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

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.gematsu.com/2024/08/wol...elopment-retro-sci-fi-first-person-action-rpg
Another take.

Consider me interested.

I'm not looking to enter, but there is a link if you want to register for alpha access. https://wolfeye-studios.com/signup

Still no publisher found.

Wolfeye-Studios-Game_08-08-24_Workshop-1024x576.jpg

Wolfeye-Studios-Game_08-08-24_Canyon-1024x576.jpg

Wolfeye-Studios-Game_08-08-24_Drone-1024x576.jpg
 

Infinitron

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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):

https://www.rockpapershotgun.com/wo...eaturing-mechs-magnets-and-a-continuous-world

WolfEye's new first-person RPG is "an evolution" of Prey and Dishonored featuring mechs, magnets and a continuous world​

The Weird West devs on becoming the "alt-Arkane"

WolfEye's debut game Weird West attempted to pack a little of Dishonored's immersive sim sorcery into a top-down action-RPG. For the studio's next game, co-founders Raphaël Colantonio and Julien Roby are leaning into comparisons with their old endeavours at Arkane more earnestly. The new game - currently untitled and without a release date - is a first-person sci-fi RPG set in an alternate-1900s North America, which ostensibly combines the ingenuity and gadgetry of Dishonored and Prey with a "real RPG" experience redolent of Skyrim and modern-day Fallout.

"The structure is very freeform, and you can explore whatever you want," Colantonio tells me over videocall. "But the mobility and the type of gameplay is very reminiscent of games that we've worked on in the past, like Prey or Dishonored. So you have this blend between an RPG, like an open experience, where you can go wherever you want, and level up, and there's branching etcetera, but at the same time, the physicality and the types of gadgets and powers that you've seen in games from Arkane before. So if you look at the continuum from Dishonored to Prey, and then we imagine, how would it be if it was even more open than that, even more RPG than Prey."

A huge gleaming mech with coiled structures and a metal face, mounted on legs on a platform outdoors - this being a screenshot of WolfEye's untitled new gameImage credit: WolfEye

Colantonio and Roby aren't saying much about the game's story right now, but the announcement screens give you a sense of the ambience and stakes: industrial brickwork, big smoky skies, automatons of delicately embossed steel. There are Gatling guns and water silos, canyons lined with rickety gantries, and workshops sliced into what seem like convenient shady hiding spots by the setting sun.


"It's a world where you can recognise the scenery, but then the types of technology are futuristic, even though in a style of fabrication that would have made sense in the 1900s," Colantonio says. "That's why you have this really unique look - it's not really steampunk, but some people will say it's steampunk. And part of the story is that at some point you will realise why this alternate timeline was created."

The developers aren't quite ready to talk about specific gadgets at your disposal, either. The project entered pre-production in 2022, and Wolfeye have only just finished the first vertical slice - that is, an internal demo which gives a sense of every aspect of the experience. But you can expect to get your grubby mitts on automatons of various kinds, together with firearms such as shotguns and one particular fancy traversal tool which sounds like it wants to be this game's Blink.

"We have this thing that is a magnetic rope, so it sticks to any metal in a very systemic way," Colantonio says. "If there is any metal in the scene, like a bin or anything, it sticks to it and spawns a rope you can use to climb, for example." You'll also get abilities that appear more supernatural in nature, such as one that lets you "set a point that allows you to escape from the middle of combat later".

In general, Colantonio goes on, the game is about "going deeper into the space of possibilities" offered by his and Roby's previous projects at Arkane, while stirring in concepts and approaches from traditional role-players. "If you think about our games, I think they have, one, interesting worlds to explore that are very - I don't know if realistic is the word, but even though they are not real they are grounded, there's full coherence and lore that players will enjoy discovering. And the other aspect is play your way. There's a very sandboxy aspect to it, where you can customise your playstyle and the game responds to it as well as branching the story. If you did some things, there are consequences now and then - there are multiple ways to do things.

"So we are doing this again, but I think putting this in an RPG structure gives even more possibilities. It's a little more free, in a way, and that's new for us and I think our players will enjoy it. Because our games have always been adjacent to RPGs, but this time we're going real RPG - so dialogue trees, level-ups and stats and other things that you can grow." Colantonio seems especially enthused about the addition of proper branching dialogue, noting that this is relatively unexplored territory for Wolfeye. "If you have [a high enough speech skill] or if you've done something specific, you can tell something to someone to access new options and possibilities."

The character stats, meanwhile, will be familiar to genre aficionadoes, though Colantonio again cautions me that everything is still WIP. "We've just finished a vertical slice, and the detail of the stats will change as we make progress in the game, because if you think about it, the stats are guiding all the underlying systems. They can change name, they can encompass more mechanics than one, so all of this is still very flexible. So it's too early right now to describe all of the stats. But yeah, it would be that kind of thing - maybe it's not "Strength" but "Fortitude". We're still trying different things and adapting, so that might change all the way until alpha."

A view of a canyon with a smoky sunset and buildings on rickety platforms in WolfEye's untitled new gameImage credit: WolfEye
Is the game still recognisable as an immersive sim in the Arkane mold, given all these additions to the formula? "Definitely, people who are into our past games will enjoy that layer," Colantonio assures me. "So yes, it is on the page of an immersive sim, even though from a genre perspective, people will perceive it as an RPG."

He gives me a tentative example of an in-game scenario that brings abilities, gadgets and obstacles together into an open-ended, Dunwallian melange. "In the current vertical slice, it's the beginning of the game, and so there are different things you do to understand who you are and the story's inciting incident. But before that, one of the challenges is to go through a factory that's protected by automatons, and here there are, again, many ways you can do things, whether it's the more direct approach with dynamite you've found on the way, or shotguns and protective gear or protective drones - because you might have drones. Or you can be sneaky and find the security room and disable the automatons."

As to which RPGs have proven influential, there are some obvious big hitters. "I would definitely mention Fallout," Colantonio says. "I can tell you a list of RPGs that we've been very impressed with in general, but it doesn't mean that they are a direct comparison or inspiration for us. Skyrim has been a very good one, Baldur's Gate 3, of course, a really fantastic game, and the Fallout series, from when it was 2D and since it came to 3D with Fallout 3, New Vegas and Fallout 4. That kind of structure is really what we like."

All of this comes with the caveat that Arkane aren't trying to make anything nearly as sprawling as an Elder Scrolls game. "The scope, the size - historically we've always created games that are more dense, higher density, and less about size," Colantonio says. "So that is something we always favour - more possibilities and more detail, more craft, over endless repetitive dungeons. We're not going for that - it's going to be more of a crafted world. It will land somewhere between Fallout, Prey and Dishonored, if you wanted to try to pinpoint it."

The game's world won't have any discrete exploration, combat or town areas; it'll be a steadily unrolling sandbox that supports a multitude of methods, nice and nasty. Unlike Weird West, it won't have any loading transitions between areas. Definitely don't call it an open world, though. "It's not like Weird West, it's more of an evolution of Prey, if we were to look at the game structure," Colantonio notes. "Prey, technically it would be considered continuous, some people would say 'no, it's an open world'. The reason we don't want to say open world is that it comes with expectations that it's going to be gigantic - you know, it takes six months to ride a horse from A to B - which is not at all what we do. But technically, it's an open world in the sense that it's so continuous, you can go anywhere, there's no loading, etcetera."

Colantonio and Roby's old outfit Arkane isn't in a great place, at present. Parent company Microsoft recently shut down Prey's original creators, Arkane Austin, following a poor reception for the studio's vampire shooter Redfall (and more importantly, following Microsoft's $68.7 billion splurge on the acquisition of Activision Blizzard). Arkane Lyon have survived these "strategic repositionings", and are working on a new immersive sim featuring Marvel's vampire hero Blade. The future of the Dishonored series - which technically includes spy-fi extravaganza Deathloop, a game set in the same universe - remains ambiguous, though the words "Dishonored 3" appear on a leaked Microsoft planning document from 2020.

Wolfeye have long traded on their Arkane associations for publicity. But in the wake of Microsoft's reductions, they increasingly resemble an Arkane rescue mission, clawing back that legacy of immersive sim design from Bethesda and Microsoft. According to Roby, the studio has "essentially doubled" in size since the release of Weird West, and they've hired a lot of former colleagues from Arkane Lyon and Austin, these being people "who know already the value of the kind of game we're doing from a design standpoint, and from a pure experience standpoint".

Wolfeye has become the "alt-Arkane," suggests Colantonio in closing. "I think it's the spirit of Arkane, for sure, but Wolfeye is its own company. We do have so many people from Arkane at this point that it does feel like being at Arkane prior to being acquired. So yes, it's an unleashed Arkane. It's a free Arkane."

Look out for a limited private alpha test for WolfEye's new game next year.
 

Tyranicon

A Memory of Eternity
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Hopefully they will actually get a decent writer worth paying.

It's mind-boggling how everyone complains about writing all the time and yet they still hire some Twitterino for the job.

Not having an active twitter account is probably the first thing I'd look for.
 

Infinitron

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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
https://www.eurogamer.net/arkane-fo...onored-with-a-splash-of-obsidian-storytelling

Arkane founder's new RPG shoots for "Fallout meets Dishonored" with a splash of Obsidian storytelling​

One to keep a WolfEye on.

A mech robot from the new game from WolfEye Studios.Image credit: WolfEye Studios

As teased earlier this week, Arkane founder Raphael Colantonio has today unveiled the first details of his next game at WolfEye Studios.

While the game's name is still under wraps, this new project is a first-person action RPG that's set in an alternate America in the 1900s, marking a shift in time and perspective from the top-down, isometric sandbox towns of WolfEye's debut game, Weird West.

As the studio also previously teased, the new game's visuals will be grounded in a retro sci-fi aesthetic - and if the first three in-game screenshots didn't already give it away, Colantonio (who's creative director for this new game) and executive producer Julien Roby tell me over a video call that both its gameplay and art direction are intended to be "something like Fallout meets Dishonored".

"That's where we want to be, we want to be in that space," Colantonio tells me. "If there is such a thing as a continuum between Fallout and Dishonored, I would say Prey is somewhere in the middle because it's already more RPG than Dishonored, and this new game is somewhere closer to Fallout, as far as the RPG-ness goes."

That means you can expect "a lot of [quest objectives] such as 'investigate about this thing, infiltrate that building'," Colantonio explains, "but with any approach you want." This can range from "very, very direct" approaches, perhaps utilizing the new weapon mods WolfEye are making for this game, or "more indirect" methods, such as talking your way in or out of a scenario with the game's speech options. All classic RPG fare, in other words, which Colantonio and Roby hope will "add even more layers of possibilities [to the game], which is really what we've always been about."

"I love personally RPGs that fall back on their feet when you shoot them between the eyes, for example," Colantonio says. "Games from Obsidian are pretty good at that, and that's that zone that we're hitting in this game."

A canyon scene from the new game from WolfEye Studios.Image credit: WolfEye Studios
The world will be "continuous", too, allowing players to "go anywhere" and "kill anyone you want", Colantonio adds. He doesn't ever mention the words 'open world', mind, but I get the feeling it will at least be more connected than the discrete locations of Weird West, for example.

Alas, WolfEye isn't ready to reveal any details about the citing event that set this alternate timeline in motion yet either - only that "something happened in America," Colantonio says, "and the player is going to find this out as they play. It's going to be one of the reveals in the development of the plot."

As for what part of America the game will take place in, there are a couple of hints we can glean from those initial screenshots WolfEye has released. It still looks as though there will be a certain Wild West-ness about it, judging by the canyons and rocky landscapes, and when I put this to Colantonio, he confirms that, "Yes, of course, you can recognise the views and the vistas. It's in that area, and in that location."

Crucially, though, the game won't be drawing from traditional Western tropes. "I think the big distinction we're making here is, as far as genre literature goes, this is more like sci-fi literature than it is Wild West or whatever," he says. "I think the Western is a genre of literature that people associate with certain types of scenarios like revenge or duels in the streets. We don't have any of that."

Rather, it's more of a visual backdrop "where something so crazy has happened that there's not much left of it," he adds, though he does tease that at least some form of culture has managed to evolve in the intervening 20-30 years since that event in the game, "but it's already a different thing," he clarifies. "If you really wanted to pinpoint it, it would be like some sort of, I don't know, steampunk outtake 1900s."

Two people work on a drone machine in the new game from WolfEye Studios.Image credit: WolfEye Studios
It's an ambitious step-up for this entirely remote team, but throughout our conversation, Colantonio and Roby are both keen to emphasise how many former Arkane developers are now working at WolfEye - including Prey's lead visual designer and Dishonored level artist Emmanuel Petit, who's now the art director on this new project. They have also been able to hire a handful of Arkane Austin developers following that studio's closure earlier in the year, though Colantonio states that "we had done most of our growth before" over the last couple of years. Still, working with so many former colleagues from across their respective careers "makes things a lot easier," says Roby, and Colantonio agrees. "It's the same formation of people [from Prey and Dishonored] who are now with us, so we already know what we're doing," he says.

That said, the studio's headcount still only numbers between 55-60 people, according to Roby, and the challenge will be "trying to keep the game within a scope that allows for the team to be that size and not too much beyond," he says. "Beyond that size is where things start to change the way you actually work, and we'd like to keep that sense of, 'Hey, everyone has a big impact on the game and a big enough say on what they're doing'."

As for when we might next hear more details about WolfEye's new game, it likely won't be until next year, when WolfEye are planning to run a private alpha for it (sign-ups for which are available now).

"We're still discussing the details for it," Roby says, "but whatever we call it, we want to make sure that before we release the game, we get the community involved." The studio put on a similar test for Weird West, but Roby admits that they did it "way too late before release and we didn't really have time to act on the most major feedback". Hence the desire to bring in players earlier this time, so they can better act on any potential problems.

With pre-production now complete, WolfEye will now be moving into full production while they search for a publishing partner.
 

Gargaune

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Okay, I'm interested, a more open Immersive Sim with a full RPG trim, it's a titillating prospect and Colantonio's got the pedigree to pull it off. At the same time, it's a bit early to get excited, will need to see something more substantial, hopefully next year.

Also, the state of "expert" commentary we get these days...
RPS said:
[...] one particular fancy traversal tool which sounds like it wants to be this game's Blink.

"We have this thing that is a magnetic rope, so it sticks to any metal in a very systemic way," Colantonio says. "If there is any metal in the scene, like a bin or anything, it sticks to it and spawns a rope you can use to climb, for example."

Or maybe it sounds like a fucking ROPE ARROW, you clueless plum.
 
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Okay, I'm interested, a more open Immersive Sim with a full RPG trim, it's a titillating prospect and Colantonio's got the pedigree to pull it off. At the same time, it's a bit early to get excited, will need to see something more substantial, hopefully next year.

Also, the state of "expert" commentary we get these days...
RPS said:
[...] one particular fancy traversal tool which sounds like it wants to be this game's Blink.

"We have this thing that is a magnetic rope, so it sticks to any metal in a very systemic way," Colantonio says. "If there is any metal in the scene, like a bin or anything, it sticks to it and spawns a rope you can use to climb, for example."

Or maybe it sounds like a fucking ROPE ARROW, you clueless plum.


Shhhh, not too loud! Next this game is gonna get a reboot fifteen years after release, with the rope arrow, er, blink being available only on contextual prompts and in blatantly telegraphed places. D4clin4.
 

The Wall

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You're all retarded dopamine-addicted junkie cucks. Three pages about woke cuck game designer making yet another woke shitty game. BUT! it's FIRST PERSON. AND 3D! OooooooHHH I gotta SLURRRRP this goyslop. First I'll for 99 pages pretend that middle aged, white hipster traitor cuck will make B-BASED and cool vydia just like he did 10+ years ago. Ignore first characters being nigger mech engineener and white woman mechanic in steampunk mech workshop. Ignore his last game being about Wild West with population from Paris or London gheto in 2024. Ignore wars, suffering, dying, your cities and countries crumbling into civil war or dystopian woke dictatorships, ignore your waning youth, ignore bitchez that will be not-fucked by you, ignore family that will never have strong son to rely on, ignore career not progressing, ignore love of your life marrying someone else. And FOCUS!

FOCUS ON NEXT WOKE GOYSLOP WITH MAGICAL NEGROES FUCKING WHITE WOMEN TRANNIES WHILE YOUR QUEST IS TO USE YOUR BATTLE MECH TO MOW DOWN HORDES OF WHITE RACIST FAR RIGHT NAZIES TRYING TO BREAK THE SPELL OF JEWISH MAGE BEING CAST ONTO THE WORLD

And then write 2000 word essay how buff spells are all fucked up and how itz garbage game. Then buy all DLCs (if you pirate and play them you PAY THEM WITH YOUR TIME MOTHERFUCKERS) and after 2000h conclude how modern RPGs are shit while dozen+ indie devs like Heads Will Roll stay ignored by you. Then get excited for next goyslop meal

Pathetic. Utterly pathetic. Vast majority of you. At least waste time on GOOD gamez
 

The Wall

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Infintiron rushes in. Goyim must be not waken up from their sleep. FUCK YOU ugly and retarded Jew. And Fuck Raphael Colantonio. Especially fuck Harvey Smith. There, I'm now on topic
 

Infinitron

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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
https://www.pcgamer.com/games/arkan...re-the-studio-is-gone-but-the-people-survive/

Arkane founder was saddened by the closure of Arkane Austin, but says immersive sims aren't going anywhere: The studio is gone, but 'the people survive'​

Raphael Colantonio left Arkane in 2017, and is now working on something new at WolfEye Studios.

The closure of Arkane Austin earlier this year came as a very unhappy surprise, felt keenly by fans of the immersive sim genre. But in a new interview with PC Gamer, Arkane founder Raphael Colantonio, who left the company in 2017, said that while the shutdown is sad, it also represents an opportunity for a renewal of the genre.

"It's sad, of course," Colatonio said. "They still had a lot of friends there, and I wanted to see our game going forever, for obvious reasons. But the company is [gone], but not the people. The people survive."

Colantonio cited Looking Glass Studios, who he described as "the originator of the immersive sim," which released groundbreaking games including Ultima Underworld (as Blue Sky Productions), System Shock, and Thief before closing its doors in 2000. Looking Glass helped inspire the foundation of Arkane, and some of its employees eventually joined the studio.

Black Isle Studios is another one: Its closure in 2003 was another sad loss, but "it's still going," he said, "because then you had Brian Fargo make his own company, you had Troika, you had Obsidian ... We still remember Black Isle as a great company in that genre, but then we still have their games."

He also noted that Arkane is still around in Lyon, and that people like himself, Harvey Smith, and Ricardo Bare are still on the scene too. Colantonio founded WolfEye Studios in 2019, and returned to the immersive sim genre with Weird West, a smaller-scale 2022 production that was very good.

"We're doing more with WolfEye," Colantonio said. "I'm sure they're going to do their own stuff as well. And so the spirit of the immersive sim, I think sometimes that's what you need—sometimes you need a renewal, you need a new impulse. And I think that's going to spawn more little immersive sim companies. So while [the Arkane Austin closure] is a sad event, I don't think it necessarily means that immersive sims are going to go away."

That's not to say Colantonio thinks the shutdown of Arkane Austin is a good thing. He wasn't surprised by Microsoft's 2021 acquisition of Bethesda, Arkane's parent company, but in hindsight he's not sure it was a good thing.

"I guess it was a good move for many people," he said. "That's the rule, though. When you sell to one of those huge, huge behemoths, you usually make a lot of money. So there were a lot of people that made a lot of money. And then at this point, you hand them the keys. And they might—you know, it's part of the deal."

WolfEye Studios is working on a brand new "first-person action RPG" that sounds very much like a return to Arkane's roots. It doesn't have a title yet, but Colantonio recently described it structurally as something of a mix of Fallout: New Vegas, Dishonored, and Prey. I'm already reaching for my wallet.
 

Terenty

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Infintiron rushes in. Goyim must be not waken up from their sleep. FUCK YOU ugly and retarded Jew. And Fuck Raphael Colantonio. Especially fuck Harvey Smith. There, I'm now on topic
I agree with your sentiment and hate how the woke lunatics seem to have completely hijacked the gaming industry, but I can't hate on Raphael Colantonio.

The guy made Arx Fatalis and Dark Messiah and Prey, and even though his latest output did contain some woke garbage to an extent I don't see him as a left wing nut job trying to cram it down my throat.

He's an old school gamedev first and foremost who is in the business to make games he likes not to spread hateful propaganda. At least that's how I see it so far and that's why I'm willing to support him
 

Yoomazir

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Read on 4chan that Mike Gordon might be involved (?). I like his work.
 

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