LawBreakers helped kill The Amazing Eternals during testing

    
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Another thing to blame on Cliffy!

The death of The Amazing Eternals partway through its testing was a shock for numerous fans, all of whom were looking forward to the first post-Warframe title from Digital Extremes. But there were good reasons for stopping the title there, and according to publishing VP Meridith Braun, one of the big reasons was LawBreakers:

The competitive landscape at that time was pretty hefty. We just saw LawBreakers not do so great, and it was a fantastic game, so that was sad. That happened right when we were starting our closed beta for [The] Amazing Eternals.

Braun also noted that the game was “the right game at the wrong time,” while also attributing the unexpected resources required to make Warframe’s Plains of Eidolon update as good as it could be. It was a perfect storm of forces arrayed against the title, in other words; the one saving grace for fans is that the company would still like to revisit it at some point (though considering the big updates approaching for Warframe, it shan’t be soon).

Source: PCGamesN via VG24/7

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Derek Highet

This really was the best move. I’d love to see new things from DE but this really was a super late play in a dominated genre.

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Sorenthaz

Another issue is that there was already a card/ability-based F2P shooter, Paladins, firmly entrenched in the market at that point. Like even if Amazing Eternals went F2P it’d likely have the same issues Lawbreakers did where it’s competing with a more accessible, recently well-established game that shares similarities to it (for Lawbreakers it was pretty much directly competing with Overwatch).

Even if the Warframe pedigree might help out DE it still likely would have a difficult time carving a piece of the team shooter pie out when the hero/role-based team shooter craze wasn’t as big as game devs apparently thought it would be.

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John Kiser

I’d like to point out that lawbreakers was never a fantastic game. It looks good and some elements of it were “fun”, but it was an unbalanced shit show from day 1 people could access it.

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A Dad Supreme

We just saw LawBreakers not do so great, and it was a fantastic game,…

Trust me, lady. If it didn’t do “so great”, then it wasn’t really a “fantastic game”.

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Sorenthaz

Depends. There were plenty of factors turning folks off from even purchasing the game, namely the $30-$40 entry fee for a game that was trying to do a similar model to Overwatch with its lootboxes and such. Also the fact that there were other alternatives out, not all of them being successful (i.e. Battleborn) but Paladins already served as an F2P alternative. Then the overall look and feel of the game was pretty much aimed at a niche crowd. It wasn’t ever going to be mass-appealing like Overwatch was and yet it was trying to competitively price itself alongside Overwatch.

If the game had been F2P or maybe like $15-$20 entry fee then it probably would have had more people jumping into it which would’ve possibly changed the game’s outcome. A game can still be fantastic while being a flop if its failure is largely due to factors outside of its actual gameplay/design quality.

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Koshelkin

I was a bit dumbfounded when they announced the sudden cancellation but it makes sense now. I never made the connection.

DeadlyAccurate
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DeadlyAccurate

I get why they dropped the game, though I feel like they could’ve fixed all the problems if they’d wanted to.

There were some major issues, including control problems with movement that needed to be worked out. It just wasn’t as fluid as Overwatch or Paladins. I think they were using the same player controls as Warframe, which sometimes has problems with your character stopping in place when you try to move from one direction to another too quickly.

The card system didn’t work in practice as well as it probably sounded on paper either. It’s impossible to get good at a character when the same key press does a different thing depending on which card was up at the time.

I also felt they didn’t really go all in with the campy 70s-style they were going for. Maps were rather plain. Coming from the Warframe developers, it was just missing something to give it the oomph it needed.

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Crowe

Yeah, it had some neat things about it but balance was way off and the card game never felt like a good fit.

Hikari Kenzaki
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Hikari Kenzaki

Amazing Eternals was a fun game. It had some really nice flavor in a crowded game genre.

I really enjoyed the campy and retro space adventure. I once described it as a Zathura Shooter :)

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Weilan

I played it, but didn’t like the card thing, it made the game very RNG and RNG is not good.

Hikari Kenzaki
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Hikari Kenzaki

The cards appeared in the order you had them stacked in your deck, so I’m unsure what you mean by RNG. You should have always known what card was coming next.

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Weilan

One cards went and other came, so each time I spawned, I had different cards, it made it feel so random and boring. So I had to stack just one card just to be sure I won’t be a victim of bad luck?

How would you feel if you played Counter-Strike and each round the game started you with a random weapon and you couldn’t change it and had to make-do with it? Or play chess against a professional players, but his chess pieces are the regular ones, but yours are random? That’s what it felt for me to play the game. Just when I felt like I was learning how to play a certain weapon of this guy called Winter, then I die and next time it’s gone…. Or even worse – weapons had limited ammo, so you had to make every bullet count.

All in all, too many drawbacks for my taste, on the other hand Lawbreakers could have survived if Cliffy B wasn’t an arrogant douche and released it as F2P as it was originally planned to be. It would have been a top quality F2P game, not a mediocre B2P game.

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Crowe

Agree on a couple of counts — loved the retro look/feel. But didn’t like (or really ever “get”) the card game.