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Krome Studios working on Star Wars The Clone Wars: Republic Heroes

Company

Krome Studios have been working with a lot of big name licenses of late. Hellboy, Transformers, Star Wars, and Spyre have been keeping Australia's largest development studio busy in recent times. With such a proven track record, it looks like Lucasarts has them onboard again with another game set in the Star Wars universe called Star Wars The Clone Wars: Republic Heroes.

What's different this time round is that Krome Studios has been the only developer named for Star Wars TCWRH, a title spanning a multiple platform release in September (DS, PC, PS2, PS3, PSP, Wii and Xbox 360), but as we know Krome Studio are well experienced in handling last-gen, current, and hand-held platforms.

Kotaku reports that Star Wars The Clone Wars: Republic Heroes will contain more than 30 missions with two player co-op mode so you can block those storm trooper lasers (pew pew pew) with your buddy by your side.

Submitted by Anonymous (not verified) on Wed, 13/05/09 - 5:44 PM Permalink

I like Star Wars but nothing by Krome has ever been fun to play. Hopefully this time they get it right.

Submitted by designerwatts on Wed, 13/05/09 - 8:28 PM Permalink

That's definitely an interesting accusation to make. Would you care to elaborate in some more detail your reasoning behind it? What can Krome do to make their games more 'fun.' or more so what are they doing wrong?

While I do admit krome doesn't stand as the epitome of making the most polished of games. A few titles I have played under the name have been quite entertaining and dare I say it, 'fun'.

Submitted by Anonymous (not verified) on Sun, 17/05/09 - 9:29 PM Permalink

Krome must have a furry or to in their ranks. After all, who gets to dress up in the Ty mascot costume and yiff the fans at events like Supanova? :-p

Submitted by Anonymous (not verified) on Fri, 15/05/09 - 10:10 AM Permalink

The guy played Kromes games. And wasn't entertained.

End of story.

If I put the disc in the drive, pick up and the controller, start playing and I'm not having fun - then I'm not having fun. Yes?

It's ridiculous to ask the consumer to make a shopping list of suggested features to make a companies games better. The end user hands over their $100 and expects to be entertained. It's not rocket science.

Creating video games is a profession. It's our 'job' to create entertainment for people. Yes?

Marty

Submitted by Anonymous (not verified) on Wed, 13/05/09 - 9:31 PM Permalink

Krome are arguably the most successful games company in Australia because they always deliver on time. What many Australian developers miss, too often to their ultimate demise, is that this is the most important criteria when making games, unfortunately quality is a distant second to this, but it is the way it must be.

Submitted by designerwatts on Thu, 14/05/09 - 1:13 AM Permalink

This is true.

That’s of all things the one aspect of Krome that I admire as a developer. They deliver on time and their games always reflect the time spent on them. And even more importantly you can see an improvement of their games as they’ve progressed as a company. They also employ the largest amount of Australians spanning over 3 studios, which is nothing to scoff at.

Most of their titles have a span of 12-18 months of development and anyone’s whose worked on a project knows quite well that’s a limited time frame to develop anything that really sticks out as a polished product. Most of your ‘AAA’ titles have at least 2 to 3 years sinked into them. Case in point being is that a game like de-Blob got to such a polished point because of 2 separate time extensions and many hours of overtime from a very dedicated team who wanted the game to succeed. If de-Bob had to release ‘On time’ then it would’ve been another mediocre effort.

I personally look forward to Kromes future endeavours. At least they’re hiring and creating industry jobs in a many when many are closing their doors.

Submitted by Anonymous (not verified) on Thu, 14/05/09 - 10:44 AM Permalink

Infinite Interactive are always late with their end milestones but arguably successful as well in terms of international respect.

I think you can go either way, make truly ground breaking games with interesting game play, or be dead on hitting all the milestones.

I've worked for both companies, and both companies are extremely good to staff and good places to work for. I tend to agree that some of Krome's games need to be more designer orientated though. They have some fantastic tech at Krome, and perhaps that tech gets too much focus sometimes.

So I agree with you to a degree, if your going to make "average" games you need to be dead on with your milestones and content.

Mind you Robert Walsh works pretty hard to make fair milestones with the contracts initially, and I believe that is part of Krome's success as well.