• 2 days ago
There are game studios that we once believed would never disappear, no matter the circumstances.
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0:00 Intro
0:27 Monolith Productions
3:35 Arkane Austin
6:12 Ready at Dawn
8:06 Volition
11:01 Visceral Games
12:45 Origin Systems
15:19 Free Radical
17:51 Core Design
20:06 SIE Japan Studio
22:09 Silicon Knights
Transcript
00:00There are game studios we thought would never go away no matter what the circumstances are,
00:07and with some of them we were wrong.
00:12Some truly historically incredible studios are just dead, and I think we should pour
00:18one out for some of them right now.
00:20Hi folks, it's Falcon, and today on Gameranx, ten legendary game studios that have vanished.
00:27Starting off with number ten, it's Monolith Productions.
00:31These were the guys that you'd think would have been around forever.
00:35All the guys making groundbreaking FPS games back in the 90s, mostly still alive, id Software
00:40still making Doom games, Raven is doing good work putting their stamp on the Call of Duty
00:45franchise, even 3D Realms, the guys behind Duke Nukem 3D and, I mean, ultimately the
00:51causes of Duke Nukem forever if not directly behind it, they're still around in at least
00:56some form.
00:57I guess the guys who made Duke 3D are gone, but the name's still there.
01:01Monolith is one of those studios.
01:03They made Blood, a truly classic among shooters.
01:07What was so impressive about Monolith is just how versatile they could be.
01:11They never settled for just one franchise or just one type of game, they were always
01:15experimenting making unique and interesting stuff.
01:19Their catalog of games, honestly, hit after hit.
01:21Blood in 97, Shogo in 98, Blood 2 in 98, that one sucked, but it wasn't Monolith's fault.
01:29It's a whole thing.
01:302000 had No One Lives Forever, which is an awesome spy-themed FPS that was just way ahead
01:35of its time.
01:36And in 2005, there was, of course, Fear, one of the all-time great shooters.
01:41The slowdown time, the destruction, the fantastic AI, the creepy atmosphere, this one, it had
01:46all of it in the same year.
01:49They also put out Condemned Criminal Origins, which was also a really good first-person
01:54horror game, more of a focus on melee combat and exploration, but not a lot of devs put
02:00out two very good games in one year, especially devs of this size.
02:06And then in 2014, we got the first Middle-Earth game, Shadow of Mordor.
02:10In a lot of ways, it's kind of an Arkham City copycat, but the whole Nemesis system stuff
02:15was really groundbreaking, at least in concept, and it was pretty damn fun.
02:18They had a sequel, which expanded on it.
02:20It was also damn fun.
02:21I love the Nemesis system, actually.
02:24After that, though, they went to work on their next game, and it never came together.
02:27I don't know what's going on behind the scenes at Monolith or Warner Bros., but something
02:33went seriously wrong.
02:34Up until 2014, the longest gap between game releases from this studio was just three years.
02:39After Shadow of Mordor, we got nothing for eight years, and then Warner shuttered the
02:42studio entirely.
02:43Prior to the shutdown, reports were circulating that their next game would have been based
02:48on Wonder Woman.
02:49It already had $100 million dumped into it, and even at the start of 2025, the game was
02:53not in a releasable state.
02:55Going by that, not hard to understand why Warner closed the studio, but I've got to
03:00imagine the blame flows both ways here.
03:03Maybe Monolith just didn't have it anymore, or maybe Warner kept spinning them in circles
03:07trying to squeeze the live service game out of them.
03:09Lord knows that's happened.
03:11Everything I ever hear about them makes them sound clueless, but the common narrative that
03:15all game studios are closed because of greedy publishers, that's not always true.
03:20Maybe all the talent left, there was no enthusiasm for whatever the next project was.
03:25Who really knows, but it does suck to see them go.
03:29Studios as long-running and legendary as this deserve to live on in some form, even if their
03:33best years are behind them.
03:35Number nine is Arkane Austin.
03:37It's a complicated one, because Arkane as a studio is still around, their main studio
03:42in Lyon, France.
03:45But the Austin studio is no more, it was closed down by Microsoft in 2024, along with several
03:51other Bethesda studios.
03:52So while Arkane as an entity still exists and is apparently working on a game based
03:57on the Marvel character Blade, one of their key studios is no more.
04:01Founded in 2006, the Austin studio's actual contributions are a little nebulous for a
04:06lot of their games, because at first, both the Lyon studio and the Austin studio worked
04:09together on projects.
04:11We know they're at least partially responsible for the first Dishonored, but they're one
04:14true legendary accomplishment on their own was 2017's Prey, a game they worked on exclusively
04:21while the main office made Dishonored 2.
04:23And while that sequel is fantastic, Prey is probably Arkane's best game.
04:27It's the ultimate immersive sim, it's a highly systematic game with a huge interconnected
04:32space station and all these interlocking systems, it makes my head spin.
04:37And like most of Arkane's output, Prey wasn't a massive success, but it earned the studio
04:42a lot of respect and admiration, like it was a true expression of what people expected
04:46from an Arkane game.
04:47First person, lots of player freedom, intricate level design, physics, interaction, lots of
04:53stuff.
04:54It's unfortunate the real history of Arkane is one of constantly scrapping to get by,
04:59working as a support studio on other games, making many failed prototypes, including at
05:04least one Half-Life 2 expansion pack and one game produced by Steven Spielberg of all people,
05:10because at least for a little while, when they did get the chance, they made something
05:13magical.
05:14And then there's Redfall, the studio's follow-up to Prey, which was live service,
05:20always online, and nothing like what the studio was known for.
05:23Why even bother?
05:24From what I read, it sounds like Bethesda was looking to sell, so they decided to inflate
05:28their value by starting up development on a bunch of live service projects.
05:31Keep in mind, this was the late 2010s, and it seemed like live service equaled infinite
05:36money.
05:37The problem was that nobody in Arkane actually wanted to make Redfall, it was not the kind
05:41of game people who joined Arkane wanted to make.
05:45So apparently, and this is a crazy number, 70% of the studio who actually worked on Prey
05:51had left by the time Redfall actually came out.
05:55Also it failed, I mean, for all intents and purposes, not a good game, so Microsoft shut
06:00down the studio.
06:01Their actual output wasn't always consistent, but sometimes all it takes is one or two truly
06:06great games to make a studio legendary, and their work on the Dishonored games and Prey
06:10in particular was next level.
06:13At number 8 is Ready at Dawn, formed in 2003.
06:17This studio was mostly known for their surprisingly high quality adaptions of PlayStation properties
06:23to handhelds.
06:24Their first game, Daxter, which is based on Naughty Dog's Jak and Daxter games, was surprisingly
06:30good for a game not made by the main studio, as was their God of War games for the PSP,
06:35which are practically as good as the mainline games.
06:37The kind of graphics they were able to push on the PSP was also remarkable, especially
06:41in Ghost of Sparta, which might be their best game overall.
06:44It's not just good for a handheld God of War game, it's legitimately one of the best games
06:49in the franchise.
06:50After proving themselves on the PlayStation Portable, they took their technical expertise
06:54and made what is still one of the most graphically impressive games of all time with The Order
06:591886, more of a tech demo than a real game.
07:03Really cool concept, deserved to be fleshed out given the time it needed, but in terms
07:08of visual fidelity, you can't deny how good this game looks for a PS4 game in 2015.
07:14It's one of those games that needs a sequel to expand and improve on the ideas of the
07:19first, but it unfortunately never happened.
07:21After the failure of The Order 1886, Ready at Dawn moved on from their collaborations
07:26with Sony and took their technical know-how to the world of VR.
07:29They made an excellent game called Lone Echo, it was published by Oculus Studios, and sadly
07:34Meta, also known as Facebook, bought them in 2020 and then closed them four years later.
07:40The recent history of Facebook, Meta, whatever, is just one boneheaded decision after another,
07:46so it wasn't really a surprise they'd do absolutely nothing with a talented developer
07:50like Ready at Dawn after acquiring them, but it sucks a lot.
07:55I wish something would happen like with the Savage Planet people, where they like formed
08:00another company and kept making games, that'd be nice, but also, it's not Ready at Dawn.
08:06And number seven is Volition, oof, god this list just stings as we move along.
08:12You probably know these guys for their Saints Row games, but they actually got their start
08:16a lot earlier, way back in 1993, and it actually put them up there with gaming titans like
08:21id Software and fellow casualty Monolith.
08:24It's another studio with a hell of an eclectic catalogue, they were guys who were always
08:29trying out new things, and to their credit, it mostly worked.
08:32If you want to be clear, Descent was a technical marvel at its time, and also something I wasted
08:38more time than you can possibly imagine playing.
08:41They went on to do Descent 2 and Free Space, huge games in their own right, but one of
08:45their more overlooked titles were the Summoner games.
08:48They're fantasy RPGs for PS2, they're pretty underrated, and they're both completely different
08:53from one another, while still having that particular Volition quirkiness and humor.
08:57Their work on the Red Faction games is more well known.
09:00The first is noteworthy just for its destruction technology, but the best game in the series
09:05didn't come out until the Xbox 360 with Red Faction Guerrilla, which by the way, even
09:09though it's a huge pain in the ass to get into the game using the Steam Deck, I grin
09:15and bear it.
09:16I play that game to this day.
09:18That's not just the best Red Faction game, it's probably the best modern Volition game,
09:22period.
09:23Their innovation in destruction technology was combined with a fast and fun open world
09:28game.
09:29It was incredible.
09:30No other game has been able to match this goddamn game.
09:32Not even its own sequel, Armageddon, which is a linear FPS against some bug monsters.
09:38It doesn't do anything for me.
09:41And then of course, there is the Saints Row titles.
09:44For a little while, these games were the true successors, or the at least main competition
09:48of the GTA formula, where Rockstar took the series in a more dour, serious direction with
09:53GTA 4.
09:54Saints Row embraced the goofier parts of the Vice City and San Andreas thing, and it was
09:59a solid open world shooter in its own right.
10:01The series got goofier and stranger until it went completely off the deep end with Saints
10:05Row 4.
10:06And the series, I mean, it wasn't bad.
10:08It was insane, but bad is not a word I would use, until we got to the reboot.
10:14To say it didn't capture the energy of the originals doesn't do the reboot and its shittiness
10:22justice.
10:23I mean, it's a shame the story of Volition ends with the one-two punch of that and the
10:30previous Agents of Mayhem, because both those games, they sucked.
10:34Volition was capable of great things, but they were on the decline by the time they
10:38got Embraced.
10:40If you remember the Embracer debacle, I hope you haven't forgotten.
10:43Hashtag never forget.
10:45And while it was disappointing they got shut down, it also wasn't a huge shock given the
10:50critical drumming Saints Row, the reboot of it got, rightfully so.
10:55I don't feel good about them being closed, but I don't feel confused about it either.
11:01And number six is Visceral Games, oh my god.
11:05The Dead Space guys.
11:07Their history actually goes back further though, originally they were just an EA subsidiary
11:12known as EA Redwood Shores.
11:14They worked on a ton of stuff before they became the Dead Space guys.
11:19They were prolific for most of their run as a studio even, making all kinds of stuff like
11:23Tiger Woods golfing games, a few racing games, some James Bond games, including the all-timer
11:28James Bond 007 Everything or Nothing, which had a story that's so insane that it may die
11:32another day, seem stately and dignified.
11:35They did the great Lord of the Rings beat-em-up games.
11:37I don't know if you remember those or not.
11:39They did the Godfather games, the My Sims games.
11:43Honestly, if a good game came out at EA is probably from them.
11:46Dead Space was without a doubt their breakout hit though.
11:50After they did that, they got rebranded as Visceral Games.
11:53And even though, yeah, they were still making My Sims games for the Wii, their work on Dead
11:57Space is still some of the all-time best though.
12:00Dead Space 1 and 2, those games are some of the few horror games to stand
12:04side-by-side with Resident Evil 4 as some of the best action horror games ever made.
12:10While the Dead Space games did get a lot of critical praise,
12:13they didn't quite sell as well as EA wanted.
12:15In the Xbox 360 era, a lot of their games were getting canceled
12:19and they were stuck making forgettable sequels to other EA properties
12:22like Army of Two, The Devil's Cartel, and Battlefield Hardline.
12:25They ended up being the last game with the Visceral name on it.
12:28When given free reign to make the kind of game they wanted,
12:31the results just spoke for themselves.
12:32The Dead Space games still hold up, especially the second.
12:36So of course EA did what EA always does eventually
12:39and forced the studio to work outside their expertise
12:42and close them because the games didn't do well.
12:44And number five is Origin Systems.
12:47That's tough, friends.
12:49Origin Systems needs no introduction.
12:51They're in many ways the prototypical legendary game studio
12:55that no longer exists.
12:56Founded back in 1983, this studio is single-handedly responsible
13:01for many massive innovations in the games industry
13:03and fosters some of its greatest talents.
13:05These guys made the Ultima series, okay?
13:08If that was it, that's legendary.
13:10But no, they made Wing Commander.
13:13Wing Commander, two legendary series.
13:15And they made the first true MMO with Ultima Online,
13:18which you could count that towards the Ultima series,
13:20but I'm not because it's a different beast altogether.
13:22That's three landmark contributions to gaming.
13:25And oh, that's not where they stopped
13:26because they also did the first system shock.
13:29Origin Systems' contribution to gaming history,
13:31it can't be ignored.
13:33Yes, Richard Garrett, aka Lord British,
13:35is an embarrassing huckster these days,
13:37and Chris Roberts went on to do the never-ending debacle
13:40that is Star Citizen.
13:41But back in the 80s and early 90s,
13:43the work these guys were doing was absolutely groundbreaking.
13:46Sadly, those two lived long enough to become the villain,
13:50but at one time, they were heroes.
13:52I mean, Origins is where Deus Ex creator
13:55Warren Spector got his start.
13:56He even appears as himself in at least one of their games,
13:59which is so surreal to look back on.
14:02Even though he's another guy
14:03where his best games appear to be behind him,
14:05the way that Origin Systems didn't just innovate
14:08but also foster talent
14:09is what makes it such an important studio.
14:11Even many of the people who went on to found Arkane,
14:15they have connections with Origins.
14:17Same with Irrational Games, honestly.
14:19In fact, you wanna circle around
14:20the immersive sim genre for a while,
14:23you kinda have to go back to Origin Systems.
14:26It's not six degrees of Kevin Bacon,
14:28it's six degrees of Richard Garriott.
14:30So what happened to them?
14:32Well, that's actually pretty simple.
14:34EA happened.
14:35Origin was acquired by EA in 1992,
14:38and for a while, things were fine.
14:40Some of their best games
14:41actually came from the EA partnership,
14:43but in the end, they were a victim of their own success
14:45after Ultima Online came out.
14:47EA decided they wanted them to be an online-only studio
14:51while their online game was doing well.
14:53The mainline Ultima games were getting worse.
14:55Eight was bad, nine was a broken mess,
14:57and that game's failure
14:58ultimately led to the closure of Origins.
15:01Ultima was a foundational series.
15:03It being gone for good
15:05is like there being no more Doom games
15:07or no more Mario games.
15:09It's such a travesty that EA couldn't make it work
15:12with Origin Systems.
15:13In a just world, they'd still be chugging along,
15:15making at least somewhat interesting RPGs.
15:19And number four is Free Radical.
15:22Be still, be still, my heart.
15:25Founded by former Rare staff,
15:27this is one of those studios
15:28that feels like they should've done so much more.
15:32They never got the chance to make a lot of stuff,
15:35but they had a unique vision all their own
15:37that made them stand up,
15:38even in the often derivative FPS games market.
15:41Their real claim to fame
15:43is, of course, the TimeSplitter series,
15:45which is the true successor
15:46to the GoldenEye and Perfect Dark games.
15:48They had a goofy energy to them
15:50that made them feel very unique.
15:51They're not just copycats of the old Nintendo 64 shooters.
15:54They certainly weren't made
15:55by the same people that made them,
15:57but the amount of it's Free Radical's thing,
16:00it is of itself.
16:02It insists upon itself.
16:04It's there.
16:05The multiplayer in these games is just so much fun.
16:08There was a level editor.
16:10There's tons of ways you could modify the experience.
16:12It's a form of multiplayer you almost never see anymore,
16:14but as a party game, TimeSplitters,
16:16all of them, every single one, they hold up.
16:19They're forays into non-TimeSplitters games.
16:22Kind of a mixed bag.
16:232004's Second Sight was a pretty fun Psychic Powers game.
16:27In 2008, their PS3-exclusive Haze did not have the juice.
16:31It was a dull Halo copycat
16:33and just didn't have any TimeSplitters energy,
16:35and that's frankly what they did.
16:37That's what they did.
16:38When you don't do that, it doesn't work.
16:40The studio shut down in 2008,
16:42but it was miraculously saved by German developer Crytek,
16:46who bought them up at the last minute.
16:47Seemed like a second chance for Free Radical.
16:50This was also around the time
16:51they were working on Star Wars Battlefront III,
16:54which if you've ever seen the prototype footage of,
16:56it's a crime that game wasn't released.
16:58In fact, Free Radical is kind of, from this point on,
17:02just a series of false starts masquerading as a studio.
17:05The studio closed again in 2014,
17:08but also again, not really,
17:10because the entire staff was actually transferred over
17:12to the newly formed Dambuster Studios.
17:14In 2021, seemed like Free Radical was getting another shot,
17:18like with Tango Gameworks or Clover,
17:20because the original studio, Free Radical,
17:23was reformed specifically
17:24to bring TimeSplitters back to life.
17:27Yeah, I mean, it was like the dream,
17:29but only took two years and they got closed,
17:32probably this time for good.
17:34Unfortunate, because I feel like Free Radical
17:36offered something different than you usually get with FPSs.
17:39It was a more fun and less serious game
17:41while still being like a big budget, major studio game
17:44that felt undeniably AAA.
17:47This is one that I just, I lament this one.
17:50And number three is Core Design,
17:52a victim of its own success, honestly.
17:54They struck gold with 1996's Tomb Raider,
17:56which ended up being a massive success
17:59and went on to spend the next five years
18:00making the franchise happen as much as it could,
18:04I guess is the best way to put it.
18:05Like, they really milked the franchise for all it's worth.
18:08Core, not entirely to blame here.
18:10Eidos or Eidos, I don't remember how to say it.
18:13They were probably the more culpable entity
18:15in nearly killing the Golden Goose,
18:17but from everything I've read,
18:18a lot of the blame can be actually placed
18:20on Core for this one.
18:22They may have hit it big in 1996,
18:25but they were founded back in 1988.
18:27They were making games for the Amiga
18:29and Atari ST and ZX Spectrum.
18:31They made a wide variety of games in a lot of genres,
18:33but I mean, Tomb Raider is their big one.
18:35Even when it was successful,
18:37they were making games in other genres
18:40on top of their yearly Tomb Raider releases.
18:42It's pretty obvious that the team was not prepared
18:45for the yearly release schedule,
18:47so the review scores kept getting worse and worse.
18:49The series really failed to innovate
18:51or expand on the formula.
18:53The games mostly just got more frustrating,
18:55and by the time Tomb Raider Chronicles came out,
18:57players were pretty sick of the same old thing
18:59with a slightly new coat of paint.
19:01Angel of Darkness was gonna be the game
19:03that brought Tomb Raider into the next generation,
19:05but poor planning and management
19:07led to the game being in shambles,
19:08and then finally dropped in 2003.
19:10Reviews, they were bad.
19:12Sales weren't great,
19:14so Eidos took Tomb Raider from Core
19:17and put it in Crystal Dynamics,
19:19and they've been in charge of the franchise ever since.
19:22I'd say, honestly, for the better.
19:24Without Tomb Raider, the studio, it didn't last long.
19:27Most of the Core staff walked, no pun intended,
19:30and while the studio shambled along for a while,
19:34leaderless and directless for a few years,
19:36it was eventually closed in 2010
19:37after becoming a support studio for Rebellion,
19:40which is actually a lot longer than I thought,
19:42but they weren't really making any real games
19:44at that point.
19:45The last two games
19:46were completely anonymous PlayStation Portable games,
19:48like literally might as well not have made games.
19:51It's crazy to imagine a studio
19:53handling their own IP so poorly
19:55it was literally just taken away from them.
19:57Like, imagine if Bungie got Halo taken away from them
20:00rather than they decided to leave Microsoft.
20:02It's crazy, but that's exactly what happened here.
20:06At number two is SIE, Japan Studio.
20:09It may be hard to go back to the many PlayStation 1 games
20:12because of how archaic most of them are
20:15from both a visual and game design perspective,
20:17but if you're looking at the history of video games,
20:19it was one of the most creative
20:20and ambitious times of game development.
20:22Sony was throwing everything at the wall
20:24to see what would stick,
20:25and it made for a hugely varied and deep catalog of games.
20:28A lot of the best projects came out in this era
20:31from Sony's internal Japanese studio,
20:33which was really more of a publishing arm
20:35than a dedicated studio on its own,
20:37knowing who worked on what can be difficult to pin down,
20:40but we do know all the games published by Japan Studio,
20:43and it's a lot.
20:44There's the Ape Escape games, Legend of Dragoon,
20:47all the Team Ico games,
20:48including Ico, Shadow of the Colossus,
20:51and The Last Guardian.
20:52They made the Siren games,
20:55some of the best survival horror games of all time.
20:57They partnered with From Software
20:59to make the first Demon's Souls,
21:00and while Sony thought that game was crap,
21:03it ended up being one of the most influential games
21:05of all time.
21:06It's just one great game after another.
21:08They did the Puppeteer and the Gravity Rush games.
21:11A lot of the Japan Studio games didn't sell all that well,
21:14but they were all highly rated.
21:15Well, they weren't all highly rated.
21:16The ones that were notable were highly rated and respected,
21:20and their connection to Sony's consoles
21:22gave the brand prestige.
21:23Their dedication to their Japanese studios
21:26gave Sony cred with core gamers.
21:28Unfortunately, Sony did not respect what they had.
21:31Sure, Sony's Western developed games
21:32were well-received and sold well,
21:34but Japan Studio provided variety.
21:36They offered an alternative,
21:37the big-budget AAA CryFest,
21:39so when Sony restructured in 2021,
21:42they effectively eliminated
21:44the Japanese game development teams.
21:45The old-school Sony fans were understandably upset.
21:48The only remnant of Japan Studio still standing
21:51is Team Asobi, the guys responsible
21:53for one of the few bright spots
21:55in what was otherwise a pretty dismal 2024
21:57for Sony Entertainment, with Astro Bot
22:00maybe dumping all their tried-and-tested
22:02Japanese game developers to throw away
22:04hundreds of millions
22:05on multiple live-service game debacles.
22:07Wasn't the brightest idea.
22:10And finally, at number one, Silicon Knights.
22:13This one's maybe number one for being interesting.
22:16They're legendary, maybe not for the right reasons, though.
22:19To their credit, I mean,
22:20they did manage to make some good games.
22:22The original Blood Omen is a top-down action RPG classic.
22:26Eternal Darkness is horror game royalty,
22:29and one of their best games on the GameCube
22:31was their remake of Metal Gear Solid,
22:33which is praised by many as being superior
22:35to the original version.
22:37I mean, it also had its share of controversies
22:39and arguments regarding voice actors and some choices,
22:41but honestly, seriously, Twin Sakes is great.
22:45They made some truly great games,
22:46and they made some bad ones, like X-Men Destiny,
22:49but what makes Silicon Knights truly legendary
22:51was their seemingly endless feud
22:53with the rest of the game industry.
22:56These guys just could not help
22:58but burn every bridge possible,
23:00every bridge available,
23:01while shooting themselves in the foot,
23:03reading their history.
23:05It's a comedy of errors.
23:07They could not stop self-sabotaging.
23:09It was like it was a pastime for them.
23:11Even as far back as Blood Omen,
23:13they got in a legal feud with Crystal Dynamics
23:15over the game's sequel.
23:16They cut ties with Nintendo after being unimpressed
23:19with the technical specs of the Wii,
23:20so they stepped away from Nintendo
23:22before the release of their most popular system to date,
23:25up to that point.
23:26Also, they could make a forgettable game
23:28on the Xbox 360 called Two Human.
23:31Some other games, too,
23:32that I literally just don't remember them.
23:34It all came crashing down in 2014
23:37as the years of legal battles finally took their toll.
23:40For some completely unfathomable reason,
23:42they decided to let sue Epic Games in 2007,
23:46claiming their version of the Unreal Engine,
23:48the one that Epic gave them,
23:50was somehow worse than the one Epic
23:52was using for its own games,
23:53which Epic decided to counter-sue
23:56because they said that Silicon Knights
23:58stole Unreal 3 Engine code
24:01to make their own proprietary engine,
24:02which they provably did.
24:04The legal beatdown was so bad
24:06that Silicon Knights was ordered to recall
24:08and destroy unsold copies of Two Human and X-Men Destiny.
24:12I mean, to be fair, not the biggest loss of all time,
24:15but...
24:16I mean, it was far from the only blunder
24:18made by this company,
24:20but it was easily the biggest,
24:21and it would eventually lead them
24:23to closing their doors permanently in 2014,
24:25but only after years of promising
24:27an Eternal Darkness revival
24:28that got harder and harder to believe,
24:30especially after the frankly embarrassing Kickstarter
24:33campaign for Shadow of the Eternals.
24:34Don't even need...
24:35I don't wanna talk about what got that Kickstarter pulled,
24:39but rest assured, not good.
24:41Look it up if you're truly curious.
24:43It's a miracle that anything good came from the studio,
24:47but even so, you have to give them credit
24:49because they did make some really incredible stuff
24:52when they put their back into it.
24:53And that's all for today.
24:54Leave us a comment.
24:55Let us know what you think.
24:56If you liked this video, click Like.
24:58If you're not subscribed, now's a great time to do so.
25:00We upload brand new videos every day of the week.
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25:04so click Subscribe.
25:05Don't forget to enable notifications,
25:07and as always, we thank you very much
25:08for watching this video.
25:10I'm Falcon.
25:11You can follow me on Twitter
25:12and book me on Cameo, at FalconTheHero.
25:14We'll see you next time right here on Gameranx.

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