Skydance’s BEHEMOTH game was released on Quest 2, 3 and 3S, PlayStation VR2 and Steam with a day-one goal of releasing across five platforms and a narrative which saw players defeating three giants.
Skydance also delivered a patch for PlayStation VR2, a week-of-release patch for Quest headsets, and a patch for PC as well.
When I saw the game in mid-November with missing textures and placeholder animations, Kittelsen says..., essentially deactivating the full build of the game brought to show at the release party.
The glitches came despite production efforts including deliberate store delay and delays to provide essential certification and quality assurance checks.
Skydance made a major investment in this title, but it is also an extraordinarily difficult year for VR developers.
Survios delayed its Quest 3 release of Alien: Rogue Incursion to focus on PS VR2 and PC VR release in 2024.
Kittlesen advised other developers that releasing across fewer platforms was better, given the enormous expense and the realisation that virtual reality is still an experimental and nascent medium.
When asked by journalists about whether comments about difficult game development such as those coming from CD Projekt Red were conducted within the ambit of such concerns for development deadlines, Kittlesen emphasised that Skydance focused on avoiding mandatory crunch and was accommodating to the needs of its staff.
Skydance’s SVP Creative noted that there had been overtime at the company but said that it was not mandatory.
Skydance gave its staff a break through the end of the year and some extra comp time to thank them for the overtime put in.