
Siden vi så den allerførste trailer fra Below, så er der efterhånden gået mange år, og spillet har endnu ikke en udgivelsesdato, selvom udvikleren lover at den kommer snart. Capybara er godt nok kendt for tage sig god tid, men udviklingen af Below er i en helt anden størrelsesorden - så hvad er der gået galt?
I et ærligt interview med Games Magazine (udgave 200) fortæller spillets Creative Director, Kris Piotrowski, at spillet har været en del sværere at lave end forventet.
"Well, we made a classic mistake, which I guess everybody has to do once before they really learn it. Back in 2013, we had parts of the game in place - core elements of its design and the art style - and we were super excited about what we had. Microsoft asked us if we wanted to show it at this giant event. We were just like, 'Fuck yeah! There's no way this could go wrong"
"Yeah. So, we did it; We got our demo together, we put together our trailer, showed it at this big event, and then went home and it was like, 'Right, time to make the game. This will be a piece of cake'. It turns out that the game was very difficult to make."
Selvom det at afsløre for tidligt kan have været en del af problemet, så slår det os som om at udviklingen har haft større problemer end det. Glæder du dig til Below?