Link to Eurogamer that has a pretty comprehensive piece:
https://www.eurogamer.net/articles/2019-01-28-the-fall-of-swedish-game-wonder-starbreeze
Quote from a relevant part where the Andersson's company get bought in such a way they became majority shareholders and continued to do what they do best which is to sink ships.
To expand a bit on the brothers, that's the part I find fascination. Bo and Ulf started GRIN in the nineties, recruiting young people out of high-schools and eventually released their often delayed arcade racer on the PC called Ballistic, the future of eSports! You raced in a twisting tube and there where technically no max speed. Gotta go fast!
It didn't sell well but they had some decent software bling during an era when that was king and dotcom money were still passed around, so they survived but stayed under the radar for a while.
Bandits was their next game, not that great, no one played it.
After that they ported GRAW 1-2 to PC for Ubisoft, we're not up to the 360/ps3 era.
And finally they made a good game: Bionic Commando ReArmed for the XBLA/PSN, a remake of the NES classic and an offshoot of the larger Bionic Commando game they had been working on.
The big AAA Bionic Commando wasn't that great, cost a fortune and despite all the delays and re-workings it ended up feeling sloppy and indecisive in spots and the story was stupid. It wasn't as tight and trimmed as it could have been, completely unlike the ReArmed game, that shit was tight.
It was tight because Ulf Andersson had nothing to do with it. He was the companies Miyamoto not out of merit or experience but because he wanted that role and his brother was the CEO that called the shots and put him in that role. He was not good at it, changed his mind a lot, tried to micromanage things he shouldn't and when people needed answer on how to progress he didn't have a clear idea on how to progress.
I mentioned that the story was stupid earlier, guess who liked to spruce up the story?
Let's look at the games Ulf is credited with, 2009 is the "shit we need money!" year:
2009 - Bionic Commando, Game Design/Director - not that great but it got their full attention
2009 - Terminator Salvation, Game Design/Director - "hey we're making a terminator game! We have 6 months to make it!" - it wasn't good but for something created in under 6 months by a small team it's pretty ok.
2009 - Wanted, Weapons of Fate, Game Design/Director - yet another movie license they picked up and turned into a game in a matter of months. It had some slivers of neat ideas.
We shouldn't forget Bo, the moneyman, he was the one that scrounged up those licensing deals and cashed the checks and forced people to work at a breakneck speed.
What did Ulf not work on?
2008 - Bionic Commando Rearmed, Supervising Creative Director - that's a good game! And he never went close to that project!
Grin had talented people working for them but big-bro and lil-bro was a detriment and with time they got into Starbreeze to repeat the same formula that worked so well last time. Bo as CEO, Ulf as designer, now Starbreeze have been living on borrowed time.
https://www.eurogamer.net/articles/2019-01-28-the-fall-of-swedish-game-wonder-starbreeze
Quote from a relevant part where the Andersson's company get bought in such a way they became majority shareholders and continued to do what they do best which is to sink ships.
The story of "new" Starbreeze, those familiar with its history have told me, is really the story of Overkill, an independent developer set up by the people who used to run Grin. Grin was the Swedish studio founded by brothers Bo and Ulf Andersson in 1997 that's perhaps best known for building 2009's Bionic Commando for Capcom. Grin went under after its deal with Square Enix to make a Final Fantasy spin-off codenamed Fortress collapsed. So Bo and Ulf founded Overkill and made Payday, a small-scale co-op FPS that found a modest audience on Steam when it came out in 2011. But Overkill ended up in financial difficulty, too. Enter Starbreeze.
In 2012, Starbreeze was itself in dire straights after the troubled development of Syndicate for publisher EA. Before Syndicate even launched in February 2012, key staff left to form Wolfenstein developer MachineGames. "MachineGames started up and were heavily recruiting, and it wasn't difficult for them," one person who worked at Starbreeze at the time told Eurogamer. "By the end of Syndicate we were just a small team finishing up the game."
The Syndicate team was crushed, but Starbreeze still had the Brothers team. Brothers: A Tale of Two Sons was led by outspoken designer Josef Fares and was Starbreeze's first owned intellectual property, but funding was needed to complete it. Effectively, Starbreeze was on the brink of bankruptcy. Enter Overkill.
At this time, Payday was doing well enough, but it was not considered a smash hit. Overkill needed funding for development of the sequel. So Starbreeze and Overkill cooked up a plan to save both companies. Starbreeze took in money from investors with a rights issue and bought Overkill with shares, but, according to people familiar with the deal, Starbreeze was in such a terrible financial position that these shares were essentially worthless. And so, the owners of Overkill were paid with so many "worthless" shares, they became the majority owners of Starbreeze by default. In 2012, just a couple of months after the launch of Syndicate, Starbreeze announced it had acquired Overkill, but this announcement was misleading. The reality was Overkill took over Starbreeze. "In practice, Starbreeze was given away," one source says.
To expand a bit on the brothers, that's the part I find fascination. Bo and Ulf started GRIN in the nineties, recruiting young people out of high-schools and eventually released their often delayed arcade racer on the PC called Ballistic, the future of eSports! You raced in a twisting tube and there where technically no max speed. Gotta go fast!
It didn't sell well but they had some decent software bling during an era when that was king and dotcom money were still passed around, so they survived but stayed under the radar for a while.
Bandits was their next game, not that great, no one played it.
After that they ported GRAW 1-2 to PC for Ubisoft, we're not up to the 360/ps3 era.
And finally they made a good game: Bionic Commando ReArmed for the XBLA/PSN, a remake of the NES classic and an offshoot of the larger Bionic Commando game they had been working on.
The big AAA Bionic Commando wasn't that great, cost a fortune and despite all the delays and re-workings it ended up feeling sloppy and indecisive in spots and the story was stupid. It wasn't as tight and trimmed as it could have been, completely unlike the ReArmed game, that shit was tight.
It was tight because Ulf Andersson had nothing to do with it. He was the companies Miyamoto not out of merit or experience but because he wanted that role and his brother was the CEO that called the shots and put him in that role. He was not good at it, changed his mind a lot, tried to micromanage things he shouldn't and when people needed answer on how to progress he didn't have a clear idea on how to progress.
I mentioned that the story was stupid earlier, guess who liked to spruce up the story?
Let's look at the games Ulf is credited with, 2009 is the "shit we need money!" year:
2009 - Bionic Commando, Game Design/Director - not that great but it got their full attention
2009 - Terminator Salvation, Game Design/Director - "hey we're making a terminator game! We have 6 months to make it!" - it wasn't good but for something created in under 6 months by a small team it's pretty ok.
2009 - Wanted, Weapons of Fate, Game Design/Director - yet another movie license they picked up and turned into a game in a matter of months. It had some slivers of neat ideas.
We shouldn't forget Bo, the moneyman, he was the one that scrounged up those licensing deals and cashed the checks and forced people to work at a breakneck speed.
What did Ulf not work on?
2008 - Bionic Commando Rearmed, Supervising Creative Director - that's a good game! And he never went close to that project!
Grin had talented people working for them but big-bro and lil-bro was a detriment and with time they got into Starbreeze to repeat the same formula that worked so well last time. Bo as CEO, Ulf as designer, now Starbreeze have been living on borrowed time.