
As underdog development stories go, it’s not a Duke Nukem Forever legend of terrible decision making, but it’s not exactly a sign that everything was going to turn out golden either.īut now, finally, Sleeping Dogs is out. Then, in a turn of events closer to a feel-good sports movie than reality, Square Enix tossed a life preserver in the form of a promise to publish and assistance from their London team to bring it in to the finish line.

Such is the case with the long and rocky development of United Front Games Sleeping Dogs, an original title started by a bunch of industry vets that became a threequel in Activision’s troubled True Crime franchise, before rumors of dubious quality and lacking confidence from the ol’ Kotick exploitation machine left it dead-in-the-water canceled. The sign burns brighter when major shifts in the IP rights hit mid-development, and when total publisher transfers start occurring, well, that that’s when you can hear the Robot from Lost In Space start screaming. For every long delayed game that becomes a curse breaking Batman: Arkham Asylum a transcendental Fez or a game-changer like Resident Evil 4, there’s just as much a chance that it could become a disappointing mess of conflicting ideas like L.A. Wise words from gaming’s venerable high master of whimsy notwithstanding, exceedingly long development cycles are just as often gigantic neon warning signs as they are an indication that the game will be as polished as Andy Dufresne’s rock collection.

“A delayed game is eventually good a bad game is bad forever.” - Shigeru Miyamoto

Release Date: August 14th (US) – 17th (AU/EU), 2012Ĭampaign Running Time: About 6-8 Hours (Story), 20-30 (Open World) CLR
