A little title called Sword of the Stars 2: The Lords of Winter. What the fuck is that, I hear you ask?
Well, let's assume you've read up to this far. Thank you, this is probably my moment of catharsis for today. Anyway. The original Sword of the Stars was released in 2006 by a little group of devs called Kerberos Productions. It was the 4X game that could; strangely for a low budget game in the pre-Kickstarter era it offered a load of features and it worked very well out of the box. It received hushed praise from major publications, in a world of Civilization IV and GalCiv 2 it was very much the quiet kid at the back that always got B+'s or A-'s. Kerberos focused on making Sword of the Stars a top top game in the following years, and eventually it got there. Three expansions later, it probably boasted more depth and fun than most 4X games out there. 6 unique races with their own forms of FTL drives, a sprawling roll-based tech tree and a host of customisation options gave the title the edge over games that made bigger waves in the industry, even the exciting Sins of a Solar Empire. Inevitably, a sequel to the warmly received SotS became Kerberos' next project.
Somewhere along the way, everyone's favourite (only?) grand strategy game publisher Paradox Interactive came sniffing and liked what it sniffed. So Kerberos Productions came to the fold, and now they operated on Paradox time. Initially, people were excited. Paradox are one of the very few publishers that promote good community and are usually receptive to public feedback, and they had a lot of experience developing strategy games themselves. Combine that pedigree with the promise that the first Sword of the Stars showed, and soon expectations began to rise. Maybe SotS could've been the next Civilization if it was given the same marketing clout? People went ooh and aah as the first trailers for the sequel were released. It looked good. Production values had clearly gone up since ships no longer looked like some kid chucked play-doh at a wall. It was quite flashy and done in the style of a much higher budget game, almost like... a Civ game. Then there was silence. The release date drew nearer. More silence. October 2011 drew closer yet, but still no gameplay footage or demo to speak of or to see. "How's the game play like????/" read the top forum posts. "Just wait. THREAD HAS BEEN LOCKED." read the mods' replies.
The fateful day finally arrived, and to the great indifference of the majority of the gaming press, this strange game called Sword of the Stars 2 was a total disaster. To the great disappointment to Kerberos' supporters, however, it was the manifestation of corporate greed and unrealised potential. The released game was beyond buggy, and reviewers were unanimous: the game was unplayable. Those who willed themselves the patience and trust to believe that somewhere in the bug-ridden mass was a great unpolished gem, could only find broken game mechanics and flaws in the fundamental design. The release of SotS 2 was the total opposite of the release of SotS 1.
SotS 2 was like the Phantom Menace of video games. Kerberos had garnered significant goodwill from their dedicated little following, who had all believed that they could be the next studio to 'break out'. On their official forums they were open, and the original SotS seemed to be doing everything right. When they released SotS 2, not even a fraction of the goodwill remained. People felt betrayed, Kerberos was found out to be a bunch of hacks was the general consensus. Whether that was true or not, it didn't matter. What mattered was that nothing worse could possibly have happened for a young studio trying to become a heavy hitter.
Deleting the game would be bliss. Kerberos has spent the past 2 years fixing that one game, trying to roof an underwater house. It has been their demon, a constant reminder of how badly they screwed up. If they could have just moved on, and tried again with the benefit of hindsight, maybe we could have gotten a truly great 4X game out of them.