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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
8,145
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
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Joined
Mar 6, 2016
Messages
4,848
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
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Joined
May 1, 2023
Messages
1,837
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
8,145
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
14,987


Tbh if they are looking for publishers at gamescom then they are in deep trouble.
 

The Nameless One

Educated
Joined
Sep 19, 2024
Messages
101
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
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Jan 28, 2011
Messages
100,146
Enjoy the Revolution! Another revolution around the sun that is. 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
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Messages
100,146
Enjoy the Revolution! Another revolution around the sun that is. 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.
 

Infinitron

I post news
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Enjoy the Revolution! Another revolution around the sun that is. 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
https://www.gamesindustry.biz/why-raphael-colantonios-next-game-is-and-isnt-like-dishonored

Why Raphaël Colantonio's next game is and isn't like Dishonored​

The Arkane alumni and Wolfeye Studios president and creative director explains why the mysterious new title is "the perfect project" for his team

Raphaël Colantonio and his team at Wolfeye Studios haven't revealed much about their second game. A few teaser images have been released, and the briefest glimpse of gameplay was shared on social media, but the game remains a mystery beyond that.

Two things we know for certain are that it's a first-person action-RPG in a retro sci-fi setting, and that it's going to be in keeping with Colantonio's background as creative director at Dishonored and Prey developer Arkane Studio.

Colantonio describes this as "the perfect project for the team," whose members also include Christophe Carrier (the lead level designer of Dishonored) and Joackim Daviaud (the lead level designer of Dishonored 2), among other former Arkane devs. And he expects fans of their past work will particularly enjoy what Wolfeye is working on, which is dramatically different to Weird West, the top-down action RPG that was Wolfeye's debut title.

Raphaël Colantonio, Wolfeye Studios | Image credit: Wolfeye Studios

"People who loved Dishonored and Prey are going to feel very at home," he tells GamesIndustry.biz. "It's uncompromised… We are just going full on into that kind of game [in] the way we create worlds, the way we let choices to the player. And I think there are going to be even more choices this time because of the RPG layer. We'll have a lot of different ways to do things."

It sounds like a natural fit given the team's expertise. If this new title is "the perfect project", why make Weird West first then, a project that's a big step away from their comfort zone?

"After Arkane, I didn't exactly know what I wanted," Colantonio admits. "I knew I wanted to do something smaller. I think Julien [Roby, Wolfeye CEO and another Arkane alum where he was executive producer] was in the same mindset. And we had to go through something smaller because it was a new company, so we had to bootstrap. It's hard to recruit people, and they have to gel. You can't just take 50 people like this and run with it. So, it was a necessary phase for us.

"Some of it was purely artistic. After so many years doing first-person stuff, which was very expensive, very complex, we thought it [was] going to feel good to do something with a little less pressure, easier to recoup on the money. Because our games are always risky on the money side. We do them [out of] passion. Weird West was in that same spirit, except that it was with much less money, and a smaller team."

Colantonio adds that Wolfeye believed Weird West would be faster and easier to make – it wasn't. In fact, it was just as difficult as previous projects they had worked on. So upon completion of that project, the team felt the itch to create something more akin to the titles they had been even more passionate about, and that players wanted them to do.

That said, Colantonio stresses that the success of Weird West made the current project possible. While it didn't exactly make the studio rich, it recouped its costs and enabled Wolfeye to recruit the team it needed.

"We had a good deal on Weird West," he continues. "It was the first time that we had revenue share, we kept the IP, were able to do something with not much money, and that felt good. It was grounding, and we needed that in order to recalibrate."

Wolfeye's upcoming action RPG is set in Colorado | Image credit: Wolfeye Studios

The only glimpse of gameplay we've seen of Wolfeye's new title, teased via the studio's X account in August, shows that it will be played from a first-person perspective and guns will be central to combat, although Colantonio is keen to avoid labelling it a first-person shooter.

Dishonored was focused on stealth, while Weird West's action was interspersed with slower paced sections of exploration and talking to other characters. The implication that this next title will play more like a shooter suggests a new approach for the team, and while Colantonio is keen to emphasise that this project has RPG elements, he notes that moving to shooter-style combat opens up different playstyle possibilities.

"There is something about real-time decision making, as opposed to everything being stats, that makes us feel more in the moment, more immersed," he says. "I'm surprised the intersection between RPG and first-person shooter has not been more of a thing."

He points to Bethesda's Fallout games as a prime example of how blending the two genres can work, where players can explore in a very fluid way via first-person, but the optional VATS system – which pauses the action and lets them line up attacks based on damage probability – adds a bit more depth.

While Fallout, Dishonored and Prey have all been named in the same conversation as this new project, Colantonio stresses that they are not direct comparisons as he believes this game will be something very different. Communicating that is a challenge, but one he already faced when first presenting the original Dishonored, which players and media were keen to try and label ahead of release.

"They wanted to understand what it was, so people would say things like, 'It's BioShock meets Assassin's Creed, with a touch of Half-Life.' All those are good games, so that's fine, but in reality, it was not exactly any of those. It's funny, because a friend of mine in the industry even told me recently they're doing a 'Dishonored-like' – I was like, 'So it's BioShock meets Assassin's Creed, with a touch of Half-Life?'

"We do the same for music. 'What genre is it? I need to know otherwise I'm lost, I'm not interested.' We just have to deal with it. I know that ultimately it won't be like any of those. Right now, I've been mentioning Fallout, and Prey, and Dishonored, because in my vision of the game, I know why I'm saying this. But when you play it, you might think of something else. It's a way to try to communicate what it is."

Beyond the sci-fi setting, not much is known about Wolfeye's next game | Image credit: Wolfeye Studios

Historically, the immersive sim genre has struggled; Dishonored, Deus Ex, Thief and other franchises that have shaped the immersive sim genre are all currently dormant following commercial struggles with their previous outings. While Colantonio believes immersive sims deserve more success than they have managed historically, he does recognise their complexity can be something of a barrier.

"Their strength is also their weakness," he explains. "The fact that you can do things in so many different ways, it's a big mess of systems, of storytelling. Because on the other side of that, you have games that are very funnelled, very controlled, very safe. You arrive into a place, the doors close around you, boss fight. I can't stand that, because I'm the guy who prefers to come in, and they haven't seen me yet."

Colantonio cites Baldur's Gate 3 as a major step forward in this regard; while that is distinctly an RPG rather than an immersive sim, he says the game "shares a lot of the same values" and has opened many players' eyes to the notion that any given situation may have multiple solutions based on their playstyle and abilities unique to their characters.

"People appreciate all the choices that they had, they notice all the consequences, or they notice all the permutations of things that can happen. They appreciate that they can cheat the game through the systems by doing some weird stuff that was not planned by the designers. Those are amazing realisations from a gamer standpoint.

"And that was a big game. It sold gazillions. And again, I think Skyrim, Fallout, the Bethesda games in general, are adjacent to immersive sim, and they've sold gazillions as well. So, there is a way to make those games sell gazillions.

"It's really about making the player not too lost, making the player feel just the right amount of help, and removing that anxiety – because you make a lot of your own fun in an immersive sim. We just need to encourage things to happen. It's a lot of testing. We all learn more and more as we make these games, so it's a rare type of game, and we are all very passionate about them, so we are still trying to do everything to make them successful."
 

Jaesun

Fabulous Ex-Moderator
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Joined
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Messages
37,476
Location
Seattle, WA USA
MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
I really like what I keep hearing about this. I think they got a good plan and direction. Also very curious as to how much MCA will be contributing to this. I'll just go back to fapping..... cautiously....
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,145
Also very curious as to how much MCA will be contributing to this.

The fact that they haven't announced his name anywhere makes me curious about a few things. The reasonable assumption is that they're early on in development and want to save up for a suspensful reveal, if he is working on the project.

But the other assumption is that Avellone actually did get blackballed by the industry cartel, so they have to be careful around that.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,617
Location
Denmark
This aint even been on my radar, but holy fuck

If it really is the people who made Prey AND MCA working full time on this shit?
AND it's retro-sci-fi?

Yeah that's probably gonna be a day1 for me, easily.
 

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