Stole this game
anyone in this thread who uses the term "immersive sim" - please fucking neck yourself.
Pirating games? Sounds like you're... immersed in sin.
Stole this game
anyone in this thread who uses the term "immersive sim" - please fucking neck yourself.
immersive simOh I forgot to mention, anyone in this thread who uses the term "immersive sim" - please fucking neck yourself.
Prey's Director On The Polarizing Final Act: 'There Was Definitely Too Much'
The problem with developing a video game is: Sometimes you need to stop. Even when you’re not totally happy with your final act. This week on Kotaku Splitscreen, we discuss all that and more.
First, Kirk and I talk about the appeal of Dead Cells, the problems with video game grind, and Diablo III coming to the Switch. Then, Arkane co-founder Raphael Colantonio joins me for a fascinating chat about the video game industry, crunch, Prey’s strengths and flaws, and much more.
Colantonio, you may remember, wrote the now-infamous e-mail calling me and other reporters “press sneak fucks” back in 2013. With him departing Arkane last year—and therefore, being free of Bethesda’s PR, who have blacklisted Kotaku for nearly five years—he and I were able to get on the phone and mend fences earlier this year. So I’m thrilled to have him on our podcast this week.
Listen here:
Get the MP3 here, or read an excerpt:
Jason: I absolutely loved Prey. Well, I should correct that—I absolutely loved Prey for three-quarters of the game, then the final act came and the security bots started attacking me and I was like, ‘this isn’t the game I signed up for.’ I’m curious to hear your perspective... What made you guys decide to approach it that way?
Colantonio: It comes back to the thing we were talking about a little bit earlier: crunch versus triple-A or reacting to changes toward the end of the production. Budget, shipping on time, etc. I think we did our best as far as planning — we thought on paper it’d be a nice change of pace toward the end, so it feels more intense and more like an acceleration as opposed to ‘Here is more story.’ So on paper it seemed right. The problem is when you implement those things, even the designers can only see so much of it, because they don’t see the rest of the game, they only see their part. And it’s only, believe it or not, it’s only around alpha, like three months before the game ships basically that you can see the entirety of the game in a state where you can fully comprehend it. It doesn’t crash too often, there’s not too many showstoppers.
Jason: All the assets are in instead of grey boxes.
Colantonio: Exactly, everything is in, and it’s in a good state enough that you can truly appreciate the level of what you’re trying to achieve. In this case, yeah there was definitely too much at the end, it was too intense, not only the security bots but there was some other stuff. In general, I think it was too intense, we were trying to ask the players to backtrack, and do some stuff. It was just too much. We should have cut it short. But we could not know. Sometimes you hope, you shoot in a direction and hope you hit the target, then in the last months you try to adjust, correct, etc. We probably were running out of time, and people did work, they did their jobs, and... We could have done with another few months of polishing for sure.
Jason: I think every developer says that.
Colantonio: There are some economic realities behind it. We had been developing the game for a while. There’s a moment where you book the shelves, because that’s also part of the ecosystem of our activity is that you have to book shelves at the retail stores. So once it’s there, you cannot tell them at the last minute, ‘Oh by the way we’re going to delay the game.’ There’s an entire chain, an entire organization. So it’s not just money, it’s a full thing, at some point when you’re committed, you’re committed... We have so much momentum, so much inertia when we do things, that there’s a moment at the end when you just have to wrap it up.
Jason: Did you try to delay Prey?
Colantonio: We did delay Prey a little bit compared to the very initial date we agreed on. There’s a moment when you can, because there are staged gates when you develop a game... There’s the prototype, vertical slice, alpha, beta, etc. Mid-game, there’s still time to delay the game if you have to, and Zenimax was really good with that. They were good with evaluating the game together with the developer and making the decision that makes sense for the game.
Jason: So when you guys got to those last three months, was that something you specifically brought up, that final act being too much action, too intense? Was it something you discussed but realized you couldn’t change?
Colantonio: Yeah absolutely, it was a recurring theme, the feedback was very clear. We have to accelerate the end just because it’s too intense, not that fun. If you had played the version we had a month before that, you would have thought it was even worse.
Jason: Maybe you should’ve put that out, then released the new one, so people could be like, ‘Wow by comparison this is amazing.’
Colantonio: Yeah, again, I think creators are never fully happy with what we do, and there’s tons of things that we wish we had done a little differently, but it worked out. Given how hard it is to make games. Preywas a very rich game, there was tons of things in there, tons of things that layer on top of each other, so I think it worked out in the end.
The final quarter of the game was "too intense"? I wish. Try the opposite. It nearly put me to sleep. Bland, boring, rushed, uninspired, unchallenging, unengaging, not a lot going on.
"Jason: So when you guys got to those last three months, was that something you specifically brought up, that final act being too much action, too intense?"
God damn game journos. The final act is supposed to be action packed you total dunce. A problem I found with Prey is that it wasn't even close to as action-packed as it should have been, using Shock 1 & 2 or pretty much any game of this type as a point of reference. As a result it's a garbage-looting sim with little payoff for all the micro-management; you spend 90% of the game exploring and looting, but not actually using those resources. A few pathetic robots that pose no challenge to the player's god-like power is the complete opposite of "intense".
Wasn't my experience from what I recall. I was a walking god and they were flies to be swatted. Only two bots were deployed at a time with a long cooldown period. Areas were already cleared out + walking god so there was no reason to hang around other than to get to the next objective marker. So basically I fought 2-4 piss easy bots per room, only noticed they respawned because I stumbled into one of their deployment stations, and it was about as far from intense as it could be, much like the rest of the action in the game.
Project C is a sci-fi third-person action open-world game with "meaningful persistence". It's set on a planet designed to be a living, breathing virtual world, a place that reacts as much to itself as it does to players. Speaking of players, this is a multiplayer-focused game. In fact it sounds sort of like an MMO. Speaking to Smith, Project C sounds like Eve Online meets Mass Effect meets... Second Life?
The actual setup of the endgame (Transtar betrayal) is conceptually good
It would have been a lot cooler if there were pockets of both military operators and Typhon, some skirmishing with one another (offering opportunities for the player to intervene and manipulate the AI to their advantage or slip by, think Surface Tension in Half-Life 1).
I was wondering why there wasn't a Body of theManyTyphon level in Prey given how much it tried to be like SS2
Nightmare.Quick question: on what difficulty should I play with survival mode?
I believe it not one hit deaths and bullet sponge enemies right?Nightmare.Quick question: on what difficulty should I play with survival mode?
One shot? No. At least I don't remember being killed in one hit. Bullet sponge enemies? A little bit in the beginning until you start acquiring abilities and various items and a lot of options open up. Even nightmare difficulty will become pretty easy 60% into the game. Explore as much as possible and recycle everything and you'll have plenty of materials to craft stuff.I believe it not one hit deaths and bullet sponge enemies right?Nightmare.Quick question: on what difficulty should I play with survival mode?
saving in general may in fact be the greatest degenerate mechanic ever, because it allows every casual to play and beat the game, eventually. Otherwise only true Ubermenschen like us would be able to do it.
Culture clash: How Arkane Got Stuck Between Two Competing Ideologies
Posted on August 28, 2018, 9:00 am By Sophia
(Last Updated On: August 28, 2018)
[Note: The following article was composed with the consent of multiple sources within Arkane/Zenimax. This is based on verified testimonies collected from the sources over the course of several weeks.]
Arkane Studios is going though an identity crisis. Best known for Dishonored and Prey, the development teams are now struggling to churn out another game in the midst of a clash between two competing cultures. The omnipresent corporate culture of Zenimax, and a fringe left intersectional ideology that is taking hold under the guise of ‘social justice’.
Recently news broke that Dishonored was shelved for the foreseeable future. While this news was only just revealed to the world, Arkane in Lyon, France has known this for the past year. While my sources couldn’t say with certainty if this was what caused studio founder Raphaël Colantonio to disembark from the studio last year, it was stated that he left shortly after the pitch for both Dishonored 3 and Prey 2 had been turned down by Zenimax.
With Arkane Lyon’s flagship series put on hold, and with no other game approved to start production, the studio was broken into multiple teams. The first worked on Wolfenstein 2 DLC with Machine Games, while another team aided with the development of Wolfenstein Cyberpilot. A game as per a source that is “not great”. Meanwhile, any team members who weren’t working on Wolfenstein projects were left to prepare a project for a new and original game. A game, that as of July 2018, has yet to be officially green lit.
I was unable to gather any specifics as to what the current idea for a new game entailed, but I was informed that it’s being pitched with live service in mind. A direction that Zenimax is pushing for.
Across the pond in Texas, Arkane Austin is going through a similar conundrum.
The studio should be a year into development for Prey 2, but after weak sales of the first game — a game which was already under immense pressure to succeed after the financial disappointment that was Dishonored 2 — the pitch for a sequel was turned down.
Following the ‘disappointing’ releases of Dishonored 2 and Prey, Zenimax decided that they didn’t do well because no one buys single player games, a sentiment that one source stated was “dead ass wrong.” This mindset has led to a hard pivot by Zenimax to focus more on multiplayer and live service experiences, with only a few single player games in the pipeline.
On a positive note, it was expressed that we can expect something interesting coming out of Austin within the next 4 years. What that means was left a bit vague, as shortly after it was stressed that the studio is still struggling to figure out how to preserve immersive sim principles in a new format.
With Zenimax making life tough, the morale at both studios is low. More so when one considers how litigious Zenimax is, which has created an environment of fear where employees don’t feel safe speaking out.
The departure of key personnel hasn’t helped, either; but what is making it worse is the hiring of controversial and abrasive figures like Sophie Mallinson and Hazel Monforton. Best known for their Twitter diatribes in which they attack men , their views have been endorsed by other Arkane employees. It’s gone so far that it’s been said at work by some that “the world would be better off without white men.”
The short and narrow of it is that a culture best defined as the SJW left is grabbing a bigger foothold within Arkane. Ground that is being given to them with the help of Harvey Smith. He has tried hard to appeal to the likes of Anita Sarkeesian. One way he has achieved this is by altering the narrative storytelling within Arkane’s games. An example recounted to me was that there used to be bras and other kinds of lingerie within Dishonored 2 to tell environmental stories about the whereabouts of who they belonged to. Harvey requested they be removed near the end of the game’s development because of the ‘sexist’ message it portrayed.
Another problem people like Sophie, Harvey, and Hazel have created is a fear of expression.
Multiple employees have now told me that they don’t follow people on social media that they’d like to because of how it could be perceived. In a bid to avoid hostility and to risk the loss of their job, they refuse to follow right leaning personalities. And in the rare times that they do, they avoid controversial individuals.
For obvious reasons, this has created a work environment filled with tension. On one side you have people who just want to “make great fucking games” and on the other you have a contingent of folks whose extreme views are making life rough for everybody else.
While all my sources denied that Prey and Dishonored had been negatively affected by the far left views of those mentioned above, it was stressed by every source that they fear for the future of the studio. With more employees being hired who just add tension to an already stressful environment, I’m sad to report that the future of the once promising Arkane is not looking too bright.