Just before Generation Zero released nearly a year ago, things looked great for the game. Its trailers and screenshots promised a dynamic and expansive open-world cooperative shooter, with robots to fight and a beautiful and detailed 1980s Sweden to explore. And it was made by Avalanche, a studio long-known for its open-world action games. Aside from a little controversy when artist Simon Stålenhag pointed out its thematic similarity to his distinctive art, everything seemed in place for a successful launch.
“We felt really good,” product owner Paul Keslin tells me. But that feeling soon changed. The game was beset by crash bugs and complaints of repetitive play, and its Steam review scores tumbled. For its small development team, the reception was a shock – “Immediately, the feeling was not a good one”. The post-launch plan was thrown in the bin, and so began the long job of turning the game around in the eyes of its players.
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