Arkane's founder left because Bethesda 'did not want to do the kind of games that we wanted to make', and that's how it ended up with Redfall

Redfall wallpaper detail - image of a vampire
(Image credit: Bethesda Softworks)

Following the launch of Prey in 2017, Arkane founder Raphael Colantonio left the company he created all the way back in 1999. Prey was an exceptional immersive sim, but it didn't make the kind of splash that Bethesda wanted, which in turn inspired some big changes in Arkane's direction. Talking to Jeremy Peel in a wide-ranging interview, Colantonio explains that he didn't want to make the type of games that Bethesda mandated.

"All I can tell you is that part of the reason why I left Bethesda was that they did not want to do the kind of games that we wanted to make," Colantonio says. He likens Arkane's approach to studios like Larian and FromSoftware: "Those are people that have been doing, over and over, the thing they know exactly how to do, until it hits super hard. So to me, that's what Arkane had to do."

Bethesda wanted more live service games, and while that was partially walked back after the Microsoft acquisition, the wheels were already in motion—the wheels that would produce Redfall, Arkane Austin's less than well-received vampire-themed FPS.

"We’re thankful for the millions of players who have joined us," it read. "From everyone at Arkane Austin, thank you for playing our games and loving our worlds, it’s been an honor to deliver these experiences to you."

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Fraser Brown
Online Editor

Fraser is the UK online editor and has actually met The Internet in person. With over a decade of experience, he's been around the block a few times, serving as a freelancer, news editor and prolific reviewer. Strategy games have been a 30-year-long obsession, from tiny RTSs to sprawling political sims, and he never turns down the chance to rave about Total War or Crusader Kings. He's also been known to set up shop in the latest MMO and likes to wind down with an endlessly deep, systemic RPG. These days, when he's not editing, he can usually be found writing features that are 1,000 words too long or talking about his dog. 

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