Arkane wasn’t surprised about Redfall’s lukewarm reception

Developers even hoped Microsoft would can the project
Arkane wasn’t surprised about Redfall’s lukewarm reception
Arkane wasn’t surprised about Redfall’s lukewarm reception /

Redfall’s release earlier this year was a huge dud for Microsoft and Arkane Austin – but that only came as a surprise to Microsoft, a new report by Bloomberg points out. Arkane’s employees had had doubts about the project from the very beginning, it seems. Redfall’s development seems to have started right around the time Arkane’s parent company ZeniMax encouraged its studios to produce live-service games, which may have been a ploy to increase the company’s value while it was looking for someone interested in acquiring it. That, of course, turned out to be Microsoft.

During Redfall’s development a large share of employees, who had worked on Arkane’s critical hit game Prey, left the studio – partially due to a lack of enthusiasm for the multiplayer game, it seems. This sapped the team’s morale and contributed to a chronic lack of manpower.

The attitude at Arkane regarding Redfalls seems to have been so negative that some members of the staff even hoped that Microsoft would step in and cancel the project (or at least let Arkane reboot it) after having completed the acquisition – but Phil Spencer’s famous hands-off approach meant that no one ever did anything of that sort aside from canning the planned PS5 version.

Throughout the entire process the hope was that “Arkane magic” would at some point happen and get the entire game into shape, echoing developments at BioWare during the making of the flopped Anthem.

There seems to have been a lack of a clear vision for Redfall from the beginning aside from the condition that it must be a multiplayer and live-service game, because that’s what the suits had decided. The report makes it pretty clear that many of Arkane’s developers weren’t overly passionate about Redfall right from the start.


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Marco Wutz
MARCO WUTZ

Marco Wutz is a writer from Parkstetten, Germany. He has a degree in Ancient History and a particular love for real-time and turn-based strategy games like StarCraft, Age of Empires, Total War, Age of Wonders, Crusader Kings, and Civilization as well as a soft spot for Genshin Impact and Honkai: Star Rail. He began covering StarCraft 2 as a writer in 2011 for the largest German community around the game and hosted a live tournament on a stage at gamescom 2014 before he went on to work for Bonjwa, one of the country's biggest Twitch channels. He branched out to write in English in 2015 by joining tl.net, the global center of the StarCraft scene run by Team Liquid, which was nominated as the Best Coverage Website of the Year at the Esports Industry Awards in 2017. He worked as a translator on The Crusader Stands Watch, a biography in memory of Dennis "INTERNETHULK" Hawelka, and provided live coverage of many StarCraft 2 events on the social channels of tl.net as well as DreamHack, the world's largest gaming festival. From there, he transitioned into writing about the games industry in general after his graduation, joining GLHF, a content agency specializing in video games coverage for media partners across the globe, in 2021. He has also written for NGL.ONE, kicker, ComputerBild, USA Today's ForTheWin, The Sun, Men's Journal, and Parade. Email: marco.wutz@glhf.gg