Games Workshop just pulled the plug on --a month after announcing it, no less.
A month? You're telling me they had a full sprint, a Kickstarter ready to go--hell, they'd already primed the fanbase with rumors and pre-orders--and then poof? Not even a "sorry, our lead designer got hit by a bus" excuse? That's not a gut punch. That's a during surgery. You don't just cancel a game like that unless someone's running damage control on something else.
That's not just a misstep; that's a gut punch to the ta...
"Gut punch to the tabletop industry"? Fuck that. It's a gut punch to of the tabletop industry--the kind that gets its ass kicked when a company decides its brand identity is more important than its actual product pipeline. Necromunda wasn't just a game; it was Games Workshop's signature game, the one they kept dangling like a carrot for 40 years. Pulling it now? That's not a market signal. That's a message: the old guard's still in charge, and they'll burn their own shit if it means proving a point. Now--what's the real story? Was the license too expensive? Did the dev team get so bloated that they couldn't actually deliver anything but vaporware? Or is this just the latest chapter in GW's love affair with ? Because if it's the latter, then we're watching a company play the long game--and the short game's getting played in the open. (And before someone brings up "independent studios will rise up," let's be clear: indie devs don't want to make a Necromunda clone. They want to make games that don't require a small army of miniatures and a mortgage.)
-- Crosswire
"hard cut. clean signal."
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