Image courtesy of Affinix Software
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Infinity, a Game Boy Color game inspired by classic Japanese RPGs like Dragon Warrior, was supposed to be released in 2001. The game was nearly done, with the developers estimating it was roughly 90 percent complete, when suddenly, the game's publisher, Crave Entertainment, decided to drop support for the project. Infinity would sit unfinished for another 15 years before finally being released this month.
It was much harder to release a game in 2001, especially on a Nintendo platform. Not only were cartridges expensive to produce, they took months to manufacture. Without a publisher, you simply weren't going to release a game on Game Boy Color. Steam didn't exist back then (it would actually launch just two years later), and the legality of emulators was hardly settled.
So when Infinity's publisher vanished, despite being almost finished, the game was dead.
"Quality design and artistic talent gave way to statistical analysis," reads a statement on the official Infinity website from 2001, a not-so-subtle jab at Crave's decision to can the game.
"My feeling is that they were never really that into the game, and they were stringing us along in order to try to hire us," said designer Justin Karneges. "There were several times when they tried to get us to abandon Infinity and join different game projects of theirs."
Infinity wears its influences on its sleeve, unsurprising for a game crafted by a team of people largely in their late teens and early 20s, weaned on Final Fantasy and Secret of Mana. This was a personal tribute to their favorite games but through a Western lens. At the time, American-made console RPGs were largely a joke. Remember, it'd only been a few years since the release of Baldur's Gate, and the only noteworthy non-Japanese RPGs were mostly being made on PC.
Karneges's earliest design work happened in an unexpected place: calculators. Joltima, a mashup of Dragon Warrior and Ultima, was released for the Texas Instrument calculators in 1998. (There's a generation of kids, myself included, deeply familiar with using TI83 games to waste time in math class.) It laid the groundwork for Infinity, and it's still available to download.
Infinity was developed with private financing and without publisher support for a while, but in the home stretch, in 2001, the team started looking for a partner. One potentially golden opportunity was a chance to meet with Square EA, a partnership between Squaresoft and Electronic Arts. (The company's modern name, Square Enix, didn't appear until it merged with Enix in 2003.)
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