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RPG Vault > Features > Interviews
Arx Interview
September 22, 2000


A mysterious change has affected the atmosphere, making the world bitterly, inhospitably cold. Facing the prospect of frozen death, the former surface dwellers had no choice but to retreat underground into the domain of dwarves, goblins, trolls and ratmen, where they discovered a subterranean environment that contains not only dark caves, mines, crypts, dungeons and sewers, but also vast caverns, lakes, lava flows, temples, cities and even the entire habitats of lost civilizations. Unfortunately, their arrival has also awakened slumbering racial differences. And to make matters far worse, it has been revealed that Akbaa, the mighty god of Chaos, has plans to bring his evil presence to the world.

Click to Enlarge Arx is 3D, first-person RPG named after the world where it takes place. The first project by French developer Arkane Studios, it promises the large, varied gameworld briefly summarized above plus many other features such as a strong, non-linear story with numerous subquests, a broad range of character customization options and a high level of world interactivity. Recently, Lead Designer Raphael Colantonio, Lead Programmer Cyril Meynier, Level Designer Marco Mele, Lead Artist Olivier Enselme-Trichard and Sound Designer Christophe Carrier were kind enough to give us a thorough look at their game in this extensive Arx Interview.

Jonric: Let's begin with an overview. In your own words, how would you summarize Arx?

Raphael Colantonio: I would say Arx is the game that we've always wanted to play here at Arkane Studios - a first person dungeon crawler / fantasy RPG combining a real adventure, puzzle solving, lots of object and NPC interactions, immersive fights and magic, all this linked by an intuitive and user friendly interface. Our goal is to combine depth and accessibility; that's a challenge! Click to Enlarge

Jonric: You mentioned your company, Arkane Strudios. When and how did it get started? Who are the core team members, and what backgrounds do you have in the industry?

Raphael Colantonio: Arkane Studios is based in Lyon, France. It was founded on the 1st of October, 1999. Currently, a total of six people form the core team. We all come from various game companies such as Electronic Arts, Infogrames, Interplay or Heliogame and worked on games such as Fifa Soccer Manager, Dark Light, Beasts & Bumpkins, the Smurfs, Messiah, Hexplore, Ecstatica, Spyro the Dragon, and Sacrifice. The core team consists of Lead Programmer Cyril Meynier, Level Designer Marco Mele, Lead Artist Olivier Enselme Trichard, Sound Designer Christophe Carrier, Animator Alain Maindron, and myself as Lead Designer and CEO. Also, our characters are being designed by Slash Design, creators of the Dungeon Keeper II characters. Our biggest strength is that we have all known each other a long time, and we all share the same passion for games.

Click to Enlarge Jonric: What are the major gaming interests among the team members? Are there any that you'd rate as especially significant in terms of having influenced the design of Arx?

Raphael Colantonio: We like various games, so each of us will talk for himself. For my part, I've mainly enjoyed Ultima VII (1&2), Underworld, Thief, Fallout, Dungeon Master, Day of the Tentacle, LBA (relentless) but also a few console games such as Zelda, or Resident Evil. Usually I like games featuring strong stories and deep environments, and I also have a lot of respect for games that can freak me out - Alone in the Dark was the very first one that made me jump out of my chair. Apart from that, I used to play a lot paper RPGs, sometimes with the people from Arkane Studios. We used to play a lot of AD&D; and Call of Cthulhu.

Marco Mele: Graphics and engines are quite important for me, but what really attracts me in a game is the strong story. Maybe it's because I read a lot of literature and that's why I'm looking for some deep background and universe. This is why I enjoyed games like Shadow of the Comet, Day of the Tentacle, Thief, and more recently Deus Ex. I share this point of view with Raf so we're trying to bring a lot of immersive elements to the game in order to make the player feel he's acting in a "real" world.

Click to Enlarge Cyril Meynier: For me one of the coolest games was Dungeon Master. I also enjoyed the two first parts of the Eye of the Beholder series, and of course Ultima Underworld. I had a really good time playing System Shock. I'm a big fan of Diablo and Diablo II, but I don't put them into the RPG category. I think that all of those games have somewhat influenced the decisions for the design of Arx.

Jonric: Why did you decide to make Arx a first-person game? What do you consider the main advantages of first person, and are there any disadvantages?

Raphael Colantonio: I think that first person is definitely the closest viewpoint to reality. Therefore, it seemed the best viewpoint to immerse the player and to make him feel that he and the character are one. When you play a third-person game, you always have this feeling that you control a character, whereas, with the first person angle, you ARE the character. Another advantage is that fighting and projectile throwing seem easier to control from a first-person angle; it's really hard to aim at something when you play third-person. Finally, about the field of vision - when playing first-person, you can see only what's possible to see; you can't place your character in the corner of a wall and turn the camera like you would do with a third person game. Again, it is closer to reality; you have to accept that seeing a monster means that you're taking the risk of being seen as well.

Click to Enlarge Disadvantages? I'm not sure... people from marketing might say that third person is great because it's a good way to communicate with the character. To this, I'd say that the character will be present in our real-time cinematics and in the character sheet where the player can dress and equip the character.

Jonric: What is the backstory leading up to the beginning of the game, and what is the storyline within the game itself?

Raphael Colantonio: As this is a very generic question, allow me to draw upon the text that we usually use for storyline: Click to Enlarge

Arx is the name of an underground urban environment where your special experience will begin, in the realm of medieval fantasy.

Be prepared to penetrate a world where the sun has slowly retreated and completely vanished. A world taken over by an unfriendly and threatening atmosphere, imposing the exodus of Arx inhabitants to the obscure meanders of a dwarf mine in order to survive. There, they had to become acquainted with an unusual neighbourhood, among goblins, trolls and ratmen�

The resurrection of codes and rules as once established years ago on the surface has given rebirth to racial conflict. There is no escape since the forbidding cold on the other side of the double fortress gate of Arx is enough to dissuade the bravest of souls.

While you become familiar with this nowhere land, evil is casting its shadow upon Arx: Akbaa, the almighty god of Chaos is determined to live on Arx. To nourish his undisclosable goal, he is plotting with a priest, Iserbius, a dedicated believer whose secret cult provides the vital energy through human sacrifices and incantations essential to his coalescence with Akbaa on Arx.

Fortunately, the kingdom's astronomer discovered key elements of this secret cult and managed to alert the regency of Gods before being mysteriously slaughtered.

Persecuted, you wake up in a Goblin jail in which the walls covered with dried blood are an obvious sign little hospitality to which you don't subscribe. First, you have to escape this place, then the king invites you to go and meet with the Guardian sent by the regency of Gods.

Jonric: Please describe the gameworld where this takes place. How will it differ from other fantasy-based settings?

Click to Enlarge Olivier Enselme-Trichard: Arx is originally based on a classic medieval fantasy universe; saying that, the world design of Arx is based on an underground environment. So this gives us the opportunity to create original settings, and play with dimensional contrasts - narrow, large, high, low, etc. - which provide feelings such as claustrophobia and vertigo. The various races share the large levels of Arx and have organized them in very different styles. Humans have built a real underground city that lays under a large natural cave, with its castle and its shops. Then, there are Goblin areas with low roofs, dirty rock walls, silly Goblin art. Also, you'll find a level inhabited by SnakeWomen, called the mage of the Ederneum, with a very specific style. Exploration of abandoned mines, ruins, a large crypt, lakes, mushroom cultures, houses on stilts... Roughly 40 graphic styles!

Let's talk about the player character.









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