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“Fallout meets Dishonored is a shortcut.”
In the week since its reveal, Colantonio has tried to describe a spectrum upon which his gamedoessit.

“We were an even smaller team, nine people.
The higher the level of execution, the more time, the more daunting it is.”
You look at some old Zelda, and it’s still cute.

And now it’s like it’s possible for you to’t even look at it."
An honorable legacy
Stylization, he thinks, is what’s helped Dishonored hold up so well.
“I do think Dishonored is still pretty,” Colantonio says.

“You still see exactly what you wanted to see back then.
The big picture, the bit that really communicates the emotional quality of the visuals is still there.”
Arguably, Dishonored remains Colantonio’s greatest success.

Dishonored was “the most popular game that showcased that DNA.”
But does that actually mean?
“There’s a foundation on simulation,” he explains.

“In every way, our systems, our world design.
We don’t make levels that are just a facade for the players to be funneled into.
Instead, we simulate an environment.”

“We make it so that the players can go and transgress, that’s part of the simulation.
I think that’s a value that Larian shares with us.”
Let them do that."

“I’m going one step further,” he teases.
Prey gave more tools than Dishonored, but in this one we’re going to give even more tools.
The immersive sim clearly remains, thanks in no small part to WolfEye’s choice of setting.

“We really love to have a story for every character,” Colantonio says.
“We like the simplicity and the tropes of worlds like a Western.
There’s something that’s very simple about those worlds, but people understand them.

All these companies share the same DNA.”
Nevertheless, he says Arkane remains “my first baby.
I’ll wish them the best forever.

We’re still friends with the people there.
Now it’s theirs to do whatever they want with it.
But I’m still interested in it.”

We’re brothers."








