by Emma Dec 27,2025
Un desarrollador involucrado en el recientemente cancelado reinicio de Perfect Dark de Microsoft ha respondido a las acusaciones de que la demostración de jugabilidad del año pasado era "engañosa", aclarando que el metraje representaba un segmento funcional *vertical* creado dentro del motor del proyecto.
Perfect Dark estuvo entre varios proyectos que Microsoft canceló esta semana en medio de amplios despidos en los equipos de Xbox. El título, desarrollado por The Initiative (un estudio que Microsoft ahora está cerrando) junto a Crystal Dynamics, había permanecido prácticamente oculto desde su anuncio en 2020 hasta la revelación de jugabilidad del año pasado en el Xbox Games Showcase de junio de 2024 —un vídeo que ahora está bajo escrutinio respecto a qué tan fielmente reflejaba los sistemas reales de juego.
El debate resurgió después de que Ethan Gach de Kotaku afirmara en redes sociales que la demo del año pasado era "básicamente falsa". El ex desarrollador de Perfect Dark Adam McDonald, ahora diseñador senior de videojuegos en Studio MDHR (creadores de Cuphead), proporcionó una visión más profunda.
"Realmente está hecho dentro del motor", confirmó McDonald. "Fui uno de los tres diseñadores de niveles que trabajamos en ello. Funcionaba mejor cuando se jugaba exactamente como se mostraba, pero aún funcionaba si no se seguía con precisión".
Reconoció algunos elementos escenificados: "Hay cierto nivel de simulación, y los sistemas reales de juego funcionaban lo suficiente para parecer pulidos en la demo. Pero estábamos tomando decisiones de diseño reales para evitar engañar directamente a los jugadores. El parkour es completamente funcional; las mecánicas de hacking y engaño funcionan en su mayoría".
Sobre el combate, señaló: "Es 'real' en el sentido de que las acciones se realizaron genuinamente, pero estaba guionizado para ese flujo específico. Jugar de forma diferente rompería la experiencia prevista".

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McDonald enfatizó el matiz —similar a muchos segmentos verticales, la demo mostraba una visión de un trabajo en progreso. Mientras que algunos sistemas eran funcionales, otros aún se estaban refinando para representar la jugabilidad final prevista.
"Me frustran las afirmaciones de que 'todo era falso'", dijo. "Era un segmento vertical típico, no engañoso —probablemente más genuino de lo que la gente piensa. Evitamos falsedades directas, aunque algunos elementos requerían escenificación".
Tras la cancelación de Perfect Dark —junto con Everwild de Rare y un MMO del equipo de The Elder Scrolls Online— la mayoría de los títulos presentados en el escaparate de Xbox de junio siguen en desarrollo. Para una actualización completa de los próximos proyectos de Xbox, hemos rastreado su estado actual.
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