#arkane lyons
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#deathloop#bethesda#arkane lyons#arkane studios#playstation 5#colt#blackreef#retro futuristic#hedonism#groundhog day#dailygaming#dailyvideogames#transparent png#transparent png renders#julianna
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Been thinking about Dishonored 2 lately.
#Dishonored 2#gaming#gamer#my edit#video game#mine#gaming blog#vgedit#gaming edit#virtual photography#photography#billie lurk#the outsider#corvo attano#emily kaldwin#Dishonored#Immersive Sim#Arkane#Arkane Lyon#dark academia#architecture#cityscape#gothic#goth#gothic art#goth aesthetic
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Googly-loop!
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I feel like my one real "E3 fan moment" was in 2015, when Emily Kaldwin was revealed as the protagonist of Dishonored 2. That was nearly a decade ago and I still clearly remember bouncing up and down and screaming at my laptop at seeing my daughter all grown up and coming home.
I can't believe what Microsoft have done.
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DotO came out seven years ago as of this weekend and I'm having a Crisis™ about this.
#I've never gone this long without a Dishonored game before#I'm in hell#c'mon arkane lyon please i need my fix#OUT OF THE VOID || OUT OF CHARACTER
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why would you give arkane a vampire ip so soon after redfall
#fae watches tga 2023#or rather why would arkane announce they got another vampire ip so soon after redfall#is arkane lyon better? idk#edit; oh my god they made sure to say it was arkane lyon bc arkane austin made redfall lmfaoooo#given its blade and i love blade and i wouldn't hate a blade game probably so don't fuck it up#but lmfao so much for dishonored 3 lol
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Oh. My. God.
Is this happening? Is this actually happening?
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i also havent been making personal posts much since i got back, but im playing deathloop and i gotta say its so hard not to spoil myself for this game by looking up stuff with the characters
#i LOOOOOVE fucked up weirdos#and this game is like a harem anime for people trying to kill the player character#its really good. arkane lyon is really good#horse noises
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Top 47K - Deathloop
Join the HG101 gang as they discuss and rank Arkane Lyon’s 2021 FPS sci-fi time loop mystery thing.
#hardcore gaming 101#podcast#top 47858 games of all time#deathloop#arkane lyon#bethesda#playstation 5#xbox series x/s#microsoft windows#first person shooter#video games
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will it be the best blade game that could ever be made? probably yes
will it be the best arkane game ever made? i………………….. very much doubt it.
#blade isn't the problem here#blade is cool and it's great to see more black protags and i support blade#i do NOT support marvel#and i am sad to lose the beautiful world arkane lyon spent over a decade creating
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Blade | Herói da Marvel ganhará game pelos criadores de Dishonored
Blade | Herói da Marvel ganhará game pelos criadores de Dishonored
Jogo criado por estúdio da Bethesda ainda não tem data de lançamento ou nem menção a uma possível exclusividade para o Xbox Depois do lançamento de Marvel's Spider-Man e sua sequência , anúncios de jogo do Wolverine , Homem de Ferro, Capitão América e Pantera Negra, muitos se perguntavam qual se
Notícias Do Dia
Leia a postagem completa: http://www.noticiasdodia.info/2023/12/blade-heroi-da-marvel-ganhara-game-pelos-criadores-de-dishonored/
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not gonna lie, I really thought it was new redfall content but ok ig
#i will say that i know arkane studios and arkane lyon are two different parts of arkane but still#the game awards
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Dishonored - Emily
Only part of Arkane was shut down. Arkane Lyon still exists and is hiring. Maybe there will be another DH3 game one (very distant) day?
#dishonored emily#dishonored fanart#fanart#video games#dishonored#dishonored 2#emilykaldwin#emily#illustration#dishonored art
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Hello hello, to all interested participants in The Light at the End! This will be a Fan Zine dedicated to Arkane Austin, in celebration of Dishonored, Prey, & Redfall. There's one week left to apply to participate! Link to apply is here.
Our projected timeline is as follows:
June 28th - Applications Close (11:59pm EST) June 29th-July 1st - Participants Chosen, Acceptances Sent July 31st - First Check-In (Sketches, Drafts, relevant progress check) August 31st - Second Check-In (Mostly-completed work so the zine can be arranged) September 30th - Finished Pieces Due October 31st - Release Day!
One question we've gotten a lot is regarding Dishonored, so to clear it up here, this project will focus on the first game in the series only (Dishonored 2012 and its DLC). The Austin and Lyon teams collaborated on the whole series, but the spirit of this zine is more about the Austin team and their foundational work <3
Have any more questions? I'm happy to answer what I can, as are fellow mods @nadaroule @overseermartin and @dykebonny!
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I'm not a new follower and I've been here long enough but i do have a relatively bad memory
So I've wanted to ask, what's your opinion on "Dishonored: death of the outsider"?
Right now I'm replaying Dishonored games not in the release order, i already finished DH2 and started Daud dlcs. Maybe I'll go for vanilla DH later
But thoughts about going through death of the outsider again makes me feel something that i can't explain... 😬
It has some interesting ideas but antagonists are underused. Locations repeat a lot. And Billie herself deserved SO much better than whatever is going on with her character
I'm genuinely debating if i should revisit *this* one or pretend that DH2 is the last game. I know that some people love DOTO but i can't find strength in me
love to chat about death of the outsider, ty for the ask!
i feel your pain. it's the one game i struggle to revisit. but! i was thinking about your points and how DotO has the feel of budget cuts.
it's been about a year since my last DotO post - so, essay time -
a measured response to common DotO criticisms
(the thousand bugs of dishonored 2 I had borne as I best could, but when doto ventured upon sidelining billie and retconning daud's arc I vowed revenge*
*can't resist a cask of amontillado joke
criticism is easy and creation is hard, so, if this isn't the type of response you wanted, you can read my other DotO posts:
how i'd write death of the outsider
that post i did after trying to play doto a third time and couldn't make it past the opening scene (you might like my tags on this re: your comment "makes me feel something i can't explain")
billie lurk as a nonprotagonist & misogynoir (more on this below...)
gonna leapfrog off your comments cause I agree!
antagonists are underused/locations repeat a lot.
who is steering the boat?
let's start up at the top; everything stems from there.
DotO was caught up in ownership/transition issues. here's an article about harvey smith and raphael colantanio at that time. if you didnt know, colantonio is the main founder of arkane (semi-related but just for fun look his appearance up then go through arkane's protags and tell me what you notice...).
quote from harvey smith re: DotO -
“Then, just as I move back, [Colantonio is] announcing that he’s leaving. Going forward, I’ll focus more and more on the Austin studio and what we’re going to do there. Death of the Outsider is my wrapping up with the guys in Lyon – the first half of that we planned together while I was living there, but the second half was worked on while I was living in Austin. I’ve been communicating with them through video conferences and stuff, so they carry a lot of the load of the second half of it.”
so the founder jumped ship and the co-creative director has to step away from his usual position (over to sinking ship Austin). meanwhile, DotO is still in development. i'm a big believer in people making art, and not companies (even in this article Smith acknowledges much of their "secret sauce" can be traceable to specific devs but i digress)
$$$ kaching - some speculation
on the note of founders - past this point in arkane's history (ie. the main founder stepping back), arkane would have been being primed for sale. this translates to high scrutiny on project expenditure (such as hiring cheaper early career staff, hiring less workers, denying your best staff raises causing them to leave and hiring cheaper workers in their place, etc) to make the company's EBITDA look more appealing to buyers (briefly, its the piece of paper that proves you're profitable). based on speculative timelines, from a purely $ perspective within the first year of dh2 being released is when you'd be looking to slim down your capitalised expenditure (aka: cutting staff while the revenue is at a peak to make number go brr and make your company look like a better investment) because to maximise the profit of a company's sale, you really have a great track record for a few years.
this is purely speculation based on timelines. companies are very careful to hide when they're doing this, ideally they want ~3 years of a great track record (and staff that will keep working their hardest).
big goals and no money
DotO was meant to be a two-part DLC like the Dh1 DLCs, so shout out to what could have been made if their original pitch had worked.
On locations & antagonists & budget - this dev's site discusses the Conservatory level in game AND specifies it was budget constraints being the reason for cutting off traversable area from that mission. Great link for comparing the original level & the DotO version, especially re: your point about reused assets/levels.
We could pick other examples here but this post is already long so -
Billie herself deserved SO much better than whatever is going on with her character
i would forgive this game anything if there was any good billie storywriting.
:')
its never just the writers
after revisiting articles to fact-check for this essay, i've seen a lot of articles blaming writers by name (you didn't do this anon which i love <3)
games are made by teams, and decision making is generally done top-down, so blaming individual contributors is shit. 1) writer's pay isn't good enough to cop this kind of abuse. 2) it's rarely in their control - you can write a beautiful scene only to have that level cut due to costs (etc), and then you need to work out how to make the story make sense. ideation & decision-making are separate and i guess 'this idea was [X]'s' should not be mistaken for 'this is the fault of [X]'s.'
on hiring fans (& imm-sim writing strategies)
the new writers [...] already had an idea of the world, as they’d seen it from the outside, as fans. “These are all people that knew this world we had created and they took it as canonical, as the gospel. Whereas, for us, it was bits and pieces we’d made up along the way.”
as someone who used to hire writers, and i promise this isn't in bad faith: don't hire fans unless your priority is cost then, sure, fans are likely to put in overtime (and not be in a position in their career where they can ask for higher remuneration - they'll pay the passion tax to be involved).
writers (esp new career writers) have to be open to receiving feedback assuming healthy/functional processes, and being a fan makes that harder because you care more. and, as a fan, you know what loose ends exist and that's where you'll naturally jump to, even though writers should start with target audience and branding, and build from there. if i expand on this i'll get offtopic so let's keep going!
DotO feels lifeless because it doesn't add anything to the DH universe, it only takes away by closing storylines without the satisfaction of closure. sure, stuff was added - the cult subplot, locations, some NPCs/enemies, etc. but they feel like part of the objectives, not part of the dishonored universe. you can feel the decision-making process when you play: there's a feeling that the priority was to finish the assets required for missions, instead of writing a story that feels immersive.
compared to standard videogame writing, where you can generally get away with "everything you touch and read relates to your objectives as the protagonist", as an imm-sim writer, you need to focus on:
how does this text build the universe so that the player feels like they're only seeing a small part of the world?
of course - this is difficult with budget/time concerns. i've said it before but this is part of why we rarely have games as rich as dishonored 1 & 2, because imm-sim design philosophy flies against the current videogame industry trends of microtransactions & cheap-to-make addictive mobile games. given a tight budget you focus on the high level story, but player immersion is a function of details.
most likely, dh2 was the end of an era. typing that out makes me sad.
what did the devs say about writing billie
*breathes deeply*
the death of the outsider protag was originally pitched as being about a regular human, someone not related to emily and corvo but instead an overseer or a brigmore witch. daud was also pitched.
this could have worked! really cool to have a nobody, or a heretic, or an overseer, be involved with the death of a god. and i've mentioned before that storywise DotO's protag could have been anyone (i think i made a joke about wyman? hah) and wouldn't change the story much, bar some daud bits.
quote from the same article:
eventually Arkane settled on Billie Lurk, Emily's companion from Dishonored 2. [...] Bakaba tells me that because Billie had already received her redemption arc in Dishonored 2, Death Of The Outsider's story could be about something more than that.
welp.
so there's two things here - a redemption arc claim, and DotO's actual story.
in addition to not being the first pick, the view was that billie's story was over. i question the 'redemption arc' claim - sure, billie helps the protag in dh2 but after her confession, if you tell her she's changed, she brushes it off and you part awkwardly without forgiving her... does that count? if a tree falls in the forest and no one is around to hear it does it make a sound? if a character redeems themselves but the story never tells you, are they redeemed?
billie's role in dh2 isn't really that different to the dlcs, where she follows you around being Mr Exposition while withholding a LOT of information that could have actually helped the protag. given DotO's plot, going after the killer who shaped her doesn't scream 'reformed' either. ludonarratively speaking, the lack of chaos implies billie never changed from being a callous killer - which i'm not against, it would have been a cool story.
and! contrast this with daud who already had his redemption arc!
When first conceptualising Death Of The Outsider in around 2014, Smith and Duval knew they wanted two things: Billie Lurk being used to get to The Outsider himself, and closure for Dishonored villain (and later ally) Daud.
in the two DLCs, as we know, he comes to realise his actions sucked, and as the player you actively make things right (related: my post about ludonarrative dissonance in dh2). so if billie had "already received her redemption arc", why was this another daud story?
imo this isn't a budget issue but a misogynoir issue. "we want this story to be not about the protagonist so any random NPC will do, how about we go with billie lurk and get a black woman as a dishonored protag?" this logic, which is what i'm reading of the above two quotes, feels frustratingly tokenistic when she's an established character with a rich background. it's an example of surface level diversity because DotO is not about her by arkane's own admission. it's a similar vibe to the companies who say they have a diverse team but you check their staff page and all the people of colour have 'assistant' in their title and the board is all white, so it's not people of colour who are driving the business. maybe this was entirely by accident but these accidents add up to systematic failure - billie gets her own game but never her own story. it feels like she got assigned the caretaker role for these two guys. great.
for fairness, let's compare to dh2. corvo & emily are relatively hands-off protags in terms of their ongoing thoughts about their surroundings and the lore placement about them specifically is sparse, and this style continues in DotO. the issue is the core narrative: corvo & emily are both the protagonists of their story in the sense that dh2's story reflects their goals ("take back what's yours"), whereas Billie is an established character who has arguably little reason to go along with each mission. worse, the main plotline she's literally forced into going along with. in the opening scene billie gets assaulted and still helps the guy who assaulted her.
fundamentally, DotO's narrative is not about billie but about daud and the outsider, and this article makes clear that was by design.
whats the takeaway
DotO is the weakest entry in the Dishonored series for most people, and blaming budget & a corporate changeover makes me feel... uh well it doesn't really help me tbh but your mileage may vary. it does interest me to think about what we could have had!
for me, my opinion is that if writing billie was a priority (link to my own post where i describe the feeling of playing doto as someone interested in billie) arkane would have made it a priority, even amidst constraints. billie's redemption arc was not resolved imo, and putting her in a game without a chaos system feels like as much a backwards slide for her as daud's plotline to kill the outsider was for his arc.
we absolutely 🤝 on not being in a rush to play the game again.
on the upside. dishonored 2 is a really wonderful game and i love it very much.
#death of the outsider#dishonored#billie lurk#look i dont like to go on even though i think there's a genuine conversation that is almost never had on here#every year there are fewer and fewer fans interested in dh. so i dont want people to feel bad if they like it#you know? its not my priority to be negative. but there's a lot about this game that doesnt sit well.#full disclosure never worked in game dev! but i lead devs and am involved in financials and led writing projects#so my angle is half business. half writing.#im always a bit surprised when people say theyre a fan of a company#the work doesnt happen in a vacuum sure#but people make up that environment#most companies are one leadership change or two bad firings away from releasing crap forevermore#we pretend that's not the case because its hard to sell a business if you cant pretend you have a 'secret sauce'#but realistically that 'sauce' is people (ew) (bad analogy)#its better to see games as art and your relationship to that art as an evolving thing#my relationship to doto is poor and that'll probs always be the case! oh well. other games with billie in!#pres writes essays in tags
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Bethesda Softworks will close Redfall developer Arkane Austin, Hi-Fi RUSH and The Evil Within developer Tango Gameworks, as well as Alpha Dog Games and Roundhouse Studios, according to a companywide email sent out by Microsoft Gaming president of game content and studios Matt Booty this morning.
Full email
Today I’m sharing changes we are making to our Bethesda and ZeniMax teams. These changes are grounded in prioritizing high-impact titles and further investing in Bethesda’s portfolio of blockbuster games and beloved worlds which you have nurtured over many decades.
To double down on these franchises and invest to build new ones requires us to look across the business to identify the opportunities that are best positioned for success. This reprioritization of titles and resources means a few teams will be realigned to others and that some of our colleagues will be leaving us.
Here are the changes going into effect:
Arkane Austin – This studio will close with some members of the team joining other studios to work on projects across Bethesda. Arkane Austin has a history of making impactful and innovative games and it is a pedigree that everyone should be proud of. Redfall‘s previous update will be its last as we end all development on the game. The game and its servers will remain online for players to enjoy and we will provide make-good offers to players who purchased the “Hero” downloadable content.
Alpha Dog Studios – This studio will also close. We appreciate the team’s creativity in bringing DOOM to new players. Mighty DOOM will be sunset on August 7 and we will be turning off the ability for players to make any purchases in the game.
Tango Gameworks – Tango Gameworks will also close. We are thankful for their contributions to Bethesda and players around the world. Hi-Fi RUSH will continue to be available to players on the platforms it is today.
Roundhouse Games – The team at Roundhouse Games will be joining ZeniMax Online Studios (ZOS). Roundhouse has played a key role in many of our recent game launches and bringing them into ZOS to work on The Elder Scrolls Online will mean we can do even more to grow the world that millions of players call home.
With this consolidation of our Bethesda studio teams, so that we can invest more deeply in our portfolio of games and new IP, a small number of roles across select Bethesda publishing and corporate teams will also be eliminated.
Those whose roles will be impacted will be notified today, and we ask that you please treat your departing colleagues with respect and compassion. We will provide our full support to those who are impacted in today’s notifications and through their transitions, including severance benefits informed by local laws.
These changes are not a reflection of the creativity and skill of the talented individuals at these teams or the risks they took to try new things. I acknowledge that these changes are also disruptive to the various support teams across ZeniMax and Bethesda that bring our games to market. We are making these tough decisions to create capacity to increase investment in other parts of our portfolio and focus on our priority games.
Bethesda remains one of the key pillars of Xbox with a strong portfolio of amazing games and thriving communities. As we look to the future, there is an impressive line-up of games on the horizon. In 2024 alone we have Starfield “Shattered Space,” Fallout 76 “Skyline Valley,” Indiana Jones and The Great Circle, and The Elder Scrolls Online‘s “Golden Road.” As we align our plans and resources to best set ourselves up for success in this complex and changing industry, our teams across Arkane Lyon, Bethesda Game Studios, id Software, MachineGames, ZeniMax Online Studios, and the Bethesda publishing and corporate teams will be well-positioned to build new IP, explore new game concepts, and expand on our existing franchises.
—Matt
Messages from each studio
Arkane Austin
Tango Gameworks
Alpha Dog Games
#Microsoft#Zenimax Media#Bethesda Softworks#Arkane Austin#Tango Gameworks#Alpha Dog Games#Roundhouse Studios#Zenimax Online Studios#Redfall#Hi Fi Rush#The Evil Within#Ghostwire Tokyo#video game#Xbox Series#Xbox Series S#Xbox Series X#PC
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