It was a beast!
For example, the tower sequence didn't exist at all. All those animations were begun in november, and we didn't foresee a lot of things like death sequences that were absolutely needed, etc. Lots of things to figure out, the tower was what required the most attention.
The Chessboard was another very heavy scripting section, because of all the intricacy of that puzzle. The Forest Entrance was very heavy because originally we also had the last version of the guardian. We included the banshee and the black Morrigan.
So it was mostly all the stuff we added that held us, and honestly the man powers played a big role, yes. We were doing alright with the animations, but Richard is the guy that puts the game together for the most part. Weldon and myself had to learn how to export animations and put them in the game because it was so much to do for Rich, but there were so many animations that needed such a technical expertise, that only Rich could deal with them. For the next episodes, the same way we brought an animation team of 20+ people, now we want to bring it a stronger technical team that can help us. Unfortunately TSL is built on such archaic tools that it's really hard to spread this knowledge. You need a lot of patience and dedication to make things look and feel right. And at this point, revamping the tools would take time we don't have and could cause a myriad of problems.
So it's a lot combined. Initially we didn't want to announce a release date. I tried to get away from that but marketing wanted one. On the good side, it was that release date that pushed us so hard to only slip the weeks we did and not more than that. Otherwise, we wouldn't have put so many endless nights into making it work and we wouldn't be close to release it yet.