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Incline WolfEye's next game - first-person "Fallout meets Dishonored" action RPG set in a retro sci-fi world

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,790
Isn't that the Dishonored artist? They seem to have some kind of scarification fetish, but it can't be that bad...

-opens twitter link-

Is this a joke?

Man, wtf, the entire industry is just self parody at this point. Like the Borderlands movie.
 

jam

Literate
Joined
Nov 13, 2023
Messages
33
Raphaël: Well, it’s very similar to the beginning of Arkane, but I’m not the same person I was 20-something years ago. So it’s a bit like New Game+: I start a new game, but my powers are different. I’m just a different person, my drive is different. I’m 52, you know.

I used to just be focused on a specific type of gameplay. I didn’t care so much for the story or some messages. Now these things matter more to me: the depth, some of the intellectual messages maybe. Me and my team did it on Weird West. And I think we’re doing this again on our next project.
Raf, I like you man, but maybe make a game like 20-something years ago when you didn't care about "messages"?
Seeing him frame it that way publicly shows me I am not the intended audience. Someone else can pay to hear more messages.
 

Nano

Arcane
Patron
Joined
Mar 6, 2016
Messages
4,817
Grab the Codex by the pussy Strap Yourselves In Enjoy the Revolution! Another revolution around the sun that is.
Not one guy was able to buy a shirt that fits properly and we're supposed to trust them to make a working video game? I hate to be negative, but my unflinching optimism is being tested.
You think devs looked presentable back when they were still making good games?
 

jaekl

CHUD LIFE
Patron
Joined
May 1, 2023
Messages
1,653
Location
Canada
Not one guy was able to buy a shirt that fits properly and we're supposed to trust them to make a working video game? I hate to be negative, but my unflinching optimism is being tested.
You think devs looked presentable back when they were still making good games?
If they were making good games, I wouldn't care what they wore but since they're always making bad games, fuck them and their stretched out collars and/or shirts so tight I can see every roll of flab in perfect detail.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,790
When a blurry pic in some boardroom shows off more about your game than your carefully planned media reveal.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,788


Tbh if they are looking for publishers at gamescom then they are in deep trouble.
 
Joined
Sep 19, 2024
Messages
65
Location
Sigilville, CA
Another one:


CEO of dev studios has the policolor flaggy in profile?
You know the drill.

6fkqoh.jpg
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,621
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
PC Gamer has been talking to Raf: https://www.pcgamer.com/games/micro...-dumb-move-says-founder-and-former-president/

Microsoft closing Arkane Austin was a 'dumb move', says founder and former president​

"It's obvious that Arkane Austin was a very special group of people that have made some cool things and that could pull it off again."

WolfEye Studios boss and Arkane founder Raphael Colantonio understandably remains frustrated by Microsoft's decision to kill off Arkane Austin earlier this year. Colantonio started Arkane back in 1999, which grew into two studios, Arkane Lyon and Arkane Austin, in 2006. His last game, before departing the company in 2017, was the whip-smart, extremely paranoid sci-fi romp Prey.

The Austin team would only produce one more game, the unsuccessful Redfall, before its new owner, Microsoft, closed its doors. Jeremy Peel recently caught up with Colantonio for a wide-ranging interview—which you can read more of over the next week—and one of the biggest disappointments for him was how Microsoft broke up so much talent.

"I think if you look a little bit, it's obvious that Arkane Austin was a very special group of people that have made some cool things and that could pull it off again," he says. "I think it was a decision that just came down to, 'We need to cut something.' Was it to please the investors, the stock market? They're playing a different game."

Since Colantonio left Arkane before the closure, he doesn't know why Microsoft cut the cord. "The rules that they play, we might not understand them. It's a different thing. It's hard to know why they did what they did." But he's adamant that it was the wrong thing to do. "The only thing that I stand by is saying that the specific choice of killing Arkane Austin, that was not a good decision."

Unfortunately, he doesn't think we'll get a studio like it again. "Recreating a very special group like that is, I would dare to say, impossible. It takes forever. When you have that magic of Harvey [Smith] and Ricardo [Bare] etc that all come together, it's a specific moment in time and space that just worked out this way, that took forever to reach. Those people together can really make magic. It's not like, 'Doesn't matter, we'll just rehire.' No, try it. That's what big groups do all the time. They try to just hire massively and overpay people to create those magic groups. It doesn't work like this. So to me, that was stupid. But what do I know?"

Arkane Lyon is still around, at least, and is currently tinkering away on its next game: Marvel's Blade. Colantonio, meanwhile, continues to make fascinating immersive sims, like Weird West. WolfeEye's next project is a first-person action-RPG.

https://www.pcgamer.com/games/arkan...-make-and-thats-how-it-ended-up-with-redfall/

Arkane's founder left because Bethesda 'did not want to do the kind of games that we wanted to make', and that's how it ended up with Redfall​

Redfall was a significant departure for Arkane, and culminated in the closure of the Arkane Austin studio.

Following the launch of Prey in 2017, Arkane founder Raphael Colantonio left the company he created all the way back in 1999. Prey was an exceptional immersive sim, but it didn't make the kind of splash that Bethesda wanted, which in turn inspired some big changes in Arkane's direction. Talking to Jeremy Peel in a wide-ranging interview, Colantonio explains that he didn't want to make the type of games that Bethesda mandated.

"All I can tell you is that part of the reason why I left Bethesda was that they did not want to do the kind of games that we wanted to make," Colantonio says. He likens Arkane's approach to studios like Larian and FromSoftware: "Those are people that have been doing, over and over, the thing they know exactly how to do, until it hits super hard. So to me, that's what Arkane had to do."

Colantonio wanted to keep building on what Arkane had achieved with Dishonored and Prey, but due to disappointing sales, Bethesda "decided that was not part of the strategy anymore".

Bethesda wanted more live service games, and while that was partially walked back after the Microsoft acquisition, the wheels were already in motion—the wheels that would produce Redfall, Arkane Austin's less than well-received vampire-themed FPS.

Since Colantonio had already left Arkane, he can't pinpoint exactly how things went wrong, but there are likely many reasons.

"There's so many things that can influence [a game]," he says. "Someone in management, budget reductions, someone in marketing, a new change of direction in general about the market, you lost one of your main developers. There are so many things that can come into play."

Redfall had a pretty disastrous launch, and while the team managed to tackle a lot of issues with patches, it simply didn't strike a chord. The last update was in May, which came with a farewell message from Arkane Austin, following Microsoft's decision to close the studio.

"We’re thankful for the millions of players who have joined us," it read. "From everyone at Arkane Austin, thank you for playing our games and loving our worlds, it’s been an honor to deliver these experiences to you."

"I don't know everything, but I know these are very, very good people," says Colantonio. "And I actually personally liked the game. I played after the patches. I was waiting, because I could tell everybody was flared up. And yes, of course, it's not like what you necessarily expect from Arkane but it was not what they were set up to do. So it was a bit of a catch 22 for Harvey [Smith] and the team there."

Colantonio continues to do what he did back in the Arkane days: work on immersive sims. Cowboy RPG Weird West came out in 2022, and now WolfEye is working on a new first-person game, going back to Colantonio's roots.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,621
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
It's interesting that WolfEye market their games as RPGs, while Arkane always avoided that label after their earliest titles (to their detriment, IMO):

:martini: https://www.pcgamer.com/games/one-o...e-but-one-day-theyll-be-invading-every-genre/

One of the biggest names in immersive sims reckons they're easier to sell if you call them something else, but one day they'll be 'invading every genre'​

To be fair, they're pretty hard to explain.

Raphael Colantonio has been making immersive sims for a long time—ever since 2002's Arx Fatalis. But he's still not sure how to effectively describe them to people. In a recent interview with PC Gamer, he explains how big of a marketing hurdle the genre is, and why some brilliant games have suffered because of it.

"If you don't hit the market, it doesn't matter how good your game is," he says. "Prey is a good example of that, where it was sold as an immersive sim. It's an immersive sim in every way one can imagine. But because of that, there were a lot of marketing points that were spent in trying to explain to people with an immersive sim is."

Despite being one of the best immersive sims around, Prey didn't meet Bethesda's sales expectations, which inspired it to mandate a change in Arkane's direction. This is how we ended up with Redfall, and why Colantonio ultimately left Arkane in 2017.

Most immersive sims can hide behind the label of a different genre, though. Dishonored is a stealth game, Baldur's Gate 3 is an RPG. Those are known quantities, and thus significantly easier to market.

"Nobody wonders what an RPG is," Colantonio says. "We might debate whether the Bethesda RPGs are an immersive sim or not, but who cares? The market just understands what an RPG is. Same with Baldur’s Gate. If you say, ‘This is an immersive sim,’ you're going to have a tiny percentage of people that are super excited because they know what it means. And then the other ones, they're going to be like, ‘What is an immersive sim?’ And then you're trying to explain to them what it is and they say, ‘Well, that sounds like most games. Every game is trying to be cohesive. Every game has possibilities. What are you talking about?’ It's like, ‘Nah, man, if you don't know, you don't know.’"

Colantonio reckons that there's a possible future where immersive sims won't even be a genre anymore—not because it's a dead end, but because every genre will have an immersive sim quality.

"I wouldn't be surprised at some point, if the industry goes the right direction, the immersive simness of games is just going to be invading every genre of games. And it won't even be a word anymore. People will just say, ‘It's a good game’, or ‘It's got some depth’, or ‘I like how interconnected the systems are’. Because immersive sim is just a weird label that has somehow, I think, focused some of the developers too much into trying to belong to that special school, rather than just making a good game."

I would be extremely happy if this future came to pass.
 

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