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Citing anonymous sources as well as Red Fly CEO Dan Borth, Game Informer reports that LucasArts gave the Austin, Texas-based indie developer a chance to make a Darth Maul game after the studio proved itself with the Wii version of 2010's Star Wars: The Force Unleashed 2. However, the publisher initially provided very little guidance except to say that Maul survived being cleaved in half — Red Fly wasn't directly informed of Lucasfilm's plans for Maul in The Clone Wars.
According to developers who had worked on the Darth Maul project, it was originally intended to be exclusive to Nintendo platforms before LucasArts shifted it to PlayStation 3, Wii U, Windows PC and Xbox 360. Red Fly began creating prototypes in October 2010 based on the information it had, but during a meeting with Star Wars creator George Lucas, he presented a new vision for the Darth Maul title. According to Game Informer, Lucas wanted a "buddy cop-like experience" with Darth Maul and Darth Talon — a Sith Lady separated by more than 170 years of Star Wars fiction from Maul — teaming up as friends.
Red Fly tried to make that new direction work, figuring out gameplay mechanics to satisfy LucasArts' suggestions. LucasArts reportedly considered buying Red Fly outright. But according to an ex-developer, the publisher eventually cut off communication with the studio for two weeks before canceling the project in late June 2011.
Steve Papoutsis, vice president and general manager at Visceral, made the announcement in a post on EA's The Beat blog.
"Amy has long been recognized as one of our industry's top visionaries, and is coming off an amazing run as the Writer and Creative Director of the Uncharted franchise," Papoutsis wrote. "But her contributions go beyond the games she helped create at Naughty Dog and at Crystal Dynamics, where we worked together many years ago. As both a colleague and friend, I've always admired her approach to creative development — focusing on nailing down the soul of a game first, and then making sure the writing, the gameplay, the design and the art comes together to form a unified, interactive experience for the player. This fits in perfectly with what we're trying to do here at Visceral and Amy's going to help us continue in our pursuit to make the most thrilling, immersive games in the world."
Hennig started her video game development career at Electronic Arts in the early '90s. On Twitter, she spoke of her desire to work on the Star Wars franchise at EA, saying, "It's a privilege to have the opportunity to contribute to the Star Wars universe, after it's had such a formative influence on my life."