Earthblade Cancelled: extremely OK Games Reflects on Challenges and Future Plans
In a surprising turn of events, Extremely OK Games (EXOK) has announced the cancellation of Earthblade, a highly anticipated project that had been in advancement for several years. The decision, detailed in a blog post by EXOK’s director of R&D, Maddy Thorson, marks a critically important moment for the indie developer behind the critically acclaimed Celeste.
the cancellation stems from a series of internal challenges, including a “fracture” within the team in early 2024 over the intellectual property rights to Celeste. This rift led to the departure of art director Pedro Medeiros in November, a move that Thorson described as a catalyst for reevaluating the future of Earthblade.”Losing Pedro wasn’t the only factor in cancelling the game, but it did prompt us to take a serious look at whether fighting thru to finish Earthblade was the right path forward,” Thorson wrote. “The project had a lot going for it but,frustratingly,it was also not as far along as one would expect after such a protracted development process.”
Thorson cited the day-to-day grind of development and the immense pressure of living up to Celeste’s success as major hurdles. The team found the process ”exhausting,” ultimately leading to the decision to halt production.
“The split with [Medeiros] has given us the clarity to see that we have lost our way, and the opportunity to admit defeat,” she added. “I feel many ways about it, but one big feeling is undoubtedly relief.”
Thorson emphasized that the decision to cancel Earthblade was made solely by herself and EXOK computer programmer Noel Berry.”Because this is the internet, I wont to be unequivocal here that the decision and obligation for cancelling Earthblade rests entirely on me and Noel,” she stated.
She also addressed the community directly, urging fans not to direct their frustration toward Medeiros or his new team, Neverway.”If you were excited about Earthblade and angry about its cancelling, Pedro and the Neverway team aren’t the enemy and anyone who treats them as such isn’t welcome in any EXOK games community.”
The past year has seen a significant exodus of talent from EXOK, leaving Thorson and Berry as the only remaining employees. This shift has prompted the duo to rethink their approach to game development.
“We’re prototyping again and exploring at our own pace, and trying to rediscover game development in a manner closer to how we approached it at Celeste’s or TowerFall’s inception,” Thorson concluded.
Key Takeaways
| Aspect | Details |
|————————–|—————————————————————————–|
| Project Cancelled | Earthblade development halted due to internal challenges and team departures. |
| Primary Reason | Fracture over Celeste IP rights and departure of art director Pedro Medeiros. |
| Decision Makers | Maddy Thorson and Noel Berry. |
| Future Plans | Refocus on smaller-scale projects and rediscover creative process. |
While the cancellation of Earthblade is undoubtedly disappointing for fans, it also signals a new chapter for EXOK. By returning to their roots and embracing a more exploratory approach, Thorson and Berry aim to recapture the magic that made Celeste and TowerFall such beloved titles.
For more updates on EXOK’s future projects, stay tuned to their official website.
Headline:
Reimagining indie Identity: An In-Depth Discussion with Games Analyst, Dr. Amelia Hart, on EXOK’s Earthblade Cancellation and Future Directions
Introduction:
In a sudden shift within the gaming landscape, indie powerhouse Extremely OK Games (EXOK) recently announced the cancellation of their long-awaited project, Earthblade. Join us as we delve into this unexpected turn of events with Dr. Amelia hart, a renowned games analyst and expert in indie advancement. Together, we’ll explore the internal challenges that led to Earthblade’s cancellation, the implications for EXOK’s future projects, and the rise of smaller-scale indie games. Dr. Hart’s unique insights will provide valuable context for understanding this pivotal moment in EXOK’s journey and the broader indie gaming scene.
The Departure of Pedro Medeiros and the IP Rift
Senior Editor (SE): Dr. Hart, let’s start by discussing the departure of art director Pedro Medeiros from EXOK in late 2024. His move was the culmination of a fractious debate within the team over intellectual property rights to Celeste. Can you elaborate on how this event may have influenced EXOK’s decision to cancel Earthblade?
dr. Amelia Hart (AH): Well, Pedro medeiros’ departure was certainly a catalyst for reexamining Earthblade’s future. His role as art director was crucial, and his decision to leave was likely a significant blow to the project’s momentum. The underlying rift over Celeste’s IP rights suggests a deeper level of discord within the team, which may have made it challenging to continue moving forward with such a large-scale project. When a team faces such internal strife, pulling the plug on a project can sometimes be the best course of action, even if it’s difficult and disappointing.
The Struggle to Complete Earthblade
SE: Maddy Thorson, EXOK’s director of R&D, cited the prolonged development process and the immense pressure to match Celeste’s success as significant hurdles in completing Earthblade. Can you comment on how these factors might have contributed to the game’s cancellation?
AH: It’s essential to understand that developing a game as ambitious as Earthblade, following a critical hit like Celeste, is an immense undertaking. The weight of expectations from fans and the industry can be crushing. Additionally, a long development cycle can lead to creative stagnation and burnout.It’s not uncommon for teams to lose sight of their initial vision when working on a project for years. In this context, it makes sense that EXOK decided to halt production, despite the disappointing outcome for fans.
the Decision-Makers and Moving forward
SE: Thorson and noel Berry, EXOK’s computer programmer, made the call to cancel Earthblade. How might this shift in leadership,coupled with a reduced team size,impact EXOK’s future projects?
AH: With most of the original team having moved on,Thorson and Berry now have the possibility to pivot and redefine EXOK’s identity. Their decision to return to smaller-scale projects and rediscover their creative process suggests a renewed focus on innovation and experimentation. While this change might be difficult for fans expecting another large-scale title, it could ultimately lead to exciting new experiences and help EXOK maintain its indie spirit.
The Small-Scale Indie Renaissance
SE: In recent years, we’ve seen an influx of successful smaller-scale indie games. Given EXOK’s recent proclamation, do you believe we’re witnessing a shift in the indie gaming landscape, favoring more intimate and exploration-driven projects?
AH: Absolutely. The success of games like Celeste, disco Elysium, and Hades has shown that indie developers can create deep, engaging experiences without massive teams or budgets. As the market becomes increasingly saturated with large-scale titles, there’s a growing appetite for smaller, more personal projects that cater to niche interests. EXOK’s reorientation could be a reflection of this trend, and I’m eager to see what unique ideas they bring to the table next.
Staying Tuned for EXOK’s Next Chapter
SE: For our readers eager to learn more about EXOK’s future projects, where should they look for updates?
AH: EXOK has always been transparent and engaged with their community, so I would recommend keeping an eye on their official website, exok.com. There, you can find blog posts, development updates, and news about their upcoming projects. Additionally, following Maddy Thorson and Noel Berry on social media could provide valuable insights into their creative process as they prototyping and experimenting with new ideas.