This including developing the multiplayer component of Activision's Call of Duty: World at War, and helping with "design, animation, and art" for 2K Marin's BioShock 2. However, about two years after this, EA opted to cancel LMNO as well, forcing Arkane to take up assisting roles for a few years. While Colantonio had finally found one offer that was satisfactory to him, the studio was approached by EA to help work on LMNO, a game it was developing with Steven Spielberg as EA's offer was more valuable and more stable, Colantonio decided to cancel The Crossing to focus the studio on LMNO. The title had a budget of around $15 million, which made it difficult to find a publisher that did not include strict rules and requirements in the contract. Colantonio described The Crossing as "crossplayer", having principally single-player gameplay but influenced by online multiplayer elements. On completion of Dark Messiah, Arkane started development of a new first-person shooter title, The Crossing using the Source engine. While Arkane and Valve had worked together to produce about nine to ten levels for a playable alpha build, the project was cancelled, believed to be due to lateness and cost of the project to date. īetween 20, the company was working in conjunction with Valve to develop a spinoff game in the Half-Life series called Ravenholm, expanding on work that Warren Spector's Junction Point Studios had done previously. Over the next several years, most of the development work was done out of the Lyon studio where production costs were cheaper due to beneficial economic conditions, while the Austin studio was used for establishing relationships with other studios as to generate work-for-hire projects to augment Arkane's own projects. During this time, Colantonio moved from France to Austin, Texas leaving the main studio in the hands of his colleagues while he set up Arkane Austin in June 2006. It refined the first-person melee combat of Arx Fatalis with a lesser emphasis on role-playing elements. This became Dark Messiah of Might and Magic, released in October 2006. However, the poor sales of the first game made it difficult to find a publisher They were approached by Ubisoft and asked to apply the Arx Fatalis game engine to their Might and Magic. Īrx Fatalis 's critical praise gave Arkane the opportunity for them to work with Valve to develop a new title on their Source engine, and Colantonio opted to make a sequel, Arx Fatalis 2. While the game was well received, it was considered a commercial failure. Colantonio had difficulty in getting a publisher with finances nearly exhausted, they had signed one small publisher who had gone bankrupt within the month, but later secured JoWooD Productions for publication, eventually releasing in 2002. Colantonio refused to accept this and instead had Arkane set out on a game in the spirit of Ultima Underworld, Arx Fatalis. While Colantonio had support from Paul Neurath, one of the original developers of Ultima Underworld, EA, who owned the rights, would not allow Arkane to make a sequel with their intellectual property unless he accepted some of their provisions. Colantino was among the eleven founders, of which six were developers, when the company was established on 1 October 1999 in Lyon, France, with an investment of 1,150,000 French francs. Colantonio left the company, and after a brief time at Infogrames, was able to co-found Arkane with financial help from his uncle, with their first goal to make a second sequel to Ultima Underworld: The Stygian Abyss. In the late 1990s, Colantonio noted there had been a change in EA as with the release of the PlayStation, the company had shown more interest in sports titles and eschewing non-sports titles from companies like Origin. Raphaël Colantonio had been part of the French offices of Electronic Arts (EA) during the 1990s, as part of the quality assurance and localisation team for some of Origin Systems' titles including System Shock.
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