{"id":49478,"date":"2024-05-20T13:05:13","date_gmt":"2024-05-20T12:05:13","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/microsoft-destroyed-arkane-austin-but-the-studios-soul-is-indestructible\/"},"modified":"2024-05-20T13:05:13","modified_gmt":"2024-05-20T12:05:13","slug":"microsoft-destroyed-arkane-austin-but-the-studios-soul-is-indestructible","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/microsoft-destroyed-arkane-austin-but-the-studios-soul-is-indestructible\/","title":{"rendered":"Microsoft Destroyed Arkane Austin but the Studio\u2019s Soul Is Indestructible"},"content":{"rendered":"<div>\n<section class=\"article-page\">\n<p>15 minutes into Prey, the 2017 sci-fi thriller crafted by Arkane Austin, protagonist Morgan Yu shatters their apartment window with a wrench. As hundreds of glass shards fall away, a newly revealed truth changes Morgan\u2019s life forever. This genuinely shocking, perspective-pivoting opening is one of the most incredible introductions to a game world ever made. <\/p>\n<section data-transform=\"mobile-ad-break\"><\/section>\n<p>Seven days into May 2024, Microsoft took up its own metaphorical wrench and shattered Arkane Austin. A veteran of immersive sims \u2013 those first-person, highly interactive games where RPG, simulation, and action systems interlock \u2013 it was one of the casualties of Xbox\u2019s brutal dismemberment of Bethesda Softworks. <\/p>\n<p>This is a heartbreaking situation. Staff laid off from Arkane Austin have been thrown into the toughest conditions the games industry has ever seen. But, if you\u2019ll permit me to search for the light in this darkness, the soul of the studio has already proven itself incredibly resilient. This is not the first time that financials and parent companies have dictated the course of the immersive sim in Austin, Texas. Despite multiple hardships, the genre always finds a way to survive in this city.  <\/p>\n<section data-transform=\"image-with-caption\" data-image-url=\"https:\/\/assets-prd.ignimgs.com\/2024\/05\/20\/dishonored-brigmore-witches-dlc-1716202277783.jpg\" data-image-title=\"Dishonored's Brigmore Witches DLC doubled down on the strange and eldritch.\" data-image-class=\"article-image-full-size\" data-image-link=\"https:\/\/assets-prd.ignimgs.com\/2024\/05\/20\/dishonored-brigmore-witches-dlc-1716202277783.jpg\" data-caption=\"Dishonored%26%2339%3Bs%20Brigmore%20Witches%20DLC%20doubled%20down%20on%20the%20strange%20and%20eldritch.\"><\/section>\n<\/section>\n<p>First, let\u2019s reflect on what has been taken. The messy and misguided co-op shooter Redfall may be Arkane Austin\u2019s most recent release, but the studio is built on a rich history of single-player innovation. It crafted two timeless classics: the eldritch stealth sim Dishonored (built cooperatively with Arkane\u2019s surviving Lyon studio) and Prey, a modern day reinterpretation of the brilliant System Shock. And according to <a href=\"https:\/\/www.bloomberg.com\/news\/articles\/2024-05-08\/xbox-studio-closures-microsoft-plans-more-cost-cutting-measures-after-layoffs\">Bloomberg<\/a>, before Microsoft\u2019s guillotine fell, Arkane Austin was already drawing up the blueprints for a new single-player game that drew on the team\u2019s proven skills.  <\/p>\n<p>It\u2019s impossible to know what that game would be, but if Dishonored and Prey are evidence of anything, then we\u2019ve lost something with incredible potential. Dishonored demonstrates Arkane Austin\u2019s talent for deeply interactive game worlds that respect and reflect player experimentation. Prey\u2019s sprawling space station, meanwhile, is testament to the team\u2019s vision when it comes to environment and campaign structure. Its roguelike DLC Mooncrash, with its overlapping stories of five protagonists, allows for inspired use of a single space depending on both who you play as and the order that you play their stories in. Both games also showcase Arkane\u2019s unrivalled art design and fierce, anti-injustice narrative prowess \u2013 strengths even Redfall benefits from.  <\/p>\n<section data-transform=\"quoteBox\">Arkane Austin&#8217;s soul is a community; a growing collective of immersive sim designers that have endured success and hardship in the city of Austin for three decades. <\/section>\n<p>Arkane Austin&#8217;s approach to game design was genuinely beautiful \u2013 an elegance matched by few other studios. And, in a drive for soulless corporate number counting, Microsoft has destroyed it. <\/p>\n<p>In Microsoft\u2019s own multi-part documentary Power On: The Story of Xbox, a <a href=\"https:\/\/www.ign.com\/articles\/microsoft-xbox-lionhead-studios-mistake\">segment discussing the company\u2019s woeful mistreatment of Lionhead Studios<\/a> saw Phil Spencer say \u201cYou acquire a studio for what they\u2019re great at now, and your job is to help them accelerate how they do what they do, not them accelerate what you do.\u201d <\/p>\n<p>You\u2019d assume, then, that Xbox would want to foster Arkane Austin. To help it overcome the failure of Redfall and resume \u2013 to quote <a href=\"https:\/\/www.ign.com\/articles\/microsoft-closes-redfall-developer-arkane-austin-hifi-rush-developer-tango-gameworks-and-more-in-devastating-cuts-at-bethesda\">Xbox\u2019s own Matt Booty<\/a> \u2013 \u201cmaking impactful and innovative games\u201d. But if a highly profitable corporation worth over <em>$3 trillion<\/em> has no interest in absorbing one mistake and finding a way to shepherd its artists to success, then one thing is clear: that promise to help studios \u201caccelerate\u201d what they\u2019re good at is empty. <\/p>\n<p>Arkane Austin may be gone, but the people still remain. And that brings me back to the studio\u2019s soul. That soul is a community; a growing collective of immersive sim designers that have endured success and hardship in the city of Austin for close to three decades.  <\/p>\n<section data-transform=\"image-with-caption\" data-image-url=\"https:\/\/assets-prd.ignimgs.com\/2024\/05\/20\/redfall-1716202705586.jpg\" data-image-title=\"Redfall's online and open world ambitions may have faltered, but its art never did. \" data-image-class=\"article-image-full-size\" data-image-link=\"https:\/\/assets-prd.ignimgs.com\/2024\/05\/20\/redfall-1716202705586.jpg\" data-caption=\"Redfall%26%2339%3Bs%20online%20and%20open%20world%20ambitions%20may%20have%20faltered%2C%20but%20its%20art%20never%20did.%20\"><\/section>\n<p>The city\u2019s link to immersive sims began in 1995. Looking Glass Studios, the East coast-based creator of the genre\u2019s formative trio \u2013 Ultima Underworld, System Shock, and Thief \u2013 tasked System Shock producer Warren Spector with opening a new office in Austin, Texas. But while Looking Glass\u2019 games proved critical hits, financial difficulties eventually saw the company collapse in 2000. The design language it established proved indestructible, though, and had already fled the nest. <\/p>\n<p>Spector had been coaxed away by John Romero, the rockstar designer of Doom. Recently fired by id Software, Romero had set up his own studio, Ion Storm, and he wanted Spector to take charge of the Austin office to make, well, pretty much whatever he wanted. That project was the landmark immersive sim Deus Ex. Hired to help Spector craft this conspiracy thriller were designers Harvey Smith, Steve Powers, Monte Martinez, and Ricardo Bare.<\/p>\n<p>This new Austin studio didn\u2019t just keep the immersive sim recipe alive. When Looking Glass collapsed, Ion Storm\u2019s parent company, Eidos Interactive, secured the rights to Thief and helped Spector relocate many former Looking Glass staff to his Austin studio to continue work on the franchise. But this second home for the immersive sim wasn\u2019t to last. In 2005, financial struggles at Eidos doomed Ion Storm to the same fate as its spiritual predecessor. <\/p>\n<section data-transform=\"quoteBox\">Good art transcends board room statistics. And against all odds, the immersive sim has always found a way to bloom in Austin. <\/section>\n<p>The demise of Ion Storm could have been the end of the road for the immersive sim community in Austin. Even worse, the genre was endangered. Few other studios were interested in making this style of game. One that was, however, was Arkane. A French studio founded by Rapha\u00ebl Colantonio, its first title, Arx Fatalis, was a love letter to Ultima Underworld. And in 2006 Arkane expanded into the US. Austin was an obvious choice.  <\/p>\n<p>Arkane Austin became a rally point to reunite key members of the Ion Storm team. Colantonio hired Harvey Smith as co-creative director, and he was soon followed by Powers, Martinez, and Bare. Once again, the city of Austin had another studio in which to foster and grow the creativity and ingenuity that began at Looking Glass Studios. <\/p>\n<p>Thanks to Arkane\u2019s two-studio system, the immersive sim mindset that made its home in Austin now extends across continents. Over at the thankfully unscathed Arkane Lyon, visionaries such as Dinga Bakaba, S\u00e9bastien Mitton, and Dana Nightingale are keeping the genre\u2019s values alive, despite many of them not having direct ties back to Ion Storm or Looking Glass. Meanwhile, Rapha\u00ebl Colantonio\u2019s new company, WolfEye Studios (set up in 2019 following his departure from Arkane after directing Prey) is staffed by a variety of immersive sim veterans, including Monte Martinez, as well as enthusiastic newcomers. And beyond these headline developers, a multitude of indie games inspired by Arkane\u2019s lineage, such as Gloomwood and Ctrl Alt Ego, are adding new voices to the fold. The genre endures because good art transcends board room statistics. <\/p>\n<blockquote class=\"twitter-tweet\" data-conversation=\"none\">\n<p lang=\"de\" dir=\"ltr\">Arkane Austin 2017 <a href=\"https:\/\/t.co\/zDCB2vUitI\">pic.twitter.com\/zDCB2vUitI<\/a><\/p>\n<p>\u2014 Raphael Colantonio (@rafcolantonio) <a href=\"https:\/\/twitter.com\/rafcolantonio\/status\/1792044354736902289?ref_src=twsrc%5Etfw\">May 19, 2024<\/a><\/p><\/blockquote>\n<p>But what of Austin and its long-surviving immersive sim community? Harvey Smith, Steve Powers, and Ricardo Bare, creatives who have seen the city\u2019s studios live and die, were all at Arkane Austin the day that Microsoft\u2019s destruction order came through. Things are, admittedly, different this time. Arkane Austin\u2019s shuttering wasn\u2019t because of the so-called \u201cimmersive sim curse\u201d of the genre being doomed to commercial failure. When a <em>$3 trillion<\/em> corporation won\u2019t even support a studio whose game is <a href=\"https:\/\/www.ign.com\/articles\/success-cant-save-your-favorite-game-studios-anymore\">a success \u201cin all key measurements and expectations\u201d<\/a>, then it\u2019s not about money. It\u2019s sadly just cultural vandalism by capitalism, which is something of a new hurdle for immersive sims to navigate.<\/p>\n<p>But, as I said earlier, good art transcends board room statistics. And against all odds, the immersive sim has always found a way to bloom in Austin. In a thread of thoughts <a href=\"https:\/\/x.com\/Harvey1966\/status\/1788155208997970260\">on X\/Twitter<\/a>, Harvey Smith wrote \u201cpart of me is also wondering about team size, the role of certain types of creative groups, the role of bigger companies, etc. Maybe there is a sweet spot for the types of games I am driven to make in terms of team size?\u201d Finding that sweet spot might be the first step to whatever comes next.<\/p>\n<p>We can\u2019t ignore that 2024 is the worst time for video game creatives in history, and Arkane Austin\u2019s former staff face an uphill battle that can\u2019t be solved with simple faith in the genre\u2019s resilience. Nonetheless, the soul of Arkane Austin has roots that have been proven to be seemingly indestructible. And history does have a knack of repeating itself. <\/p>\n<section data-transform=\"divider\"><\/section>\n<p><em>Matt Purslow is IGN&#8217;s Senior Features Editor. <br \/>Header art: Fred Augis, Arkane Studios \/ Bethesda<\/em><\/p>\n<\/div>\n<p><a href=\"https:\/\/www.ign.com\/articles\/microsoft-destroyed-arkane-austin-but-the-studios-soul-is-indestructible\">Go to Source (IGN.com)<\/a><\/p>\n<p>All content and images belong to their respected owners. This article is aggregated for informational purposes only with full credit to the source.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>15 minutes into Prey, the 2017 sci-fi thriller crafted by Arkane Austin, protagonist Morgan Yu shatters their apartment window with a wrench. As hundreds of glass shards fall away, a newly revealed truth changes Morgan\u2019s life forever. This genuinely shocking, perspective-pivoting opening is one of the most incredible introductions to a game world ever made.<\/p>\n","protected":false},"author":3,"featured_media":49479,"comment_status":"registered_only","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[32,4,6],"tags":[2912,4245,7241,10429,118,499,5295,6177,1517,5208,18],"class_list":["post-49478","post","type-post","status-publish","format-standard","has-post-thumbnail","category-featured","category-new-releases","category-pc","tag-2912","tag-arkane","tag-austin","tag-crafted","tag-into","tag-minutes","tag-prey","tag-protagonist","tag-scifi","tag-thriller","tag-xbox"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Microsoft Destroyed Arkane Austin but the Studio\u2019s Soul Is Indestructible | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View Microsoft Destroyed Arkane Austin but the Studio\u2019s Soul Is Indestructible for free, here on XtremeServers. 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