Only a week after their last one, Rock, Paper Shotgun hit up Tim again to discuss all things Brutal Legend. The resulting article reads like a dense post-mortem of the game, and I don't think the bevy of behind-the-scenes dirt Tim reveals is entirely retread, so do dig in.
Tim also conveys the oft-told story of how the uncertain aftermath of studio's last massive scale release led to the more experimental approach we've enjoyed from them in recent years:
“We wanted to do smaller games for a lot of reasons, but it’s hard to get that started when you don’t have to,” Schafer admitted. “Those resources always get sucked into the big game. We were like that kid sitting on the edge of the pool going, ‘Uh, I want to get in, but it looks cold.’ Then some big bully kicked us in, and then we were really happy. It all worked out. We’ve done Amnesia Fortnight ever since them. We did it publicly this year.”
“When you’re strapped to the front of that giant rocket, you don’t have much control. It’s an exciting ride, but you aren’t steering anything. That’s one of the reasons I started the company, for control. I was part of a big publisher in LucasArts and I could do a lot of things that I wanted, but there were still bigger entities that controlled what I did. Not that I control every single game and everything that’s going on here. Other talented people are controlling things as well. But we control our own destiny. We can choose what we do and what we don’t do. That’s been great.”
Source: Rock, Paper Shotgun