- Arkane Austin’s downfall started because it was forced to work on stuff it didn’t want to.
- Rather than focusing on the developer’s inherent strengths, it was apparently made to chase trends.
- The legendary Dishonored and Prey were unfortunately not recognized as such by Bethesda.
The video gaming industry is practically a titan now, and we owe it all to the efforts of countless dedicated individuals and studios. Unfortunately, hard work is not always rewarded in this cruel world of ours. Many of those who made history live only in our memories now.
Studio closures and layoffs have become dangerously frequent these days, and it pains my heart. Especially when a studio has done nothing but great work yet wasn’t valued. Japan Studio, Radical Entertainment, Visceral Games, and now Tango Gameworks and Arkane Austin. What was their fault? Making creative games?
Why it matters: First the absurd Redfall was forced upon Arkane Austin, and then it was cruelly axed, the developer’s potential and worth were never truly recognized.
Arkane Austin’s Loss Is Gaming’s Loss
Today, I’d like to discuss the loss of Arkane Austin, and how this event dealt a critical blow to gaming. Dishonored and Prey are among my favorite games and powerhouses in their respective genres.
Besides, I still can’t come to terms with how Arkane Austin was just thrown away after a single mistake, one that apparently wasn’t even its own fault. Yes, a recent interview with Arkane founder Colantino highlights some events leading up to this inevitability.
Colantino expresses how the reason behind him leaving the studio he founded in 1999 and worked dedicatedly in stemmed from Bethesda forcing projects upon them they didn’t want to do. He cited studios like Larian and FromSoftware excelling in what they do best, and how this was Arkane’s motive.
Arkane's studios history (colorized)
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Unfortunately, Bethesda’s absurd obsession with live services gave birth to the abomination called Redfall, which not only drove the founder of Arkane away but sowed the seeds for its eventual closure, which was a highly stupid move I agree. It’s a true shame how this bright flame of creativity was slowly smothered and then snuffed completely.
The Studio’s Work Speaks For Itself
What baffles me is how one mistake, which was essentially shared responsibility, somehow erased all the great stuff Arkane Austin had done in the past and suddenly made it worthless. Just because the developer created Redfall, titles like Dishonored and Prey were suddenly removed from the equation entirely.
If you haven’t, I implore you to give these two titles a try. You’ll see for yourself just how creative and dedicated Arkane Austin was before being axed. Dishonored set a remarkable standard of level design and freedom of approach in a highly creative sandbox. Using your superpowers in the most satisfying way possible to carve your own path in a mission with endless possibilities is a true feat.
And don’t even get me started on how fantastic Prey is. This survival horror-esque immersive sim is a must-play; it’s what made me fall in love with the underrated genre in the first place. The brilliant environment design of an abandoned space station, the Dishonored-style freedom, creative gameplay elements, and the ominous sense of dread, it is perfection incarnate.
Prey 2017:One of the best games I've ever played
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Yet despite all this golden legacy, Arkane Austin was somehow considered worthless.
Besthesda Didn’t Value Arkane
Ever since Redfall came out, I’ve been saying that this monstrosity cannot be called Arkane’s fault entirely. It was Bethesda and then Microsoft forcing the terms, looking to profit from the ridiculous trend of live service. When you’re forced to abandon your ideas and work on something whether you want to or not, only a mess awaits.
Arkane Austin didn’t have too much choice in the matter anyway. The higher-ups thought Dishonored and Prey weren’t good enough, and wanted some money-making product, which Arkane was then forced to deliver. When it turned out as soulless as expected, the blame was entirely shifted on the studio alone.
Bethesda did this to Arkane Austin
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All because Bethesda wanted to do something trendy rather than let Arkane do what it excelled in. Chasing trends and abandoning your novelty as a result very rarely works out. If Arkane had been allowed to create something like a Dishonored 3 (Death of the Outsider doesn’t count) or Prey 2, I’m sure it would’ve been amazing.
Alas, unrealistic profit expectations are the only thing driving the AAA industry these days. As amazing as Arkane Austin’s works were, they weren’t financial monsters. This didn’t sit well with Bethesda, and subsequently, Microsoft. The bosses didn’t value creativity, neither of Arkane Austin, nor Tango Gameworks, and the result is before us.
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Shameer Sarfaraz has previously worked for eXputer as a Senior News Writer for several years. Now with Tech4Gamers, he loves to devoutly keep up with the latest gaming and entertainment industries. He has a Bachelor’s Degree in Computer Science and years of experience reporting on games. Besides his passion for breaking news stories, Shahmeer loves spending his leisure time farming away in Stardew Valley. VGC, IGN, GameSpot, Game Rant, TheGamer, GamingBolt, The Verge, NME, Metro, Dot Esports, GameByte, Kotaku Australia, PC Gamer, and more have cited his articles.