Shared by @supererogatory, the insight on Activision's video game adaption of "Deadpool" came about on the Polycount forum thread discussing the layoffs of High Moon Studios last year. When a forum member remarked on the all too apparent business model of firing employees before a game's completion, so publishers can avoid paying bonuses, the ex High Moon Studios artist discussed his time working on "Deadpool."
Yup exactly. We had a couple of weeks were we crunched pretty aggressively on Deadpool. Having activision cut aand cut and CUT just took its tole on so many of us. For a studio to demand that we do mandatory overtime for a project and then keep cutting so much time and money from it was ridiculous. At about halfway into development we were told that we weren't even aiming very high in terms of score.
Can you imagine working on a game where your higher ups say "yeah we're shooting for a 64 or lower" and then have them give you mandatory overtime?
He then clarified he wasn't dissing the finished product he and the rest of the staff at High Moon Studios put out, but merely stating what happened between the studio and Activision. For a developer behind the generally well received "Transformers: War of Cybertron" and "Transformers: Fall of Cybertron," this revelation would explain why their take on Marvel Comics' loudmouth mercenary was deemed mediocre by critics. It also serves as another reason why developers like Double Fine and Obsidian Entertainment are using Kickstarter to fund their game, than seek aid from publishers.