Posts Tagged ‘Arkane Studios’

Prey finally has a real demo on PC (but is calling it a trial except when it calls it a demo)

Prey

Oh, nice! After trying to highlight a few games that have PC demos recently (I do like a demo – it’s far friendlier than a refund scheme and can actually be really interesting as a piece of curation or editing in and of itself, although obv it then requires more work and doesn’t contain the possibility of someone forgetting to get a refund or straying outside the no-questions refund period) there’s now one for the sci-fi adventure, Prey [official site]. Read the rest of this entry »

Dishonored: Death of the Outsider offers deicide from 15 Sept

Death of the Outsider

As you might know Dishonored 2 is welcoming a new standalone adventure expansiony thing called Dishonored: Death of the Outsider [official site]. Well, I say “welcoming”. I don’t remember anything in Dishonored ever being welcoming, more horrific and with the capacity to go chaotically and mass-murderingly wrong. What I’m trying to say is there’s a new thing involving Billie Lurk and Daud and the Outsider and now there’s a trailer… Read the rest of this entry »

Podcast: The Electronic Wireless Show talks Gamelab, the airships of Worlds Adrift, and horror of Get Even

Bring out your ears, it’s the RPS podcast, the Electronic Wireless Show. Adam has returned from Gamelab in Barcelona and is ready to tell us all the hot goss about Arkane’s president leaving the studio (there’s not much) but also all the gamescience he acquired from RiME developer Raúl Rubio and Cyberpunk 2020 creator Mike Pondsmith. In the mean time, Brendan has been falling off airships and getting into disagreements with cloud hobos in floating island MMO Worlds Adrift, and Pip has been too busy to play things. The world is an accursed slum of injustice.

But there’s more! We also have a tougher-than-normal edition of our patch notes quiz, Patch Adam, and take some questions from readers. Listen now, your attention is our sustenance. Feed us. Feed us.

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Arkane’s founder on why he’s ready to leave Prey devs

Raphael Colantonio, president and founder of Arkane Studios, announced that he was leaving the company earlier this week. Colantonio started Arkane in 1999 and was most recently the creative director on Prey [official site]. Today, at Gamelab Barcelona, he reflected on his time at Arkane and what prompted his departure.

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Prey’s creative director and founder of Arkane Studios, Raphael Colantonio, steps down

Raphael Colantonio, the founder and president of Arkane Studios and creative director of recent fuzzy alien basher Prey, has stepped down from the studio after 18 years. “It is time for me to step out to spend some time with my son,” he wrote in a statement, “and reflect on what is important to me and my future.” Colantonio was also the co-creative director on Dishonored, and the man who once referred to us grubby journalists as “press sneak fucks”.
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State of the Art: The monsters of Prey

Prey's Typhon

I’m only a little way into Prey [official site] at the moment but one of the most interesting aspects for me is the monster design. I love pausing the trailers to peer more closely at their glitchy, weird forms without worrying about being killed. The monsters in question are these hostile lifeforms which all come under the bracket of “Typhon” but there are different species of Typhon within that.

The differing shapes, sizes and movements make it easy to distinguish one species from another. There are the scuttling spidery, crabby Mimics, the tentacled, floating Telepaths, the humanoid Phantoms… But there’s a common visual thread – all of them are these glitchy, threatening oilslicks whose forms never quite settle. Even when dead their surfaces ripple and shimmer. Emmanuel Petit (lead visual designer) and Jason Timmons (lead visual effects artist) offered their expertise so we could unpack the design of these writhing oddities. Read on to find out why the idea of colour palettes makes the team laugh and how they repurposed foliage tools for monster silhouettes! Read the rest of this entry »

Speedrunner sprints through Prey in 7 minutes

According to Steam, it took me 22 hours to finish Prey [official site]. I wasn’t rushing, but I wasn’t dawdling either. John spent 30 hours on Talos I for his review. Compared to speedrunner Seeker TV, who finished in a blisteringly fast seven minutes, we’re a pair of doddering geriatrics. Check out the run below, though beware of spoilers.

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Dishonored’s new expansion is about killing the Outsider

I haven’t yet got round to playing Dishonored 2 despite loving the first, so it seems awfully rude of Bethesda and Arkane to announce Dishonored: Death of the Outsider [official site]. It’s a standalone expansion about trying to assassinate The Outsider, the magical goth who gifts powers to the protagonists in Dishonored games and prattles in an irritating way. Watch a cinematic trailer and find details below.

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Podcast: The RPS Electronic Wireless Show returns! Listen to us talk Far Cry 5, Prey and Old Man’s Journey

Hark! It’s the sound of our sweet voices taking up an hour of your precious time. The RPS podcast of old, the Electronic Wireless Show, has returned in a fresh new body. We’ve got news, interviews and silly features, as well as some of the traditional idle chat.

This week, Pip, Adam and I are chatting about Far Cry 5‘s “Last Supper” image, the recent layoffs at Hitman developer IO Interactive, and enjoying a jaunt through melancholy puzzler Old Man’s Journey. There’s also some Quickfire Questions with the developers of survival puzzler Rain World, news from Paradox Con and lots more.
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The Joy of Dark Messiah of Might and Magic’s kick

I’ve amassed an arsenal of weapons that would make any medieval fantasy army jealous. Shiny daggers, magic staffs, elven bows, orcish cleavers – my inventory is full to bursting. But the weapon I’ve used the most in Dark Messiah of Might and Magic is somewhat less flashy: my right shoe.

It’s a first-person action game with role-playing elements. Or maybe it’s a kicking simulator, and a brilliant one at that. At its core it’s a game about booting baddies into spikes, into open fires, and off the tops of tall buildings to land with a crunch and a spray of red on the stones below.

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Prey: the game that makes locked doors cool again

Prey [official site] isn’t the game I thought it would be. Clearly, Prey isn’t the game that anyone thought a game called ‘Prey’ would be until relatively recently, given its years in development hell and eventual total departure from both the first game to bear that name and the axed second one that was supposed to. But even when I played it twice over the past couple of months, doing so within time constraints, with my eye only on making progress, I formed an inaccurate impression of Prey. I thought I knew exactly what it was, and I knew I’d like it, but I wasn’t sure I’d love it. I certainly didn’t think it’d turn out to be the game I’ve enjoyed the most so far this year.
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Prey’s opening hours show that the setting is the star

I thought the monsters and mimicry would be the stars of Prey [official site], but I was wrong. The real star is the Talos-I space station, which manages to be a convincing functional space and a delightful collection of hidden routes and challenges. In my first couple of hours with the game, I thought the setting was a too-predictable mixture of offices and industrial machinery, but six hours in, I’m finding it hard to hard to tear myself away.

Despite all of its powers and tricks, Prey is a game where I’m not so much interested in what I’m doing as I am in where I’m doing it. The combat irritates me more often than it excites me, the creatures pestering rather than petrifying, and the upgrade system hasn’t convinced me yet – but if Talos-I continues to be such a warren of possibilities, I’ll gladly spend another thirty hours or more there.

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Prey tech tips: how to change FOV and disable intros

The new Prey [official site] is out and I am not here to tell you how it is. No, both Adam and John are currently Preying away, giggling while they roll around a space station as a mug. Me, I’m here with a few little tech tweaks that might make it merrier for you. Such as: a field of view setting isn’t officially in the options menu just yet but you can tweak it yourself if you don’t mind plunging your hands into config files. Also: yes, you can make it skip all those the many screens of logos and notices at launch. Those two spacemen have also sent me some brief impressions of how it runs for them. Read the rest of this entry »

Prey devs: use Steam refunds in lieu of a demo on PC

Usually when I hear developers talking about Steam’s refund system, it’s all Wilhelm screams and gnashing of teeth because it’s a) backlash for a game shipped in a rickety state b) the brutal bursting of an impossible hype bubble or c) calculating scrooges have worked out that they can blast through something short and still be eligible to get their cash back. Rare is the day when I hear a dev actively encouraging use of the system if a player’s not enjoying their game.

That’s the line taken by Prey [official site] lead dev (and nemesis of press sneaks the world over) Raphael Colantonio. Unlike the console versions of Bethesda and Arkane’s System Shock’em-up, there’s no demo available for PC. There’s no need, argues Colantonio, cos you can just holler at Steam’s refund elves instead. Hmm.
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Prey launch trailer launches before Prey launch

Prey [official site] is not out until Friday but its launch trailer is already here. That might seem a silly mistake from publishers Bethesda but hey, they haven’t even realised that Prey was already the name of a seemingly unrelated first-person shooter from 2006 – a game which Bethesda themselves own the rights to! Still, it’s fine as the chunks of Prey we’ve played make Arkane Studios’ Prey seem a fine sci-fi shooter in a similar vein to their splendid Dishonored. You could watch the launch trailer now or save it for Friday to watch while wearing a paper hat and pretending you’re at the launch party. Read the rest of this entry »

Spec me up: Prey PC system requirements confirmed

If you’ve been cooing and making kissy faces through the window at the upcoming new Prey [official site], Arkane’s sci-fi remix of Dishonored, you might have heard a demo is out today. It’s not for us. No, the demo with the first hour-or-so of the game is only for consoles. Given how many big games launch with performance problems, it’s a shame we won’t get to have a crack on our own PCs. Publishers Bethesda have at least confirmed system requirements, which give… a vague indication of how it might potentially run? Check your spec: Read the rest of this entry »

Do alien powers make Prey more than another sci-fi shooter?

A few weeks ago, I played through the first section of Bethesda and Arkane’s upcoming first-person-shooterbut Prey [official site] (no relation, other than in name, to the original Prey or its aborted sequel). I like it well enough, particularly the Total Recallish sense of intrigue it raised about what was really going on and whether the player-character was the person they believed themselves to be. At the same time, I’m not sure how much I truly had to say about it, outside of description.

It was there, polished and pacey, absolutely the kind of thing I traditionally enjoy in an action game – but it was guns and monsters and doorcodes. Where was the thing that made Prey unique? I’ve been back and played a later section of the game, amongst other things I’ve transformed myself into a stack of towels and now I have a much clearer sense of what this new Prey really is. I can show as well as tell you why. Read the rest of this entry »

Dishonored 2 demo coming this week

A demo for Dishonored 2 [official site] would’ve been more useful five months ago, back when people had no way to know without buying the game whether its initial performance problems would strike them. Still, a demo coming this Thursday will give a welcome look at the first three missions of Arkane’s first-person supernatural stealth game. That’s a good chunk of sneaking from a good game. Read the rest of this entry »

Dishonored 2’s AI form crews as Lonely Hearts for guards

Dishonored 2

One of the talks I went to at GDC was about AI in Dishonored 2 [official site]. I’m not sure what I was expecting because my encounters with the AI are mostly terrifying. As someone who doesn’t play much stealth gaming and isn’t great at combat from a first person perspective the AI is primed to deal with strategies I’m nowhere near perfecting and thus it tends to rule the roost. I think I was hoping that attending a talk might open up the AI in a way that meant I understood how to bludgeon it into submission, or at least do something other than kill a guard, drag them back to my safe spot and repeat until I’d cleared a path to an objective. That didn’t happen, but I did learn that the AI has a crew system that sounded like a kind of maths-based Lonely Hearts column. Read the rest of this entry »