1UP: So without getting nasty, what happened? I mean, were they headed in the wrong direction? Were things not going the way you guys wanted? GB: I think it was primarily direction and pathical issues. Scott and I were working on Duke at the time, and doing follow-ups, and doing Shadow Warrior, and working on Duke Forever, and that kind of thing. And we had kind of a whole separate team working on Prey. The technology was there a couple of times. I know in 98 we had a pretty good tactical demo at E3, multiplayer worked. And you could run around, and all the key engine features worked. And I think, honestly, it was just probably lack of oversight on our part to let them drift farther than they should have. Because they made a few key decisions that basically cost them a year, a year and a half, and we probably shouldn't have let those things happen. But it was one of those things where it was a separate team, and I guess we just didn't oversee them tight enough, and things just drifted. 1UP: And when's that due out again? GB: [Laughs] I think it'll be out when pigs fly. But it's definitely going well now. Things are together; we're in full production. We're basically just pulling all the pieces together and making the game out of it. There's a lot that's finished. All the guns are finished. Most of the creatures are finished. And as I said, we're just basically pulling it all together and trying to make it fun. We've kind of got all these disassociated elements that make up a game, and you put them together and things happen. And then you just tweak it and polish it until it's fun, and that's kind of the phase we're in now, just trying to make something that is really fun to play and interesting.
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