RenderWare: The Engine that Powered an Era | Retrohistories

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  • เผยแพร่เมื่อ 23 พ.ย. 2024

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  • @ebrahimkakhi8836
    @ebrahimkakhi8836 3 ปีที่แล้ว +6682

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

    • @Azuris190
      @Azuris190 2 ปีที่แล้ว +237

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

    • @mediocreman6323
      @mediocreman6323 2 ปีที่แล้ว +238

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

    • @DOOT_II
      @DOOT_II 2 ปีที่แล้ว

      @@mediocreman6323 EA kills everything it touches

    • @mediocreman6323
      @mediocreman6323 2 ปีที่แล้ว +18

      @@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 2 ปีที่แล้ว +2

      @@mediocreman6323 lol

  • @LowSpecGamer
    @LowSpecGamer 4 ปีที่แล้ว +2779

    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 ปีที่แล้ว +6

      Hi u here.

    • @Fallen_Ninja
      @Fallen_Ninja 3 ปีที่แล้ว +105

      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 ปีที่แล้ว +117

      @@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 ปีที่แล้ว

      No

    • @JuanRVillanuevaXX
      @JuanRVillanuevaXX 2 ปีที่แล้ว +5

      Saludos LowSpecGamer :D

  • @colderplasma
    @colderplasma 2 ปีที่แล้ว +721

    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 ปีที่แล้ว +29

      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 ปีที่แล้ว +27

      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 ปีที่แล้ว +12

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

    • @moonknightish
      @moonknightish ปีที่แล้ว +11

      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 ปีที่แล้ว +37

      @@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.

  • @Aboveup
    @Aboveup 4 ปีที่แล้ว +2166

    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  4 ปีที่แล้ว +354

      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 4 ปีที่แล้ว +163

      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 4 ปีที่แล้ว +56

      EA is the antonym of sustainable business.

    • @davidlau-kee9075
      @davidlau-kee9075 4 ปีที่แล้ว +145

      @@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 ปีที่แล้ว +27

      @@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..

  • @agnel47
    @agnel47 3 ปีที่แล้ว +951

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

    • @MarquisDeSang
      @MarquisDeSang 2 ปีที่แล้ว +67

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

    • @RealHomeRecording
      @RealHomeRecording 2 ปีที่แล้ว +9

      @@MarquisDeSang LOL

    • @laorakaora1764
      @laorakaora1764 2 ปีที่แล้ว

      @@MarquisDeSang u mean censorship engine?

    • @MarquisDeSang
      @MarquisDeSang 2 ปีที่แล้ว +7

      @@laorakaora1764 Yeah, The Chinada engine simulator.

    • @laorakaora1764
      @laorakaora1764 2 ปีที่แล้ว +3

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

  • @mediocreman6323
    @mediocreman6323 2 ปีที่แล้ว +201

    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 ปีที่แล้ว +2

      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 ปีที่แล้ว

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

  • @izzyhopeunlisted
    @izzyhopeunlisted 3 ปีที่แล้ว +2991

    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 ปีที่แล้ว +3

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

    • @Solomonwo
      @Solomonwo 2 ปีที่แล้ว +27

      No

    • @yuukitheclopsy
      @yuukitheclopsy 2 ปีที่แล้ว +247

      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 ปีที่แล้ว +51

      The cannon which makes printers and scanners*

    • @darkzeroprojects4245
      @darkzeroprojects4245 2 ปีที่แล้ว +14

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

  • @ImAltair1
    @ImAltair1 4 ปีที่แล้ว +721

    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 4 ปีที่แล้ว +55

      I didn't know that. Thanks.

    • @butterfinger4393
      @butterfinger4393 3 ปีที่แล้ว +8

      And black

    • @prla5400
      @prla5400 2 ปีที่แล้ว +9

      No fucking way

    • @TheBaxes
      @TheBaxes 2 ปีที่แล้ว +40

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

    • @IconDevco
      @IconDevco 2 ปีที่แล้ว +1

      Oh bro you watch IH too?

  • @Pesthuf
    @Pesthuf 2 ปีที่แล้ว +663

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

    • @isaakfaulk8067
      @isaakfaulk8067 ปีที่แล้ว +73

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

    • @verifeli
      @verifeli ปีที่แล้ว +27

      ​@@isaakfaulk8067And then Activision...

    • @irbisae4964
      @irbisae4964 ปีที่แล้ว +3

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

    • @isaakfaulk8067
      @isaakfaulk8067 ปีที่แล้ว +1

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

    • @irbisae4964
      @irbisae4964 ปีที่แล้ว +7

      @@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.

  • @ikagura
    @ikagura 4 ปีที่แล้ว +897

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

    • @jon4715
      @jon4715 3 ปีที่แล้ว +232

      The engine had such a good feel.

    • @ishansingh9633
      @ishansingh9633 2 ปีที่แล้ว +117

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

    • @darkzeroprojects4245
      @darkzeroprojects4245 2 ปีที่แล้ว +45

      @@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 2 ปีที่แล้ว +4

      @@darkzeroprojects4245 What sort of games?

    • @darkzeroprojects4245
      @darkzeroprojects4245 2 ปีที่แล้ว +20

      @@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.

  • @blakegriplingph
    @blakegriplingph 2 ปีที่แล้ว +595

    _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 2 ปีที่แล้ว +61

      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 2 ปีที่แล้ว +16

      @@konnimusic Red dead redemption 2 still uses rage

    • @SQOUREE
      @SQOUREE 2 ปีที่แล้ว +1

      @@konnimusic Red dead redemption 2 still uses rage

    • @tyrannosaurusflex3698
      @tyrannosaurusflex3698 2 ปีที่แล้ว +7

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

    • @SQOUREE
      @SQOUREE 2 ปีที่แล้ว

      @@tyrannosaurusflex3698 i know

  • @dingus_maximus
    @dingus_maximus 2 ปีที่แล้ว +64

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

  • @MasonFowlkesKenneth
    @MasonFowlkesKenneth 4 ปีที่แล้ว +515

    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 2 ปีที่แล้ว +13

      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.

    • @Ozzianman
      @Ozzianman 2 ปีที่แล้ว +18

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

    • @Raylightsen
      @Raylightsen 2 ปีที่แล้ว

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

    • @HydraSpectre1138
      @HydraSpectre1138 2 ปีที่แล้ว +3

      @@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.

    • @dudoboi
      @dudoboi 2 ปีที่แล้ว +14

      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.

  • @RockYeahh
    @RockYeahh 4 ปีที่แล้ว +441

    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 ปีที่แล้ว +13

      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 ปีที่แล้ว +1

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

    • @craigsmith6039
      @craigsmith6039 2 ปีที่แล้ว +3

      @@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 2 ปีที่แล้ว +7

      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 2 ปีที่แล้ว +15

      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.

  • @SentientHoodii
    @SentientHoodii 2 ปีที่แล้ว +99

    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 2 ปีที่แล้ว +1

      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

  • @JomasterTheSecond
    @JomasterTheSecond ปีที่แล้ว +6

    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.

  • @TKsh1
    @TKsh1 4 ปีที่แล้ว +303

    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 ปีที่แล้ว +3

      Caramba, você tá em todo lugar

    • @youuuuuuuuuuutube
      @youuuuuuuuuuutube 2 ปีที่แล้ว +45

      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 2 ปีที่แล้ว +9

      @@youuuuuuuuuuutube Both sorely missed.

    • @quinnmarchese6313
      @quinnmarchese6313 2 ปีที่แล้ว +24

      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 2 ปีที่แล้ว +14

      @@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

  • @syntaxerorr
    @syntaxerorr 4 ปีที่แล้ว +39

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

    • @tux_the_astronaut
      @tux_the_astronaut 2 ปีที่แล้ว

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

  • @ocass66
    @ocass66 4 ปีที่แล้ว +92

    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.

  • @TechArtAid
    @TechArtAid 4 ปีที่แล้ว +62

    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 3 ปีที่แล้ว +7

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

    • @divinecomedian2
      @divinecomedian2 2 ปีที่แล้ว +2

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

    • @X2011racer
      @X2011racer 2 ปีที่แล้ว +4

      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 2 ปีที่แล้ว +1

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

  • @martincuenca9544
    @martincuenca9544 4 หลายเดือนก่อน +3

    me wanting to do PS2 graphics: THIS INFORMATION IS GOLD

  • @akilreid9476
    @akilreid9476 ปีที่แล้ว +8

    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.

  • @theguardian8317
    @theguardian8317 4 ปีที่แล้ว +30

    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 2 ปีที่แล้ว

      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 2 ปีที่แล้ว

      @@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 2 ปีที่แล้ว

      @@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_ 2 ปีที่แล้ว +1

      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 ปีที่แล้ว +1

      ​@@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".

  • @bpcgos
    @bpcgos 4 ปีที่แล้ว +50

    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 4 ปีที่แล้ว +18

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

    • @LordVarkson
      @LordVarkson 2 ปีที่แล้ว +3

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

    • @n_core
      @n_core 2 ปีที่แล้ว +8

      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.

  • @paulallen579
    @paulallen579 ปีที่แล้ว +17

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

  • @yuroichi6418
    @yuroichi6418 3 ปีที่แล้ว +17

    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
    @lasarousi 3 ปีที่แล้ว +254

    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 3 ปีที่แล้ว +43

      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

    • @david_escalante
      @david_escalante 2 ปีที่แล้ว +1

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

    • @lasarousi
      @lasarousi 2 ปีที่แล้ว +13

      @@david_escalante 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 2 ปีที่แล้ว +2

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

    • @KaiSoDaM
      @KaiSoDaM ปีที่แล้ว

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

  • @kuraiwolf4047
    @kuraiwolf4047 ปีที่แล้ว +5

    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.

  • @geckoo9190
    @geckoo9190 ปีที่แล้ว +4

    -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.

  • @lustechsource5197
    @lustechsource5197 4 ปีที่แล้ว +15

    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!

  • @ElekiSerket
    @ElekiSerket 2 ปีที่แล้ว +8

    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 2 ปีที่แล้ว +2

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

    • @ElekiSerket
      @ElekiSerket 2 ปีที่แล้ว

      @@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
    @jambrosvevo6464 4 ปีที่แล้ว +13

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

  • @DanZeeManz
    @DanZeeManz 4 ปีที่แล้ว +34

    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 3 ปีที่แล้ว +5

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

    • @X2011racer
      @X2011racer 2 ปีที่แล้ว +2

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

    • @Brawltendo
      @Brawltendo 2 ปีที่แล้ว +3

      @@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 2 ปีที่แล้ว +1

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

    • @myfaceisthefrontofshop
      @myfaceisthefrontofshop 2 ปีที่แล้ว

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

  • @LeonardoDaSidci
    @LeonardoDaSidci 4 ปีที่แล้ว +7

    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!

  • @AndyHerbert254
    @AndyHerbert254 ปีที่แล้ว +3

    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.

  • @Atomglow
    @Atomglow 2 ปีที่แล้ว +5

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

  • @islandofmelanat
    @islandofmelanat ปีที่แล้ว +3

    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 TH-cam. I can't wait to dive into your previous work, great stuff!

  • @bengineer_the
    @bengineer_the 2 ปีที่แล้ว +140

    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 2 ปีที่แล้ว +34

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

    • @pir_hana
      @pir_hana 2 ปีที่แล้ว +18

      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 2 ปีที่แล้ว +1

      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 2 ปีที่แล้ว +1

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

    • @Brawltendo
      @Brawltendo 2 ปีที่แล้ว +9

      @@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.

  • @davidlau-kee9075
    @davidlau-kee9075 4 ปีที่แล้ว +31

    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  4 ปีที่แล้ว +15

      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 2 ปีที่แล้ว +7

      David been real quiet

    • @FishGigic
      @FishGigic 2 ปีที่แล้ว +2

      factual quibbles

  • @peterpanther8627
    @peterpanther8627 3 ปีที่แล้ว +63

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

  • @GotYourWallet
    @GotYourWallet 4 ปีที่แล้ว +23

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

    • @HamguyBacon
      @HamguyBacon 2 ปีที่แล้ว +14

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

  • @hemangchauhan2864
    @hemangchauhan2864 4 ปีที่แล้ว +16

    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  4 ปีที่แล้ว +7

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

    • @hemangchauhan2864
      @hemangchauhan2864 4 ปีที่แล้ว +7

      @@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 2 ปีที่แล้ว

      ​@@hemangchauhan2864 this must be the video th-cam.com/video/C9RyEiEzMiU/w-d-xo.html
      he was actually engine lead during burnouts and black

  • @SirMcMuffintosh
    @SirMcMuffintosh 4 ปีที่แล้ว +40

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

    • @DM0407
      @DM0407 ปีที่แล้ว

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

    • @GamingLiveEnt457PH
      @GamingLiveEnt457PH ปีที่แล้ว

      And Still Continues even today but Stealthily something us Unaware

  • @SupercharizardEx
    @SupercharizardEx 2 ปีที่แล้ว +411

    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 2 ปีที่แล้ว +3

      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 2 ปีที่แล้ว +32

      One of the first game engines? Huh?

    • @patrickholt8782
      @patrickholt8782 2 ปีที่แล้ว +1

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

    • @Cheezus
      @Cheezus 2 ปีที่แล้ว +6

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

    • @NoName_NoTitle
      @NoName_NoTitle 2 ปีที่แล้ว +19

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

  • @34disorder84
    @34disorder84 4 ปีที่แล้ว +4

    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.

  • @BobbyBroccoli
    @BobbyBroccoli 4 ปีที่แล้ว +4

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

  • @ugandanknuckles3900
    @ugandanknuckles3900 2 ปีที่แล้ว +1

    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.

  • @noiselessfox7618
    @noiselessfox7618 4 ปีที่แล้ว +5

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

  • @TajmirTheRandomFan
    @TajmirTheRandomFan 2 หลายเดือนก่อน +2

    The RenderWare Engine really was a great engine.

  • @lukeisbored8607
    @lukeisbored8607 ปีที่แล้ว +5

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

    • @gavinrolls1054
      @gavinrolls1054 ปีที่แล้ว +1

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

  • @rapurimanka
    @rapurimanka ปีที่แล้ว +1

    I just watched a video about a guy exploring dead online games. I learned about Active Worlds, which shocked me because it allowed users to create and upload 3D worlds to the internet back in 1995, and it's still functioning today. This was a major wow moment for me. And today, I discovered that Active Worlds is using RenderWare engine, which I only knew as the foundation for GTA games. I am grateful for all the information I gained from this video, as it was interesting to learn more about the history of major companies.

  • @RaidenKaiser
    @RaidenKaiser 2 ปีที่แล้ว +12

    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 2 ปีที่แล้ว +4

      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 2 ปีที่แล้ว

      Godot Numero uno

  • @amstrad00
    @amstrad00 2 ปีที่แล้ว +1

    Interesting to see Activeworlds get a mention here. That brings to mind Shamus Young who worked in a lot of different capacities on that project before moving on to a moderately successful career as a blogger/columnist/etc writing about various games industry involved topics. Unfortunately he passed in June of 2022.

  • @looeee
    @looeee 4 ปีที่แล้ว +5

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

  • @xSpicySaltx
    @xSpicySaltx ปีที่แล้ว +1

    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.

  • @Trevor6714
    @Trevor6714 3 ปีที่แล้ว +3

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

  • @BeyondTheScanlines
    @BeyondTheScanlines 4 ปีที่แล้ว +7

    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 2 ปีที่แล้ว +5

    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...

  • @krux02
    @krux02 ปีที่แล้ว +14

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

    • @ADreamingTraveler
      @ADreamingTraveler ปีที่แล้ว +14

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

  • @DomEReapeR
    @DomEReapeR ปีที่แล้ว +1

    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!

  • @ArabianFreedom
    @ArabianFreedom ปีที่แล้ว +3

    Excellent video.

  • @oouziii4679
    @oouziii4679 ปีที่แล้ว +2

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

  • @GoodGirlPeruru
    @GoodGirlPeruru ปีที่แล้ว +4

    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? 👀

  • @D3lor34n
    @D3lor34n 2 ปีที่แล้ว +2

    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

  • @alexalcalaortiz368
    @alexalcalaortiz368 3 ปีที่แล้ว +7

    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 2 ปีที่แล้ว +1

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

    • @IPlayKindred
      @IPlayKindred 2 ปีที่แล้ว +1

      @@rohanalias9053 And the best looking

  • @GWKTM
    @GWKTM ปีที่แล้ว +1

    Some Hugo games were powered by RenderWare as well, along with Havok

  • @timtrzepacz3452
    @timtrzepacz3452 2 ปีที่แล้ว +7

    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.

  • @danzingcat5949
    @danzingcat5949 ปีที่แล้ว +1

    The engine signature is beautiful, its all over the PS2 games, would be great to re-implement

  • @ohtrueyeahnah
    @ohtrueyeahnah 2 ปีที่แล้ว +5

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

    • @Robert_D_Mercer
      @Robert_D_Mercer 2 ปีที่แล้ว +1

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

  • @noodlechan_
    @noodlechan_ 11 หลายเดือนก่อน +1

    One of the reasons companies like Rockstar Games stopped using it is that the company grew with the money made with the games made in Renderware engine so jumped to hire many engineers to produce the RAGE ENGINE “Rockstar Advanced Game Engine”. The technology had to grow, all games would look and feel the same if they didn’t change.

  • @razvanmazilu6284
    @razvanmazilu6284 4 ปีที่แล้ว +9

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

  • @jimrustler
    @jimrustler 2 ปีที่แล้ว +1

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

  • @pav5000
    @pav5000 2 ปีที่แล้ว +3

    0:17 before Unity and Unreal Engine. Are you sure about this? The first Unreal Engine released in the same 1996 as RenderWare

    • @litjellyfish
      @litjellyfish 2 ปีที่แล้ว +3

      RenderWare is from 93

  • @mRahman92
    @mRahman92 8 หลายเดือนก่อน +1

    That's pretty crazy to that CANON of all companies could have become a major force in gaming.

  • @Drewsky840
    @Drewsky840 ปีที่แล้ว +16

    Another reason to hate EA

  • @awesomeguy2009
    @awesomeguy2009 4 ปีที่แล้ว +2

    Iirc the latest use of Renderware was 2018's burnout paradise remastered on modern consoles

  • @Sparrow353
    @Sparrow353 4 ปีที่แล้ว +5

    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 3 ปีที่แล้ว

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

  • @hicarodestrui
    @hicarodestrui ปีที่แล้ว +1

    Dragon BALL Online is a MMORPG that uses Renderware, one of the last game used it (Released in 2010 and closed in 2013), it has a leaked source code of the Beta version from 2008, which has the entire client and the renderware itself source code, including map creation, model viewer, UVAnimator creator, Particle Effects creator and etc.

  • @unusable4evar636
    @unusable4evar636 ปีที่แล้ว +4

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

  • @justdev8965
    @justdev8965 2 ปีที่แล้ว +1

    The best engines are ALWAYS in-house. Even you use someone else's engine, a LOT of CRAP goes wrong and debugging is a nightmare.
    All games that shocked me personally with their high graphics quality were built in house.

  • @DanielleAlek
    @DanielleAlek 2 ปีที่แล้ว +5

    It's so upsetting how many companies and livelihoods EA's destroyed. I've never heard of a case where an EA subsidy/studio shut down and it was actually the studio's fault, it's always some stupid shit EA did and then the smaller companies are the only ones who end up getting hurt. Truly despicable.

  • @RemoWilliams1227
    @RemoWilliams1227 2 ปีที่แล้ว +1

    God I have just had a goldmine of channels in my recommendations lately. Algorithm is killing it for me honestly.

  • @katomiccomics202
    @katomiccomics202 ปีที่แล้ว +5

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

  • @PhonicUK
    @PhonicUK 2 ปีที่แล้ว +1

    ActiveWorlds famously used Renderware back in the day, and in-world models used the RWX script format.

  • @FazriGading
    @FazriGading 2 ปีที่แล้ว +3

    EA actually being antagonist in this world.

  • @nvrndingsmmr
    @nvrndingsmmr ปีที่แล้ว

    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!

  • @ianbowden2524
    @ianbowden2524 ปีที่แล้ว +4

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

  • @진겜채
    @진겜채 2 ปีที่แล้ว +1

    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!

  • @maxbreaker
    @maxbreaker ปีที่แล้ว +6

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

  • @yuuhi-0901
    @yuuhi-0901 ปีที่แล้ว +2

    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!)

  • @CubeSeal
    @CubeSeal ปีที่แล้ว +4

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

  • @meman176
    @meman176 2 ปีที่แล้ว +2

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

  • @Sumanitu
    @Sumanitu 2 ปีที่แล้ว +3

    I knew EA destroyed countless beloved game series and developers. But I had no idea they destroyed an engine too!

  • @951258tike22
    @951258tike22 2 ปีที่แล้ว +1

    Pro skater 4 thru Underground 2 (and even THAW as well) in my opinion, have some of the best, smoothest controls and feel of any games ever made.

  • @ZoidbergForPresident
    @ZoidbergForPresident 4 ปีที่แล้ว +20

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

  • @AnANas00-x3p
    @AnANas00-x3p 2 ปีที่แล้ว +1

    Airblade ps2 game was the first Renderware game that made me go wow. After that game, every time I saw a Renderware logo at the beginning I knew this game will be technically top notch.

  • @eyeflaps
    @eyeflaps 2 ปีที่แล้ว +3

    They should really revive this engine and make this engine open source or cheap to use. It would be a phenomenal engine for indie devs and developers targeting lower spec platforms like switch, mobile, etc. Alot of the reason we don't see massive quality games on switch for example is because most of the mainstream engines are difficult to adapt to it and optimize (like unity, unreal, etc). Renderware being an engine from the PS2 era would be great.
    Most of the games powered by unreal and unity on switch are buggy because of optimization and compatibility problems.

  • @MechaDragonX
    @MechaDragonX ปีที่แล้ว

    And this explains why several games using that engine were either ported to a different one, remade entirely, or just never re-released... Such as Atlus's PS2 games and Sonic Heroes

  • @supersharpgamer
    @supersharpgamer 2 ปีที่แล้ว +3

    I see. EA happened. Why I'm not surprised.

  • @Scout-Fanfiction
    @Scout-Fanfiction 2 ปีที่แล้ว +1

    I have a softspot for the Renderware Engine.And Criterion. They fell to a similar fate as Raven Software. Altho i know every artist needs a paycheck, so i won't assume those folks aren't happy with the work they're doing these days. I'd much rather see them grow and do new things, than be working on the same stuff just cuz we as fans are nostalgic etc. A humble thank you to everyone at Canon, Criterion and all the other game devs who gave us some of the mos unique games within any console generation.