Posts Tagged ‘Arx-Fatalis’

Dishonored Honours Us With Details

By Alec Meer on July 11th, 2011.

He looks like Napoleon in rags

Dishonored being, you might recall, the next game from Arkane (now augmented with Deus Ex mega-brain Harvey Smith), and one with a very pleasant whiff of the immersive sim about it. Meaty facts are reserved for the latest dead tree edition of Game Informer, but a new overview gives us the first screenshot and a better sense of what’s going on in this world of optional assassination and rodent-bothering.
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Dark’n'Ion Stormy: Arkane’s Dishonored

By Alec Meer on July 7th, 2011.

Strider!

New IPs? Nah, we don’t do that anymore, sunshine. Too risky, see. People only want to buy things they’ve already heard of. Or is it that publishers are only prepared to invest enormous marketing budgets in what they consider surefire hits already, thereby damning their less-established names to relative obscurity even before they make it out the starting gate? I forget. Bethesda’s one of few big publishers still prepared to take a risk. Granted, Hunted was a bit of a misfire and Brink didn’t quite scale the heights we were hoping, but that makes it doubly pleasing that Beth are continuing to push new names.

Just as excitingly, this is the highly mysterious new game from Arkane -they of Arx Fatalis and Dark Messiah of Might and Magic. Bonus – they recruited Deus Ex veteran Harvey Smith as co-creative director. Bonus bonus: they also recruited the visual architect of Half-Life 2′s City 17, Viktor Antonov. It’s called Dishonored. We barely know anything at all about it. We’re really very excited.
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Travels In Arx Fatalis: Part One

By Alec Meer on March 23rd, 2011.

This man will save the world. First though, more meths.

Arkane’s 2002 dungeonering game Arx Fatalis passed me by at the time – arriving, perhaps, in an age where I felt positively spoilt for choice in terms of RPGs. In this new age of endless manshoots and a contemporary legion of platformers, I have no such surfeit. The time is right, then, to look backwards.

This is an occasional diary series, to be updated as and when I dip in and out of the game. I should warn you now that it’s more than possible this won’t run until the game finishes. Consider it selected extracts rather than the full, unabridged story.

I awake, as I have so often awoken, in a jail cell. For a change, though, I’m naked. Well, I’m wearing a belt over my nipples and some furry pants, but I’d get at least as many funny looks as I would if I were naked.
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Unfatality: Arx Fatalis Source Code/Patch

By Alec Meer on January 14th, 2011.

Arkane are now owned by Zenimax Media, a large multinational corporation – which means the studio’s soul will be crushed, its imagination will be quashed and it will never, ever perform a single kind act for its fans again. THAT’S WHAT CORPORATIONS DO. Flee! Panic! Cower!

Oh. They’ve, uh, just released the source code for its revered 2002 RPG Arx Fatalis (a game they once hoped to call Ultima Underworld III, but were stymied by Dark Powers). Also, a last-ever patch designed to make the game play hot-diggity-damndy-dandy on Windowses Vista and 7. In other words, they just made a dead game live again, for no reason other than that they wanted to. Guess those corporate types are alright after all!
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Making of: Arx Fatalis

By Kieron Gillen on November 2nd, 2007.

[An unusual one this. Normally I interview the Project Lead or Lead Designer or similar. In this case, I was actually interviewing Christophe Carrier, who was Sound lead at Arkane on this Ultima Underworld-inspired RPG (Christophe, when asked for inspirations, simply stated "We wanted to make Ultima Underworld 3"). This was done when I was visiting Arkane before Dark Messiah of Might And Magic hit. And since I'm in Paris today, seems as good a time as any to repost it.]

Arx puns probably would be a good idea here.

How does a development team start? Where do they come from? How are they begat? They happen because of one thing: people decide that, actually, we’d like to do it our way for once. People coming together from different places, meeting and going forth. Arkane’s Christophe Carrier had worked in the games industry for most of the nineties, when not in bands. His first experience was in Quality Assurance (QA) “I was working for Electronic Arts as a QA person – fixing things, organising the testing, going to England to test games,” he recalls, on things like Bullfrog’s Theme Park. Then he moved into areas more relevant to his talents. That is, working primarily in the field of sonics. “I did all the sound for a game called Hexplore for Infogrames,” remembers Christophe, “Before a game for the PS1, which was where I met Raphael and we worked together.” That is, Raphael Colantonio, the future charismatic CEO of Arkane, it was the sort of fateful meeting which helps form a country. “He decided to do this game,” Cristophe says, “He created this company and I put money into it, and I worked on our first game. I made the sound and the SFX… and then got into the design”.

“This game” was a little thing called Arx Fatalis.
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