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Twisted Metal 3 Makes Me Sick | How Twisted Metal 3 Ruined The Series

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Tactical Bacon Productions

To quote a great man, oh the fishy odours we must endure as we lay between the thighs of fate. Now let me tell you something, there was once a period in my life when I basked in the idea of negativity, of cynicism, of being just a horrible miserable person. I would say for the first couple months of this channel's existence I was still in that mental state more or less. But as time went on, I just grew to dislike the idea of going out of your way to be miserable, because it's just so wearying. Chronic negativity is so tiring, and I see a lot of that on various social medias. People going on righteous, angry Crusades on nothing in particular, seemingly just to have something to be angry about. That's not me anymore, why should I make myself mad in my own home? So over the next half hour or so, I'm going to be ripping into Twisted Metal 3 by and large. But please understand I don't enjoy this. I will be much happier if Twisted Metal 3 was a game that I enjoyed playing without any sort of asterisk, and could actually get excited about covering. But that's not the world in which we live. I've made my bed, now it's time to sleep in it. So how did twisted metal 3 in its current state come to be? Well the long and the short of it is, when SingleTrac split from Sony to do their own thing, they took the Twisted Metal game engine with them, so while Sony held the rights to the intellectual property, they had to find a new developer to create a brand new game from the ground up. They ended up getting an internal development team, 989 studios to do it, who also assisted development with other games by SingleTrac. So it was not a bad idea in theory. So what went wrong? Well it starts with the fact that apparently they only had 9 months of development time. Which even for 1998 was a bit tight when you were building an engine from the ground up. So you take a short development time, mix it with a studio that's splitting their focus between several games at a time, and add a splash of potential inexperience with the genre given that they'd never been the main developers, and the result is this.

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