Last year Bulletstorm was reintroduced to us in the form of the remastered Full Clip Edition, and now developer People Can Fly has published a blog post that's all about the process behind making it, and how they underestimated the workload.
"Initially, we thought that preparing the code would take us, a team of 3-6 people, about six months to sort out. Jarosław Surowiec, our programmer, likes to remind us that the code actually took 18 months to prepare and that the team was much bigger than the handful of people at the outset," the post explains.
"On a day to day basis, we became more and more aware of the amount of work that had to be done - to the point we focused solely on the console version while outsourcing the Steam version. In the end, this was really beneficial to the team. It taught us a lot about how the current generation of consoles worked and it has helped our team master development for them. But we can also say with a lot of confidence that when a studio says it's working on a remaster, it really means they're working hard on it."
The team also talks about the increased power that they had to work with this time around, the lack of co-op, and the new features that came with this edition, including the Anarchy Mode that sees players fight the AI.
"But for now, we're looking ahead to something new," the closing paragraph reads. "Bulletstorm: Full Clip has taught us so much about developing great FPSes for the current console generation and we think the lessons we learnt from it will prove very useful while working on our new AAA shooter."
Did you like the Full Clip Edition?