Video games change a lot between announcement and release, but most of that happens under the hood. What the game looks like is usually set in stone. But thatâs not true of every video game, and it certainly wasnât true for Borderlands and Team Fortress 2, games that looked very different by the time they shipped.
Yes, that actually happened. Hereâs how.
Borderlands
Itâs tough to imagine Gearbox Softwareâs Diablo-style shooter without its striking and cartoonish look, but for years, the game relied on a far more pedestrian aesthetic. I even saw a playable demo of Borderlands at E3 one year, prior to the gameâs art change. Needless to say, it didnât leave a big impression.
Hereâs the drastic change, side-by-side:
Gearbox outlined what happened in a Game Developers Conference talk in 2010, but in short, players were confusing Borderlands with Fallout 3 and Rage; the art was too similar. Borderlandsâ style had been developed with the terms âserious,â âgritty,â and ârealistic.â Itâs not a surprise Borderlands looked the way it did.
âThere can be something a little sterile and cold about contemporary super normal mapped games,â said art director Brian Bartel in an interview with IGN.
âI wanted something a little more human and warmâsomething that lets you really see the artistsâ hand in the work. You should feel the art in the way that good concept art moves you. That was the genesis of the concept art style. As I sort of tested it with the artists I could see that they just lit up and got extremely excited about the idea.â
The new art premiered in this teaser trailer:
For inspiration, the developers looked towards the gameâs concept art, which depicted a much more visually eccentric game, and the short film CodeHunters
The creator of CodeHunters, Ben Hibon, was both impressed but upset by how closely Borderlands seemed to ape his short, especially since he was, at one point, contacted to work on Borderlands. Hereâs what he told Pound of Flesh:
âI was contacted by Gearbox prior to the re-design of the gameâin 2008,â said Hibon. âThey asked me if I would be interested to direct/design some cut-scenes for them. We exchanged a few emails but the project didnât materialize in the end. I didnât think much of it at the timeâuntil I saw the final game in 2009. To be absolutely clearâI have never created or designed anything for Gearbox or Borderlands. Gearbox saw my work and decided to reproduce itâmake it their ownâwithout my help or my consent. The hardest part for me when this happened was understanding why they wouldnât ask me directly. We were already talking about doing some work togetherâit made no sense.â
Gearbox CEO Randy Pitchord acknowledged the connection to Kotaku in 2010.
For more, I recommend GameSpotâs excellent writeup of Gearboxâs GDC talk.
Team Fortress 2
The success of Half-Life allowed Valve to make bold decisions. One of those included announcing Team Fortress 2 in 1999 and not shipping it until 2007. Over those many years, the game radically changed, not least of which was the art.
Hereâs how drastic it was:
Like Borderlands, Team Fortress 2 was featured at E3 in a previous form.
Team Fortress began as a Quake mod, with Team Fortress 2 moving to Valveâs modified version of the Quake engine, GoldSrc. Valve ended up contracting the modâs creatorsâRobin Walker and John Cookâbefore bringing it all in-house.
Per a GameSpot news story from June 1998:
Valve LLC announced last week that it had acquired the Australian developer TF Software Pty. Ltd., the creators of Team Fortress, perhaps the most popular team-oriented multiplayer module for Quake available over the Internet.
Sierra Studios and Valve will be shipping Team Fortress 2 as a Half-Life expansion pack later in the year (after the release of the anticipated first-person shooter this summer).
âWe looked at all of the different game platforms we could host TF 2 on,â added Robin Walker, lead designer of Team Fortress 2. âHalf-Lifeâs advanced technology, as well as its flexibility for extensions, with features like client-side DLL support and add-on controllable HUDâs (Heads Up Display), meant we could do things with Team Fortress 2 that wouldnât be possible on any other system.â
Obviously, Team Fortress 2 did not ship shortly after Half-Life. Being in-house at Valve gave Walker and Cook an opportunity to rethink what the game could be, eventually giving it the subtitle Brotherhood of Arms. The game was delayed multiple times, but when the game was pushed back in 2000, it went dark.
Hereâs some footage of the abandoned game:
Nothing would be heard about Team Fortress 2 for another four years.
Itâs not as though Walker and Cook were twiddling their thumbs in that time.
Per a Rock Paper Shotgun interview from 2007, after it re-debuted:
Walker: Well, we worked on TF2 a lot. We tried three or four different version of things we called TF2. And we all worked on Half-Life 2 and Episode One. Valveâs a small enough company that everyone works on everything. So it hasnât been all TF2
They werenât worried about how long it was taking, either:
The arc of TF2 is something thatâs probably familiar to a lot of amateur developers or designers. When we got here the first thing we built was overly complex, very hard core, almost impenetrable to anyone who wasnât familiar with FPSs in general. And as we found as we played it, wasnât more fun because of it. I think one of the things weâve learned as designers over the time weâve been here is to better preserve our ideas while still making them more understandable. Weâre personally very proud that TF2 is the best product weâve produced at doing this, where we donât think weâve sacrificed any of the depths or complexity that we wanted, but at the same time players can sit down in front of it and have fun without really understanding half of whatâs going on. Most things that happen tend to be visually understandable at face value.
Though still Team Fortress at its core, the sequel looked vastly different:
https://www.youtube.com/watch?v=h_c3iQImXZg
The original Team Fortress still lives on in the form of a fan-driven project called Fortress Forever, inspired by the original game. Itâs also totally free!
I wonder how long itâll take for Team Fortress 3
You can reach the author of this post at [email protected] or on Twitter at @patrickklepek
That Actually Happened is a weekly series at Kotaku in which we highlight interesting moments in gaming history. So far, weâve revisited when Sonic kissed a human, a live game show on Xbox 360, and Sony throwing a God of War party with a dead goat. If you have any suggestions for future entires, please let us know in the comments below!