enduring franchise.
Read the
It's natural to think that franchises are borne out of the pursuit of profit, isn't it? That someone in a suit sits in a boardroom, glances over a "units shipped" column, and abruptly demands a series when a new IP hits a prerequisite sales target.
But when it came to XCOM – the 2012 reimagining of the early 1990s sci-fi strategy game that built a passionate fanbase – its sequel didn't come about because of the success of the original game. As creative director Jake Solomon tells Nintendo Life, that's simply not a solid enough premise on which to craft an enduring franchise.
Read the
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