RenderWare: The Engine that Powered an Era | Retrohistories

Ойындар

One of the first reusable game engines came from an unexpected quarter: a group of British software engineers working in the research arm of a Japanese camera company. You've probably seen their work without knowing it, and if it weren't for their engine, the PS2's game library would look a lot more barren.
14/11: Apologies for the blurring on parts of the video. KZread told me that I needed to anonymise somebody who appeared, but didn't identify which part was the issue! I had to use their automated tool to blur every detected face that wasn't pertinent to the story. I still don't know if that's enough, but if you're still in this video and don't want to be, please email me: retrohistories@gmail.com, and I'll fix it.
Retrohistories is funded by generous supporters on Patreon. Rewards include names and pixel art avatars in the credits, weekly behind-the-scenes updates and a new game history link every weekend. If you enjoyed this video and are interested in helping me tell more stories, go to / retrohistories to learn more!
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Footage:
Evolution of PlayStation
• Evolution of PlayStati...
Unreal Engine 2004 tech demo
uploaded by alecTHElion
• Unreal engine 3 tech demo
Chinese Paladin 5 Prequel Gameplay - boss Battle Dragon (HD)
uploaded by Rangris
• Chinese Paladin 5 Preq...
Criterion Games new IP! - EA Conference - E3 2014 - Eurogamer
• Criterion Games new IP...
Working in Games: YGD visits EA Criterion Games
BAFTA Kids & Teens
• Working in Games: YGD ...
Just The Job - Video Game Sound Designer
Criterion Games
• Just The Job - Video G...
Working in Games: Environment Artist, EA and Criterion Games
BAFTA Kids & Teens
• Working in Games: Envi...
How to Make Games: EA Criterion (#3)
BAFTA Kids & Teens
• How to Make Games: EA ...
Photo of RenderWare founders courtesy of Mel Slater at UCL
Music from these game OSTs:
Burnout by Steve Emney and Stephen Root
Sub Culture by Versatile
Airblade by Steve Emney and Stephen Root

Пікірлер: 1 400

  • @ebrahimkakhi8836
    @ebrahimkakhi88362 жыл бұрын

    Whenever something dies in the gaming industry, EA is somehow always behind it 😂

  • @Azuris190

    @Azuris190

    Жыл бұрын

    Thats so true haha Had no Idea this was also on EAs Deathlist

  • @mediocreman6323

    @mediocreman6323

    Жыл бұрын

    Yup. The very moment I heard EA had bought RenderWare, I already knew the reason for its downfall.

  • @DOOT_II

    @DOOT_II

    Жыл бұрын

    @@mediocreman6323 EA kills everything it touches

  • @mediocreman6323

    @mediocreman6323

    Жыл бұрын

    @@DOOT_II I'm just thinking … they don't have a Russian branch, do they? 😈 “Soldiers, we have this new U.S. software, upload it to your weapon systems immediately for deadly accuracy!” “Yes, kapitán” “Wonderful, now fire … how did it work? … Soldiers? Soldiers! Why don't you answer me?!”

  • @DOOT_II

    @DOOT_II

    Жыл бұрын

    @@mediocreman6323 lol

  • @LowSpecGamer
    @LowSpecGamer3 жыл бұрын

    Thinking of the recent blunders at EA over Frostbite it is interesting to think about how long EA has been trying to find its unified Engine all of its studios can use... and how many times they have failed!

  • @mglsj

    @mglsj

    3 жыл бұрын

    Hi u here.

  • @Fallen_Ninja

    @Fallen_Ninja

    2 жыл бұрын

    I believe the issue with frostbite is the lack of learning time for the developers. No the engine itself. However most people lack the understanding of what “game engines” really are.

  • @blakegriplingph

    @blakegriplingph

    2 жыл бұрын

    @@Fallen_Ninja It's been said that the toolchain for Frostbite was a pain to set up according to one developer. DICE may have streamlined it now but its convoluted nature may have frustrated people in the studios especially given EA's insistence on using it across all new games.

  • @Solomonwo

    @Solomonwo

    2 жыл бұрын

    No

  • @JuanRVillanuevaXX

    @JuanRVillanuevaXX

    Жыл бұрын

    Saludos LowSpecGamer :D

  • @izzyhope3810
    @izzyhope38103 жыл бұрын

    Renderware was originally made by CANON. Like the Canon that makes dslr's and cameras Canon, THAT! Canon. Now that's super surprising to me.

  • @eduardoalvarez2497

    @eduardoalvarez2497

    2 жыл бұрын

    Then you will be blow away that windows and macOS where copied from Xerox

  • @Solomonwo

    @Solomonwo

    2 жыл бұрын

    No

  • @yuukitheclopsy

    @yuukitheclopsy

    2 жыл бұрын

    Just like the first computer GUI that used a mouse was made (of all companies!) by Xerox, long before Windows or Mac were a thing.

  • @niewazneniewazne1890

    @niewazneniewazne1890

    2 жыл бұрын

    The cannon which makes printers and scanners*

  • @darkzeroprojects4245

    @darkzeroprojects4245

    Жыл бұрын

    Wonder why they decided to drop it or idk ,ever shared its code to preserve histry

  • @agnel47
    @agnel473 жыл бұрын

    Rendereware was unofficially called the PS2 devkit. I played countless rendereware games as a kid.

  • @MarquisDeSang

    @MarquisDeSang

    Жыл бұрын

    PS2 used the Emotion Engine as it's CPU/GPU, now they use the WOKE engine as their core.

  • @RealHomeRecording

    @RealHomeRecording

    Жыл бұрын

    @@MarquisDeSang LOL

  • @laorakaora1764

    @laorakaora1764

    Жыл бұрын

    @@MarquisDeSang u mean censorship engine?

  • @MarquisDeSang

    @MarquisDeSang

    Жыл бұрын

    @@laorakaora1764 Yeah, The Chinada engine simulator.

  • @laorakaora1764

    @laorakaora1764

    Жыл бұрын

    @@MarquisDeSang isnt thats how consoles always been? Ehen eas thr last time there was a eroge on consoles?

  • @Aboveup
    @Aboveup3 жыл бұрын

    The second EA entered the story, it became too clear to see how it would end up. They really do have a tendency to push companies to a breaking point, and then actually break and discard them once they've stopped being immediately profitable. It makes sense from a cold business perspective, but it doesn't make it any less sad to see how many times it's transpired. Had no idea it even went so far as an entire game engine though.

  • @retrohistories

    @retrohistories

    3 жыл бұрын

    Yeah, it's the normal EA acquisition story to a degree. But it's hard to understand why they let it happen here, even if motivated purely by profit. RenderWare was still bringing in the cash, plus they could use it for free on their own games. Moving to Unreal just cost them money and didn't consolidate their power in any way. Maybe they thought that ending RenderWare would hurt their competitors more than themselves, I don't know. Or maybe they genuinely did just miss their shot, not as part of a master plan but just by taking too long. It's a puzzler.

  • @theguardian8317

    @theguardian8317

    3 жыл бұрын

    EA is not the sort of business that mainly buys technology and brands to use them. They are the sort of business that buy companies so that others cannot use or purchase their technologies or brands. It's part of the company's DNA, vision, principles or whatever they call it. Similar how Microsoft will never ever create a product designed by them but they will always base their products on products by other businesses in an attempt to steal the market. Those aren't coincidences. Companies do have "specific" ways of operating. I don't know how they operate now and I don't really care much about EA or triple a games anymore for that matter (since now they are mostly kind of disguised casino games for kids) but during the 90s and 2000 when EA purchased a business and then released a couple of crappy games those games were only made because they were part of the acquisition contract, not because they were expecting to make profit with them. In fact the worse things went the better for EA because that gave them the excuse to layoff those that didn't quit by themselves during those periods

  • @Grogeous_Maximus

    @Grogeous_Maximus

    3 жыл бұрын

    EA is the antonym of sustainable business.

  • @davidlau-kee9075

    @davidlau-kee9075

    3 жыл бұрын

    @@retrohistories One day I'll write up the full story. But let me say now, there was no malevolence on EA's side - more a combination of 3rd party fears/reluctance, natural internal resistance, deeply conflicting requirements and stretched-beyond-breaking-point resources. In retrospect, all foreseeable and I regret not succeeding in navigating through the challenges.

  • @aaadj2744

    @aaadj2744

    2 жыл бұрын

    @@theguardian8317 Microsoft decided to bought Skype and killed MSN was one of the example that shows a stupid decision and a laziest move that Microsoft ever made instead of improving the product they ever created.. MSN was a great software and they should never mind about Skype..

  • @colderplasma
    @colderplasma Жыл бұрын

    Ex-Frostbite engineer here, yes RW lost to UE3, but their engineers were also absorbed by Frostbite which became the dominant in-house engine. A lot of animosity about the decision to effectively kill RW still exists from ex-RW engineers to this day. A lot of tech was also absorbed by Frostbite too, so RW lives on to some degree, a lot of its code is still within Frostbite.

  • @darkzeroprojects4245

    @darkzeroprojects4245

    9 ай бұрын

    Ngl, would of been nice to have that code out for people to look into imo. You guys did a great work for the time and I think it helped a generation... Also had given games using it a Style in games graphics Imo.

  • @gabenewelltheprotector3548

    @gabenewelltheprotector3548

    9 ай бұрын

    Really was impressed by the FrostBite engine growing up; especially in Batllefield 4. Would you say that RenderWare could've possibly looked as good as current frostbite if they would've carried on?

  • @limpa756

    @limpa756

    9 ай бұрын

    Non open source software is evil and the develops that enable it are also evil, so you will never see that code

  • @moonknightish

    @moonknightish

    9 ай бұрын

    Isn't it weird how renderware was so versatile while Frostbite isn't? Bioware had really big problems creating RPGs with the Frostbite engine.

  • @darkzeroprojects4245

    @darkzeroprojects4245

    9 ай бұрын

    @@limpa756 Dude chill. It's not like that, sheesh. (I Might be misreading, but you're coming off aggressive there.) I agree not getting to see that code is disappointing, and overall frustrating when could be handy for say preserving history of it and the games made for it by using the code to make them playable outside Emulation or so on.... However calling someone Evil for not wanting to share their Code is kind of absurd. It's not something I think everyone is entitled to do nor should be demanded, but volunteered. And this is coming from a guy who wish the Source code of Unreal Engine 2.5 was leaked or something cuz of my personal studying of 2000s 3d engines.

  • @ImAltair1
    @ImAltair13 жыл бұрын

    Sort of unrelated little fun fact: Sean Murray, the No Man's Sky lead director, was the Technical Lead of Black, and Technical Director of Burnout 3.

  • @joecool9986

    @joecool9986

    3 жыл бұрын

    I didn't know that. Thanks.

  • @butterfinger4393

    @butterfinger4393

    2 жыл бұрын

    And black

  • @prla5400

    @prla5400

    Жыл бұрын

    No fucking way

  • @TheBaxes

    @TheBaxes

    Жыл бұрын

    Now I want to beg him to add Takedowns into No Man's Sky

  • @IconDevco

    @IconDevco

    Жыл бұрын

    Oh bro you watch IH too?

  • @mediocreman6323
    @mediocreman6323 Жыл бұрын

    3:43 - “And in mid 2004, *Electronic Arts* bought the company …” _The very moment_ I heard this, I already knew it would end badly. The rest [of the video] was just confirmation.

  • @Mindbleach

    @Mindbleach

    9 ай бұрын

    One name, and you're straight from 'Ohhh yeeeah, what ever happened-' to miserable comprehension. "Somebody bought that thing you love and destroyed it." A thousand examples and EA is half of them.

  • @Mindbleach

    @Mindbleach

    5 ай бұрын

    ​@@quad849 EA bought Criterion from Canon. Not that 'blame the seller' is any excuse for EA's actions.

  • @ikagura
    @ikagura3 жыл бұрын

    So this is why the 6th gen console era had a unique look

  • @jon4715

    @jon4715

    2 жыл бұрын

    The engine had such a good feel.

  • @ishansingh9633

    @ishansingh9633

    2 жыл бұрын

    renderware and unreal engine 2/2.5 for sure defined the 6th gen era

  • @darkzeroprojects4245

    @darkzeroprojects4245

    Жыл бұрын

    @@ishansingh9633 They're kinda my inspiration for my first several games I want to develop. And if learned far enough to make a custom engine or two. Why would I want to? Cuz I find it interesting and would like to have something I worked on made for the specific games with what features I want in it.

  • @thegirlwiththemouseyhair6486

    @thegirlwiththemouseyhair6486

    Жыл бұрын

    @@darkzeroprojects4245 What sort of games?

  • @darkzeroprojects4245

    @darkzeroprojects4245

    Жыл бұрын

    @@thegirlwiththemouseyhair6486 First ones I been wanting are -A hybrid Fps and Third Person melee game inspired from Star Wars Jedi Knight Academy's Melee combat ,Oni's third person Hand to hand and Various other games like Fps's primarly Quake 1 to others like Metroid Prime prime -A few 3d Platformers One being a mix of Aventure Island,shantae,etc. to a 3d megaman inspired one that is a mix of Classic crash and classic megaman of sorts both games being somewhat taking influence from wayforward making cute sexy girls n such XD -A Arena Fighter or two with some mechanics to make them potent for comp,but still focused for SP content fun since I hate modern Fighting games content outside online can be lackluster. Been playing and studying games like Power Stone,Erghiez,etc. -2 Action game inspired from the first Devil May Cry and Dmc3, the 2000s Ninja Gaiden Xbox game, Mk Shaolin Monks and another more akin to GodHand. Few others over time but these are ones I primarly had in mind.

  • @Pesthuf
    @Pesthuf Жыл бұрын

    Kudos to the developers who *immediately* saw through EA's lies.

  • @isaakfaulk8067

    @isaakfaulk8067

    Жыл бұрын

    The original creators of CoD were guys that left EA because they knew how bad the company was.

  • @verifeli

    @verifeli

    9 ай бұрын

    ​@@isaakfaulk8067And then Activision...

  • @irbisae4964

    @irbisae4964

    9 ай бұрын

    ​@@isaakfaulk8067and now zampella is back with ea doing battlefield 7 xd

  • @isaakfaulk8067

    @isaakfaulk8067

    9 ай бұрын

    @@irbisae4964 They been screwing up battlefield. I know most of those original dudes are probably retired now or different work field.

  • @irbisae4964

    @irbisae4964

    9 ай бұрын

    @@isaakfaulk8067 since bf1, 87 percent devs left. So it's only a couple of guys left from golden era true. But my comment wasn't about that it was about zampella coming back to ea after 20 years or so.

  • @MasonFowlkesKenneth
    @MasonFowlkesKenneth3 жыл бұрын

    A lot of mod teams are still using Renderware. We're even trying to remap all of GTA VC to make a Back to the Future mod, with new textures, models, animations.. pretty much a whole new game! Renderware may be gone from major studio development, but indie teams and mods are still running ye' old' engine to this day.

  • @HydraSpectre1138

    @HydraSpectre1138

    Жыл бұрын

    The very last RenderWare games are all remasters. Burnout Paradise Remastered, Grand Theft Auto: The Trilogy - The Definitive Edition (on a weird hybrid with Unreal Engine 4) and Persona 4 Golden. We could also add Persona 3 FES here if Atlus remastered that instead of Portable. I am not sure if Persona 3 Portable was RenderWare, though, at least for the 3D dungeon-crawling segments.

  • @_NekOz

    @_NekOz

    Жыл бұрын

    @@HydraSpectre1138 RenderWare is only responsible for the rendering, but they probably found a way to run the original game logic within UE4.

  • @Raylightsen

    @Raylightsen

    Жыл бұрын

    Wao, which games are being made with it? Im interested.

  • @HydraSpectre1138

    @HydraSpectre1138

    Жыл бұрын

    @@Raylightsen So far, the latest RenderWare release would be GTA: The Trilogy - The Definitive Edition, but the upcoming Xbox/PS4/Switch release of Persona 4 Golden will still be RenderWare.

  • @inertboi

    @inertboi

    Жыл бұрын

    Yeah, so many good modding tools and scripts. I've been creating 3D models in 3D Studio Max and rigging them into Vice City and San Andreas for more than 10 years now and I still do. It's a window for my creativity, and it's still a hobby of mine. In the past few days, I recreated the first level of Pencil Whipped (2000) in GTA SA, recreated my house in 1:1 scale for SA, made a minecraft village also for SA and so on... So much fun.

  • @blakegriplingph
    @blakegriplingph2 жыл бұрын

    _Grand Theft Auto_ arguably popularised RenderWare at least in terms of modding, as most of the tools for manipulating RenderWare models were made with GTA in mind, and much of the research done on it was done by the GTA community.

  • @konnimusic

    @konnimusic

    Жыл бұрын

    and after renderware was acquired by ea, rockstar developed their own "rage“ engine to stay independent (which they still use in gta v)

  • @SQOUREE

    @SQOUREE

    Жыл бұрын

    @@konnimusic Red dead redemption 2 still uses rage

  • @SQOUREE

    @SQOUREE

    Жыл бұрын

    @@konnimusic Red dead redemption 2 still uses rage

  • @tyrannosaurusflex3698

    @tyrannosaurusflex3698

    Жыл бұрын

    @SQOUREE Since GTA IV they have used and will continue to use RAGE for all of their games.

  • @SQOUREE

    @SQOUREE

    Жыл бұрын

    @@tyrannosaurusflex3698 i know

  • @dingus_maximus
    @dingus_maximus Жыл бұрын

    I love how everyone collectively knows exactly where the story is going at 3:43.

  • @SentientHoodii
    @SentientHoodii Жыл бұрын

    video game documentaries voiced over by guys who sound bored and enthused at the same time are a niche I can't get enough of.

  • @RadikAlice

    @RadikAlice

    Жыл бұрын

    I hope you've yet to watch Leon Massey then. Save for detailing the fall of skateboarding games, I'd say he's more of a general video game essayist, but he's still an ace at it. And the energy is there

  • @RockYeahh
    @RockYeahh3 жыл бұрын

    This was brlliant. It is tragic that EA wiped out Renderware. It was all too familar hearing that EA wanted to make Renderware the default engine for all of it's studios. They said the same about the Frostbite engine years later but have since given up on that too. These ideas are always brought up by executives that don't understand the need to train studios to use them. They'd need to expand massively to support so many studios with one game engine team and EA has never been capable of something like that.

  • @SalivatingSteve

    @SalivatingSteve

    2 жыл бұрын

    Pretty sure EA is still getting money from Sega licensing the CRI ADX audio and video formats, which they use in ALL of their games.

  • @kufusonic

    @kufusonic

    2 жыл бұрын

    @@SalivatingSteve Isn't CriWare a japanese based middleware solution?

  • @craigsmith6039

    @craigsmith6039

    2 жыл бұрын

    @@kufusonic yes. also CRI Middleware is now owned by Sumitomo. Also EA doesn't use any of CRI Middleware's products (most likely they'll use Bink Video and wwise for their games)

  • @CorporalPig22

    @CorporalPig22

    Жыл бұрын

    I feel like RenderWare suffered a fate worse than EA's meddling. A lot of the Data Design Interactive shovelware on the Wii used RenderWare, like all their platformers that are literally just reskins of each other.

  • @trashcompactorYT

    @trashcompactorYT

    Жыл бұрын

    They definitely did not give up on making Frostbite their in-house studio lmao, EA literally only has one franchise that doesn't run on Frostbite, and that's Jedi Fallen Order. Even the new Skate game runs on Frostbite.

  • @paulallen579
    @paulallen5797 ай бұрын

    Who else is reading this after former EA exec John Riccitiello started killing the Unity engine?

  • @syntaxerorr
    @syntaxerorr3 жыл бұрын

    That Jurassic Park scene has a real file manager called File System Navigator.

  • @tux_the_astronaut

    @tux_the_astronaut

    2 жыл бұрын

    Ye was it for irix OS prob not default file manager but maybe one included?

  • @MovieEggman
    @MovieEggman9 ай бұрын

    Renderware was the Unreal Engine of the early to mid 2000s

  • @ocass66
    @ocass663 жыл бұрын

    I only ever knew Criterion for Burnout and the 2010 and 2012 Need for Speed games, so hearing about their early history was fascinating. I'm glad you waited till about the midway point before revealing the company's identity, it made for a somewhat mindblowing reveal. Good video.

  • @nvrndingsmmr

    @nvrndingsmmr

    7 ай бұрын

    Same same same

  • @geckoo9190
    @geckoo91908 ай бұрын

    -ea is buying our game engine, but they promised to license it to their competitors -Change it, change the engine now. -Haaa, we can't they just bought us -Gentlemen, it was a pleasure to program with you.

  • @TechArtAid
    @TechArtAid3 жыл бұрын

    Amazing video, thank you. I've worked in game dev industry since 2010 and wasn't even aware of the story. So that's why did RenderWare disappear. Similar sentiments hold true even today, with major AAA studios avoiding dependence on Epic's (otherwise wonderful) Unreal Engine 4.

  • @ali32bit42

    @ali32bit42

    2 жыл бұрын

    yes youre right. i am willing to pay 5000 $ of licencing fees for cry engine . just to avoid epic games

  • @divinecomedian2

    @divinecomedian2

    Жыл бұрын

    Most stuff in UE look so generic and bland. I don't mind them foregoing it.

  • @X2011racer

    @X2011racer

    Жыл бұрын

    And now Unity is about to become Malware thanks to the company's recent merger. Seriously, Nintendo has it easy that they have their own In-House game engine, but some feel that it is outdated, or more complicated than it looks.

  • @matthewwatt2295

    @matthewwatt2295

    Жыл бұрын

    @@divinecomedian2 Idk, I don't blame Epic for other studios simply using the defaults instead of customising

  • @TKsh1
    @TKsh13 жыл бұрын

    Looks like EA, even as when they were more respected as game devs and producers, had a lot of mistrust from others. At the time, we as consumers would laugh at this silly idea, but it turned to be true nowadays.

  • @matheusmotta9

    @matheusmotta9

    3 жыл бұрын

    Caramba, você tá em todo lugar

  • @youuuuuuuuuuutube

    @youuuuuuuuuuutube

    Жыл бұрын

    EA bought Criterion & Renderware in 2004, by then they had already bought and terminated many studios, including Bullfrog (bought in 1998, terminated in 2001), Westwood Studios (1998 => 2003), etc. Developers knew.

  • @anon_y_mousse

    @anon_y_mousse

    Жыл бұрын

    @@youuuuuuuuuuutube Both sorely missed.

  • @quinnmarchese6313

    @quinnmarchese6313

    Жыл бұрын

    Im pretty sure EA was already near the top of "worst company" lists by 04 or 05, i remember EA was kinda always hated

  • @tyrcipher8811

    @tyrcipher8811

    Жыл бұрын

    @@quinnmarchese6313 Maybe by the people who followed the industry very closely... But for the general public going into the 360/PS3 generation. They were still very much a loved publisher. The distaste for EA for a lot of people didn't come until the end of that generation when they released games like Dead Space 3, killed off Skate, and had the terrible launch of BF4

  • @JomasterTheSecond
    @JomasterTheSecond9 ай бұрын

    Shoutouts to Bloody Roar 4, the game that accidentally left an entire copy of the Renderware SDK on the disc so people could just straight up use it for their own nefarious purposes.

  • @akilreid9476
    @akilreid94769 ай бұрын

    This is such an interesting thing to learn about because I always loved the “look” certain PS2 games had but I could never pinpoint why they all had that similar graphics style. I NEVER thought about tying it to RenderWare but it makes so much sense now! This era in gaming is so timeless.

  • @kuraiwolf4047
    @kuraiwolf40479 ай бұрын

    Still got an old 2003/2004 copy of renderware. Kept it backed up from an old workstation I used to have. Along with a shit load of various console and handheld SDKs.

  • @AndyHerbert254
    @AndyHerbert2547 ай бұрын

    Ironically, RenderWare was the engine for SimCity 2013, like 5 years after it got cut, and interestingly the graphics in that game are impressive (though probably rewritten shaders for d3d9) Another reason why RenderWare might've been shut down was because I think Frostbite's first iteration was coming around at the time for BF Bad Company, which EA played into more with DICE's engine, and ultimately it paid off in the 2010s as a competitor to Unreal, even today.

  • @yuroichi6418
    @yuroichi64182 жыл бұрын

    During this whole video ive had only one specific lyric line playing in my head: *_"we are the lazy generation, no more standing out in liiiiine"_*

  • @lasarousi
    @lasarousi2 жыл бұрын

    This is absolutely heart breaking. If criterion wasn't pillaged by ea, they could have become what epic Games is today, minus the bullying and capital abuse they do for exclusives.

  • @Pchelekk

    @Pchelekk

    2 жыл бұрын

    They were ahead of time back then. For ex. in Burnout paradise, one of their biggest and most popular game they planed to add planes (with special gamemodes, etc.). Adding planes to a car game in 2009. They also wanted to make different versions of "Big surf Island" the dlc for Burnout Paradise. They wanted to create a portal that would teleport players to the same island but to different times(era of industrialization, and so on). They even planed to release a moon dlc where in that dlc You would drive and race on the moon. Criterion was hated for making Need for speed most wanted 2012 by its players for a lack of story in the game. But in reality they made a story in a alpha version of the game and they wanted to make it a really big one but EA gave them too little time to do it. So they noticed that they won't be able to do it so they MADE a brand new game without story and they rushed it.(Nowaday's Nfs most wanted 2012). Thats why it lacks tuning, story, better driving physics and many more. In 2014 they wanted to release a brand new game in first person mode with different kind of vehicles (cars, planes, boats, parachute jumps and many more) it even got a trailer and EA canceled it. EA as EA always destroys fun and creativity

  • @AnonymousMachine

    @AnonymousMachine

    Жыл бұрын

    "If criterion wasn't pillaged by ea, they could have become what epic Games is today," that makes no sense

  • @lasarousi

    @lasarousi

    Жыл бұрын

    @@AnonymousMachine they had an engine, just like epic had, what made them big is exactly that, but this is the opposite of that same starting point. The other side of the coin

  • @litjellyfish

    @litjellyfish

    Жыл бұрын

    They had real internal problems and was behind epic in every way at the time they was bought.

  • @KaiSoDaM

    @KaiSoDaM

    7 ай бұрын

    ​@@AnonymousMachineepic games own unreal engine. Who is the main engine since PS3/360 and more and more studios switch to unreal in ps5/xbs

  • @DanZeeManz
    @DanZeeManz3 жыл бұрын

    RenderWare also evolved to an engine named Chameleon in 2010, which was essentially an updated version of RenderWare from what we were told and was used in both the 2010 and 2012 NFS titles.

  • @---pp7tq

    @---pp7tq

    2 жыл бұрын

    Great piece of information. I always wondered about Chameleon's origin. It confirms my suspicions.

  • @X2011racer

    @X2011racer

    Жыл бұрын

    I guess Chameleon didn't have a chance to shine since it was thrown out quickly in favor of Frostbite.

  • @Brawltendo

    @Brawltendo

    Жыл бұрын

    @@X2011racer there wasn’t really any reason for Criterion to waste resources maintaining an entire engine when they had access to one that was already proven to work for NFS in 2011. It does suck that Chameleon didn’t get more time to shine, but it’s just the way development works. For what it’s worth, pieces of RenderWare still live on through Frostbite and other EA tech today.

  • @IPlayKindred

    @IPlayKindred

    Жыл бұрын

    chameleon is a very very capable engine, atleast graphics wise, mw2012 is a decade old and looks almost photorealistic

  • @myfaceisthefrontofshop

    @myfaceisthefrontofshop

    Жыл бұрын

    @@Brawltendo except that it didn't and still doesn't work, frostbite has practically ruined NFS

  • @LeonardoDaSidci
    @LeonardoDaSidci3 жыл бұрын

    This was a very insightful video Chris! Some of the best games I ever played were made by an engine I had no knowledge about, and it's history (and ultimately, demise) has just faded into oblivion. Thanks for bringing some light onto a somewhat forgotten subject and keep up the great work!

  • @islandofmelanat
    @islandofmelanat9 ай бұрын

    I'd never come across your videos until now, and I am absolutely floored by the quality. This level of script writing, oration, and editing is seldom seen on KZread. I can't wait to dive into your previous work, great stuff!

  • @krux02
    @krux027 ай бұрын

    I feel like Unity is challengeing Renderware in falling far and fast.

  • @ADreamingTraveler

    @ADreamingTraveler

    7 ай бұрын

    And they were both ruined by former EA CEO's. You can't make this stuff up.

  • @34disorder84
    @34disorder843 жыл бұрын

    this video deserves way more views, especially being the only video about an engine that has shaped so many peoples childhoods, and the editing is amazing too. godspeed my man. it is really interesting to think how things would be if renderware was still a thing.

  • @lukeario3980
    @lukeario39808 ай бұрын

    I think RenderWare evolved into Chameleon Engine, which powered Burnout Paradise, NFS Hot Pursuit 2010 and NFS Most wanted 2012.

  • @gavinrolls1054

    @gavinrolls1054

    5 ай бұрын

    nah, separate engine. the best example for what rw evolved into after ea's acquisition is Skate. Skate 2 Skate 3 and Skate it.

  • @meman176
    @meman176 Жыл бұрын

    6:50 BRO THAT IS THE COOLEST GAME I EVER SEEN.

  • @davidlau-kee9075
    @davidlau-kee90753 жыл бұрын

    Hi Chris, I have a few factual quibbles, but directionally I think you've done a great job here. Thanks for memorializing. DLK

  • @retrohistories

    @retrohistories

    3 жыл бұрын

    David, thank you for the kind comment... and for Criterion too, of course! I tried to find sources for everything, but inevitably errors can creep in. If there's anything you want me to set the record straight on, I'm happy to put corrections and clarifications at the top of the description and on social media.

  • @thejhonnie

    @thejhonnie

    Жыл бұрын

    David been real quiet

  • @FishGigic

    @FishGigic

    Жыл бұрын

    factual quibbles

  • @theguardian8317
    @theguardian83173 жыл бұрын

    Oh the memories. For me the era of the GC, PS2 and 360 was the best time for console games ever. I didn't know so many of those great games used the same engine

  • @2beJT

    @2beJT

    Жыл бұрын

    Mine was the OG XBOX era. ALL of the modern benefits of online gaming with Live began then. We even could talk to random gamers and enjoy it. Now I'd never try to talk to randos in a game but back then it was all new and so fun!

  • @poika22

    @poika22

    Жыл бұрын

    @@2beJT All the "online benefits" and about 10 times more had been available on PC for a decade at that point. The only thing the Xbox introduced was paying for standard online features.

  • @2beJT

    @2beJT

    Жыл бұрын

    @@poika22 I played on PC for years before xbox live.. but having voice chat supported natively and doing everything as a standard feature was game changing. I also played on Xband during it's time. I was having a great time playing Tribes and Rainbow 6 before Xbox Live took all of those online connectivity features and made them incredibly easy to use. Now that you have me thinking about it in more detail.. The NFL 2k5 leagues were better than anything PC had ever done to that point. It had websites we could contribute to that tracked stats. What a fun time to play console games..

  • @Casketkrusher_

    @Casketkrusher_

    Жыл бұрын

    PS1 and PS2 for me. PS2 had the most fantastic games ever made. If I could i would go back in time in a heartbeat.

  • @poika22

    @poika22

    Жыл бұрын

    ​@@2beJT The control over something like private Teamspeak or Ventirlo server can never be matched by a (paid) built-in service with terrible sound quality, console UI, literally zero settings and controls, low bitrate, proprietary microphone connectors etc. etc. That you just gotta hope works the way you want it to, because you sure can't do anything about it. Sucks to be you if the 15-second setup period something like connecting to TS3 is so difficult to you that getting to pay for a vastly inferior system is seen to you as "modern benefits of online gaming".

  • @lustechsource5197
    @lustechsource51973 жыл бұрын

    Very informative. I remember reading about Renderware in magazines and websites. Didn't really notice it's disappearance because Unreal Engine did a great job making people forget, but your video is a good insight into what exactly happened. Great job and thanks!

  • @D3lor34n
    @D3lor34n Жыл бұрын

    What a great little documentary, i even learned a thing or two i didn't know before. Well produced, awesome little channel. After watching your update from two years ago, i hope you're doing alright and find your mojo to produce more videos some time in the future. Cheers

  • @noiselessfox7618
    @noiselessfox76183 жыл бұрын

    AWESOME retrospective. i was just researching renderware today and your video was the cherry on the pie. very interesting subject!

  • @retrohistories

    @retrohistories

    3 жыл бұрын

    Thank you!

  • @BobbyBroccoli
    @BobbyBroccoli3 жыл бұрын

    I totally remember this haha, had no idea how widespread it was. Great video!

  • @bengineer_the
    @bengineer_the Жыл бұрын

    We did deploy Renderware 4.5 across EA's titles for a few years. Fifa, Mirrors Edge, Madden, to name a few. And to be honest Unreal engine wasn't on the horizon at the time. Ea was more interested in the Crysis engine around the time after acquisition. (was one of the 6 graphic devs on RW team) Very accurate though, it felt like we were in the centre of the world, with everybody running scared as soon as EA took over. Will always be the high point of my career. 😊

  • @piotrmazek540

    @piotrmazek540

    Жыл бұрын

    Mirror's Edge ran on UE3 (unless you're talking about pre-production or something) :)

  • @pir_hana

    @pir_hana

    Жыл бұрын

    if it's true that you're on the team, then you literally were apart of the people that carved billions of childhoods and I cannot thank you enough for it, NFSU2, GTA, Burnout and all those other games are still so big to me, and we don't even get genres like the cathartic aggressive racing game series like Burnout (I absolutely love it btw)

  • @jfwfreo

    @jfwfreo

    Жыл бұрын

    I believe a lot of Renderware tech is still to be found across EA's titles to this day. Things like the EA in-house audio library started out life as a Renderware thing I believe.

  • @amac203

    @amac203

    Жыл бұрын

    @@pir_hana "A part" is two words. "Apart" has the opposite meaning.

  • @Brawltendo

    @Brawltendo

    Жыл бұрын

    @@jfwfreo EA’s in-house audio library was originally SND which was used from the 90s through the early 2000s, but after the Criterion acquisition, it ended up being phased out for RWAudioCore which evolved into EAAudioCore. Other bits of RW tech in use now include RWPhysics which is part of Frostbite’s new physics engine, RWMath, and some filesystem related stuff.

  • @GotYourWallet
    @GotYourWallet3 жыл бұрын

    I had no idea so many games from that generation where powered by the same engine.

  • @HamguyBacon

    @HamguyBacon

    Жыл бұрын

    same i thought they made it themselves, but it makes sense, they all have that same look.

  • @mossasaur
    @mossasaur Жыл бұрын

    I really like the style of this video, especially the intro. Great work!

  • @ElekiSerket
    @ElekiSerket Жыл бұрын

    Recently I found out that Metal Slug 3D for the PS2 uses this engine, though not sure which version. I was surprised once I figured out how to extract the data from the game and got a bunch of .dff models and .txd texture packages, just like in GTA. That engine was truly _everywhere_ at the time.

  • @FamilyTeamGaming

    @FamilyTeamGaming

    Жыл бұрын

    Interesting to see another human being on Earth that remembers Metal Slug 3D existed.

  • @ElekiSerket

    @ElekiSerket

    Жыл бұрын

    @@FamilyTeamGaming I'm a big fan of the series and surprisingly I like MS3D despite it's flaws and broken gameplay. You can tell they were rushed to release the game but a lot of love for the originals went into recreating even small details in animation and little gimmicks like reloading if you shoot the pistol a lot. So naturally I went and ripped textures and models. Still no luck with opening the models though, but I have them.

  • @jambrosvevo6464
    @jambrosvevo64643 жыл бұрын

    didnt expect persona 3 and 4 to be running on the same engine as the 3d era gta games, huh

  • @georgefoundous8445
    @georgefoundous84453 жыл бұрын

    Great video bro! I can't wait to see more from you!

  • @NodokaHanamura
    @NodokaHanamura7 ай бұрын

    My earliest experience with Renderware was with Activeworlds, which, AFAIK, used its' own engine, but did utilize Renderware's RWX file format. I do remember many of my PS2 games using it.

  • @maxbreaker
    @maxbreaker7 ай бұрын

    Funny, so it wasn't the first time EA killed a popular game engine

  • @hemangchauhan2864
    @hemangchauhan28643 жыл бұрын

    Once again, an excellent video! Those segment from magazines were great, highlighted their history. I know British computer history is very understated in game dev history. Did you know, Sean Murray of Hello Games fame, was one of the engineers on RenderWare as well. 3:15 TrickStyle! This game was what my friend flaunted when he got a new PC.

  • @retrohistories

    @retrohistories

    3 жыл бұрын

    I knew Sean Murray was ex-Criterion but had no idea he worked on RenderWare!

  • @hemangchauhan2864

    @hemangchauhan2864

    3 жыл бұрын

    @@retrohistories I watched a tech talk by Sean long long back. When No Man's Sky wasn't "redeemed" yet. Sorry, I can't find it.

  • @artemisDev

    @artemisDev

    Жыл бұрын

    ​@@hemangchauhan2864 this must be the video kzread.info/dash/bejne/dW2G26eidd2zmbg.html he was actually engine lead during burnouts and black

  • @felipe69420
    @felipe69420 Жыл бұрын

    This is an excellent video. Thank you for your hard work!

  • @katomiccomics202
    @katomiccomics2028 ай бұрын

    Renderware is like the UE5/Unity of the early 2000s, everyone was using it

  • @GoodGirlPeruru
    @GoodGirlPeruru7 ай бұрын

    This is really fascinating, looking at the situation with Unity now. The CEO of Unity was COO of EA and only left the same year as the buyout announcement of Criterion, and only conveniently returned a year after the next gen consoles came out, and likely, many games featuring Unreal. In other words; after everyone forgot. He only left again to join Unity, in 2013… only to about ten years later, sell all his shares before a similarly inevitably destructive and stupid announcement; a flat fee to developers based on the amount of installs. What a shocking coincidence. I wonder what kind of shares he owned in EA and Criterion before/during/after the buyout and when he sold them? 👀

  • @SupercharizardEx
    @SupercharizardEx2 жыл бұрын

    Leave it to EA to ruin one of the first game engines and an entire era of retro gaming. I really wish that I could say I am surprised by this, but when looking at the kind of trashy company that they've become today it really isn't too shocking to see how this event took place. Honestly, it's a real shame.

  • @dahahaka

    @dahahaka

    Жыл бұрын

    Did they really ruin it though or was it Unreal's success? I'm sure EA had a contribution but not sure it's solely their fault.

  • @Ehal256

    @Ehal256

    Жыл бұрын

    One of the first game engines? Huh?

  • @patrickholt8782

    @patrickholt8782

    Жыл бұрын

    They’re also the guys who stole a football engine from Bethesda.

  • @Cheezus

    @Cheezus

    Жыл бұрын

    as much as it looks like it, it's more so that Unreal was outpacing it.

  • @NoName_NoTitle

    @NoName_NoTitle

    Жыл бұрын

    It was not one of the first game engines... Nobody has ever claimed that. Where tf did you get that from?

  • @NyxeedThorn
    @NyxeedThorn7 ай бұрын

    nice video! well crafted

  • @shazmosushi
    @shazmosushi9 ай бұрын

    fantastic video, have vague memories of hearing about this but interesting to learn the full story

  • @bpcgos
    @bpcgos3 жыл бұрын

    I thought renderware came from japan... A lot of japanese devs use this engine back in ps2 era and pretty much determined the PS2/graphic style we all have known and love... Criterion is awesome

  • @aaadj2744

    @aaadj2744

    3 жыл бұрын

    Yeah, Criterion is awesome. BLACK is still my favourite game by them

  • @LordVarkson

    @LordVarkson

    Жыл бұрын

    Yeah it's certainly weird to think of Japanese devs using a western engine.

  • @n_core

    @n_core

    Жыл бұрын

    Well, you can connect it with Canon, a Japanese company. Because Criterion was under Canon Europe before they were acquired by EA. So RenderWare technically sort of had been owned by a Japanese company.

  • @ArabianFreedom
    @ArabianFreedom9 ай бұрын

    Excellent video.

  • @bniy
    @bniy Жыл бұрын

    God I loved the Renderware era of gaming, so many different games, what a great time. Also loved that Airblade music in the background, great video

  • @looeee
    @looeee3 жыл бұрын

    Modern Vintage Gamer sent me here. I'm instantly a fan. What a great channel!

  • @peterpanther8627
    @peterpanther86273 жыл бұрын

    Renderware- the engine that powered the PS2 childhood of mollions.

  • @jimrustler
    @jimrustler Жыл бұрын

    I remember the RenderWare logo in many PS2 games, thanks for this video!

  • @ArturoNereu
    @ArturoNereu Жыл бұрын

    Thank you for documenting this!

  • @Atomglow
    @Atomglow Жыл бұрын

    It's amazing how much this engine helped the ps2, even GTA San Andreas ran on Renderware.

  • @killazspain
    @killazspain2 жыл бұрын

    Great video!

  • @user-rm4bn4gf5y
    @user-rm4bn4gf5y Жыл бұрын

    Thanks, this is the video I really want. I'm interested in the game's history and engine, and thanks to you, I finally found the redline racer game I used to play in elementary school after 15 years. I really remember this game. The racer's flying appearance and screaming system were so funny back then that I remembered it, and I finally found this game! Thanks for the great video!

  • @ugandanknuckles3900
    @ugandanknuckles3900 Жыл бұрын

    How many games we played without ever knowing of this specific medium. Always keeping it in mind but never having a name for it.. I love stuff like this, really puts context into my childhood.

  • @BeyondTheScanlines
    @BeyondTheScanlines3 жыл бұрын

    I really enjoyed this - whilst I remember the scope of Renderware's use, some of those titles which did was certainly a surprise! Certainly a flexible bit of kit, even if not the most friendly to use it'd seem. Plus, Scorched Planet was an amazing showcase in that mid-90's PC era prior to 3D Accelerator cards emerging. Some of the tricks it did in software was seriously neat, and it honestly wasn't a bad game either.

  • @southernflatland
    @southernflatland Жыл бұрын

    If Canon was involved in such a 3D rendering software today, they'd make it halt and throw an error if your printer ran out of ink...

  • @nvrndingsmmr
    @nvrndingsmmr7 ай бұрын

    The reveal at 3:48 of who the team was made me gasp out loud. Amazing!!! This video is great, thank you for all the info!

  • @NickTaylor-Phantom-Works2
    @NickTaylor-Phantom-Works226 күн бұрын

    Really nice upload mate. If you got more like this, I'm subbed!

  • @IceCattus
    @IceCattus9 ай бұрын

    For a company that has Art in their name EA sure does love ruining it.

  • @SirMcMuffintosh
    @SirMcMuffintosh3 жыл бұрын

    Really interesting! Sad to know that EA's kept their habit of killing studios for so long too.

  • @DM0407

    @DM0407

    8 ай бұрын

    I'm still salty they killed Westwood Studios. One of their first murders.

  • @GamingLiveHDChannelPH

    @GamingLiveHDChannelPH

    7 ай бұрын

    And Still Continues even today but Stealthily something us Unaware

  • @DomEReapeR
    @DomEReapeR7 ай бұрын

    Oh wow, I was sitting here wondering why my brain was being tickled by the music, had just about enough time to go ''this sounds like Sub Culture'' right before I opened the description to see where it was from. What a kick back to my childhood!

  • @yuuhi-0901
    @yuuhi-09019 ай бұрын

    I remember RenderWare was used in Kamen Rider games in Japan! (RenderWareは日本では仮面ライダーのゲームにも採用されていたのは覚えています!)

  • @ianbowden2524
    @ianbowden25249 ай бұрын

    Imagine an alternate reality where the next generation was running off rendereware instead of unreal...

  • @Trevor6714
    @Trevor67142 жыл бұрын

    I always wondered if gate devs all shared like a “base” game and then modified it to suit their needs. This totally confirms that!

  • @markst.5383
    @markst.5383 Жыл бұрын

    Great Video! Dont stop making videos like this!

  • @slimysomething
    @slimysomething6 ай бұрын

    Why did this just get recommended to me? Good video.

  • @alexalcalaortiz368
    @alexalcalaortiz3682 жыл бұрын

    something you missed is that a lot of renderware was reused in the chamaleon engine which was used for hot pursuit and most wanted 2012

  • @rohanalias9053

    @rohanalias9053

    Жыл бұрын

    That engine was surprisingly good ... Hp2010 and me 2012 are some of the least buggy games I've played

  • @IPlayKindred

    @IPlayKindred

    Жыл бұрын

    @@rohanalias9053 And the best looking

  • @RaidenKaiser
    @RaidenKaiser Жыл бұрын

    Unity engine may be next in line to end up like this I guess given how we all just discovered ea's former ceo is involved.

  • @Brawltendo

    @Brawltendo

    Жыл бұрын

    Unity has been going down the shitter for a while and it’s all due to awful direction and development practices rather than their CEO. They deprecate features like crazy and then don’t replace them with anything, but when they do, it’s always a shittier, worse-performing, and more limited version of what already existed before. They also don’t have any projects of their own (besides little set piece tech demos that don’t really need anyone to _actually_ work with the engine) to actually see how people are using their engine unlike other studios that make game engines. Epic has Fortnite as the UE4/UE5 testbed, Crytek has Crysis (among others over the years), and any studios using in-house engines have their own games that use said engines. Hell, even The Cherno and his small team did this with their engine (Hazel) to see what features they lacked or had to change. How the hell is Unity supposed to know what’s “production-ready” if they’re not using it in production themselves?

  • @IPlayKindred

    @IPlayKindred

    Жыл бұрын

    Godot Numero uno

  • @oouziii4679
    @oouziii4679 Жыл бұрын

    Omggg that music from airblade, in the outro sent me into a different dimension of nostalgia

  • @xSpicySaltx
    @xSpicySaltx6 ай бұрын

    its also worth to note, for those of you who played the mafia series, mafia 2 was in development for the renderware engine for 2003 / 2004. illusion softwares wanted to get a sequel out quick as possible for ps2. , but as you know, EA Brought renderware, & thus halted the development process, this required the team to crunch twice as harder to make new assets, characters at the same time of making the new engine. -- this continued until 2007, they finally got a playable build, but 2k ended up buying them out next year in 2008, & this forced them to spend 2 years, finishing the product in hopes of a 2009 fall release, but didnt happen, had to delay it until august 2010. with numerous cut content & plot holes in the story.

  • @timtrzepacz3452
    @timtrzepacz3452 Жыл бұрын

    I was kindof expecting a bit more depth to the part of the video describing how Renderware fell, other than "EA bought it, and then suddenly stopped supporting it." I saw a brief flash on the screen that one of the main guys had died, but it wasn't mentioned in the video. It would have been nice to hear from some folks at EA or former employees about what actually happened.

  • @unusable4evar636
    @unusable4evar6367 ай бұрын

    Unity is next in line to be forgotten just like Renderware.

  • @robbystrange4772
    @robbystrange47722 жыл бұрын

    Great watch! I highly recommend listening to an interview jmmreview did with one of the programmers from battlefield 2 modern combat. Talks a lot about how that game worked, and a little about how renderware was used.

  • @paularnold2289
    @paularnold22893 жыл бұрын

    Hooray! You have returned! :D

  • @user-pb4dv1be5t
    @user-pb4dv1be5t9 ай бұрын

    As always, EA being a red flag in the gamming industry

  • @ohtrueyeahnah
    @ohtrueyeahnah Жыл бұрын

    RenderWare was made by...... CANON!? What a twist!

  • @Robert_D_Mercer

    @Robert_D_Mercer

    Жыл бұрын

    Makes sense since they were focused on digital graphics at the time. They knew their code and decided to add vertex points to it...

  • @scorpzgca
    @scorpzgca10 ай бұрын

    Great video I always wondered what games engines were use to create games of the past

  • @SerdSoftInteractive
    @SerdSoftInteractive9 ай бұрын

    we learned about renderware today. Thx!

  • @Drewsky840
    @Drewsky8407 ай бұрын

    Another reason to hate EA

  • @IconDevco
    @IconDevco Жыл бұрын

    A lot of people forget that people actually worked on the engine, and eventually just took that technology elsewhere making better engines. The revolving door of talent never stops

  • @darraghd493
    @darraghd4932 жыл бұрын

    How does this only have 24k-25k views?!?! It NEEDS more!

  • @doyouthinkitsdead
    @doyouthinkitsdead Жыл бұрын

    Fascinating stuff. Thankyou

  • @Sparrow353
    @Sparrow3533 жыл бұрын

    And back in 2020 we all thought acquisition of ZeniMax by Microsoft is a huge thing. Now let's imagine if Epic with the Unreal engine goes into the dumpster somehow...

  • @---pp7tq

    @---pp7tq

    2 жыл бұрын

    Exactly. Though not so many studios use idTech. But it became great.

  • @razvanmazilu6284
    @razvanmazilu62843 жыл бұрын

    Another one in the long list of software developer acquisitions that EA made over the years only to basically bury sooner or later.

  • @algorithminc.8850
    @algorithminc.8850 Жыл бұрын

    Great channel. Glad it was recommended. Takes me back ... I remember some of the engineering demos for RenderWare at its very beginning ... it was very nice work ... interactive complex models with texturing. Like you said - before OpenGL on PC's and the like - very early days. I'm going to see, if I still have and can run those demos. Thanks and Cheers ...

  • @leonardusl5141

    @leonardusl5141

    Жыл бұрын

    Did you do game development for consoles at that time?

  • @nothcial
    @nothcial7 ай бұрын

    EA first ruined renderware and now EAs former CEO just ruined Unity

  • @AthenaAutocross

    @AthenaAutocross

    7 ай бұрын

    It's actually probably the same guy. John Riccitiello is the CEO of Unity, and was the COO/President of EA from 1997 to 2004

  • @ZoidbergForPresident
    @ZoidbergForPresident3 жыл бұрын

    "Left behind"? No, it was destroyed by million dollar companies and "property". Interesting video though!

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