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A sequel to The Saboteur was cancelled when Pandemic Studios shut down

The Saboteur was arguably one of last gen's most underrated games. It was a combination of Assassin's Creed, GTA, and Just Cause set in Paris during World War 2. All of Paris is occupied by Nazis and it is up to you to free the citizens of Paris through any means necessary. The game featured great gameplay and an excellent art style and a sequel was in the works before EA shut down Pandemic Studios (Star Wars: Battlefront 1 and 2 and Mercenaries 1 and 2) on Christmas Day in 2009.

The sequel was never formally announced but today, we got some new information about the development of it and what exactly happened to it. In an interview with the GameHugs podcast, associate creative director on the sequel, Morgan Jaffit, talked candidly about the game. You can read an excerpt from the interview below.

"Was there a particular reason that you stayed in Australia after the closure of Pandemic, as I half-expected you to go back to the States?"

"Well Pandemic in Los Angeles did offer me a job, which I took [in early 2009]. So I went over there and worked there for a week, but I got the smell of death. So after that week I turned the job down. I was supposed to take over as the creative director on The Saboteur DLC and then on The Saboteur 2. That was what they wanted me to head up.

I have this criteria where the best work is done when the people who make decisions about details are the people closest to details. So you can set a vision from the top, but the details should be done by the person who is working on it. This comes from my experiences working in studios with people who aren’t connected to the details making stupid decisions that waste people’s time. So you set an intention, and then you work with the people who are responsible to establish what the appropriate actions are.

While I was at Pandemic LA I realised that they had been completely gutted by the EA process and nobody could make a decision. There were multiple conversations that ended in “well, I have to take that to a creative director”. But then the creative director has to take that to Andrew [Goldman – CEO] and Greg [Borrud – director of production] and so on. Then the process would turn into them regularly being overruled by forces inside EA that had nothing to do with development. Like marketing people or Frank Gibeau [president of EA Studios] and any other number of useless and dangerous idiots.

So after a week of watching that process happen, or it might have been two weeks, it convinced me that I could not make games that way. My job as a lead [designer] has always been to empower other people and be the “shit umbrella” – that is the term you use for that role in big companies. People who are very far from the details will try and shit on your project from above and your job is to collect all of that shit and make sure it runs off the side and doesn’t get on the team. And I am pretty good at that. But ultimately I need to be able to tell people, “you are in control of this,” for that to be true.” Because that is the only way I know how to get results."

The closure of Pandemic Studios canceled several other games such as a tie-in game to Christopher Nolan's The Dark Knight, Star Wars: Battlefront 3, and Mercenaries 3. We have written several stories for games like Star Wars: Battlefront 3 and The Dark Knight (some even have some pre-alpha footage and concept art) and I highly recommend checking them out as they're really interesting.

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Cade Onder

Editor-in-Chief of GameZone. You can follow me on Twitter @Cade_Onder for bad jokes, opinions on movies, and more.

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