{"id":1434404,"date":"2025-12-21T14:29:10","date_gmt":"2025-12-21T14:29:10","guid":{"rendered":"http:\/\/JLmBK6y2DnJE3r2bEwVfjL"},"modified":"2025-12-21T14:29:10","modified_gmt":"2025-12-21T14:29:10","slug":"dishonored-co-creator-says-it-was-a-shock-when-microsoft-closed-arkane-austin-after-redfalls-release-we-were-working-on-something-really-cool","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/dishonored-co-creator-says-it-was-a-shock-when-microsoft-closed-arkane-austin-after-redfalls-release-we-were-working-on-something-really-cool\/","title":{"rendered":"Dishonored co-creator says it was &#8216;a shock&#8217; when Microsoft closed Arkane Austin after Redfall&#8217;s release: &#8216;We were working on something really cool&#8217;"},"content":{"rendered":"<article>\n<p>Arkane Austin is<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/gaming-industry\/microsoft-announces-4-studio-closuresincluding-arkane-austin-and-tango-gameworks-creators-of-prey-and-hi-fi-rush-respectively\/\"> far from the only studio<\/a> that Microsoft\u2014in its<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/gaming-industry\/microsoft-executives-have-been-demanding-30-percent-profit-margins-from-the-xbox-division-almost-double-the-industry-average-since-2023\/\"> push to post 30% profit margins year upon year<\/a>\u2014has closed down. But for me personally, it was the most upsetting. While its vampire looter-shooter<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/uk\/redfall\/\"> Redfall<\/a> was not the studio&#8217;s finest work, its previous projects include 2012&#8217;s brilliant immersive-sim<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/uk\/dishonored\/\"> Dishonored<\/a>, and 2017&#8217;s System Shock successor<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/uk\/prey-2017\/\"> Prey<\/a>\u2014which I increasingly believe to be one of the best games of all time.<\/p>\n<p>Despite this legacy, Arkane Austin&#8217;s story came to an end just a year after Redfall&#8217;s launch. Recently, the studio&#8217;s former director Harvey Smith discussed these events and how they affected the team on the<a data-analytics-id=\"inline-link\" href=\"https:\/\/shows.acast.com\/my-perfect-console\" target=\"_blank\"> My Perfect Console<\/a> podcast (via<a data-analytics-id=\"inline-link\" href=\"https:\/\/kotaku.com\/arkane-austin-harvey-smith-redfall-dishonored-shutdown-2000653861\" target=\"_blank\"> Kotaku<\/a>).<\/p>\n<p>&#8220;I got a call the night before and spent a very stressful night thinking about that, every company makes the decisions they make for the reasons they make them. I don&#8217;t agree with them often,&#8221; Smith told host Simon Parkin.<\/p>\n<p>&#8220;It was a shock, because we had done really good work, and this is a group of people, in some cases, who had worked together for one project [and] in other cases, like me and Ricardo Bare [<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/preymooncrash-review\/\">Prey: Mooncrash<\/a>&#8216;s creative lead] for instance, had worked together since the late nineties.&#8221;<\/p>\n<p>The loss of such institutional knowhow in these situations is under-discussed in and of itself. But it was the younger people on his team that Smith was most upset for. &#8220;Who I really felt for were the people that were new, like, this was their first project, or they&#8217;d only been in the industry for a little while&#8221; he says. &#8220;Mostly it was shock and it was trying to help, especially the people that, for whom, this was just a mind-blowing experience.&#8221;<\/p>\n<div class=\"youtube-video\" data-nosnippet >\n<div class=\"video-aspect-box\"><iframe data-lazy-priority=\"low\" data-lazy-src=\"https:\/\/www.youtube.com\/embed\/8cCFN77wtHY\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<p>Reflecting upon how the closure affected him personally, Smith says that it took a while for him to process everything, partly because he was occupied working on Redfall&#8217;s post-launch improvements to make the game as it could be before the end. &#8220;I was just like, head down for a while. Dealing with that and then only really a couple of months into it did I stop and breathe.&#8221;<\/p>\n<p>Indeed, Smith is proud of the effort the team made to improve Redfall after its disappointing launch. &#8220;We made this huge full court press inside the company, as it was being closed down to release [the] 1.4 version of Redfall, which we thought was a huge upgrade to the game,&#8221; he says. &#8220;If we had launched with that and then built the game from there, that might have been a different story.&#8221;<\/p>\n<p>Smith is thankful to Microsoft for letting Arkane get that patch out. &#8220;Microsoft allowed us to finish 1.4 with a lot of campaigning going on for it. And as a result the team&#8217;s work wasn&#8217;t wasted, and the game that sits up there today is much better than the one that we released at launch.&#8221; Nonetheless, he doesn&#8217;t think the decision to close the studio was the right one. &#8220;It was not a decision I agreed with. I did believe very much in the future of the studio. We were working on something very cool.&#8221;<\/p>\n<p>While he doesn&#8217;t specify what that cool thing was, Smith briefly alludes to a couple of other unfinished projects Arkane worked on over the years. He reiterates how Arkane was working on a<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/uk\/thief\/\"> Thief<\/a> game before Eidos reassumed control of the license. But mainly he highlights that, before Dishonored, the studio was developing a Blade Runner game. &#8220;We were working for a while on a Blade Runner game, which was super exciting to me. What we could have done with Blade Runner\u2026&#8221;<\/p>\n<p>Arkane Austin&#8217;s closure marked the end of the immersive sim revival of the 2010s, which brought us Eidos Montreal&#8217;s<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/uk\/deus-ex-mankind-divided\/\"> Deus Ex sequels<\/a> alongside Arkane&#8217;s work. Consequently, the last few years have proven even more fallow than usual, with Nightdive<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/uk\/system-shock\/\"> System Shock<\/a> remake and this year&#8217;s indie immersive sim<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/uk\/skin-deep\/\"> Skin Deep<\/a> being the only major events in the genre (and possibly<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/stealth-classic-thief-the-dark-project-just-got-a-10-mission-fan-campaign-called-the-black-parade-from-a-team-led-by-an-arkane-lyon-level-designer\/\"> The Black Parade,<\/a> a Thief mod so incredibly ambitious that it&#8217;s basically a full game)<\/p>\n<p>There are some promising projects on the horizon though, like the Thief-inspired<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/uk\/gloomwood\/\"> Gloomwood<\/a>, which is currently in early access, alongside Warren Spector&#8217;s ambitious multiplayer take on stealth <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/sim\/thick-as-thieves-is-instantly-one-of-my-most-anticipated-games-and-every-thief-fan-should-be-backstabbing-that-wishlist-button\/\">Thick as Thieves<\/a>. Then of course, there&#8217;s Arkane Lyon&#8217;s long-anticipated<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/uk\/blade\/\"> Blade<\/a> game. We&#8217;re still not sure what shape that&#8217;s going to take, but I would be shocked if it didn&#8217;t have <em>some <\/em>Dishonored DNA in it.<\/p>\n<div class=\"product\"><a data-dimension112=\"16921a01-de75-4114-a143-c3b8c9e3abfd\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:661px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:98.94%;\"><img loading=\"lazy\" decoding=\"async\" id=\"6offQUY4CXebir2TC27dMd\" name=\"kingdom come 2 square\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/12\/dishonored-co-creator-says-it-was-a-shock-when-microsoft-closed-arkane-austin-after-redfalls-release-we-were-working-on-something-really-cool.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"661\" height=\"654\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-pc-games-2026\/\" target=\"_blank\" data-dimension112=\"16921a01-de75-4114-a143-c3b8c9e3abfd\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" data-dimension25=\"\"><strong>2026 games<\/strong><\/a>: All the upcoming games<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-pc-games\/\" target=\"_blank\"><strong>Best PC games<\/strong><\/a>: Our all-time favorites<br \/><a href=\"https:\/\/www.pcgamer.com\/the-50-best-free-pc-games\/\" target=\"_blank\"><strong>Free PC games<\/strong><\/a>: Freebie fest<br \/><a href=\"https:\/\/www.pcgamer.com\/best-fps-games\/\" target=\"_blank\"><strong>Best FPS games<\/strong><\/a>: Finest gunplay<br \/><a href=\"https:\/\/www.pcgamer.com\/best-rpgs-of-all-time\/\" target=\"_blank\"><strong>Best RPGs<\/strong><\/a>: Grand adventures<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-co-op-games\/\" target=\"_blank\"><strong>Best co-op games<\/strong><\/a>: Better together<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/fps\/dishonored-co-creator-says-it-was-a-shock-when-microsoft-closed-arkane-austin-after-redfalls-release-we-were-working-on-something-really-cool\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Arkane Austin is far from the only studio that Microsoft\u2014in its push to post 30% profit margins year upon year\u2014has closed down. But for me personally, it was the most upsetting. While its vampire looter-shooter Redfall was not the studio&#8217;s finest work, its previous projects include 2012&#8217;s brilliant immersive-sim Dishonored, and 2017&#8217;s System Shock successor Prey\u2014which I increasingly believe to be one of the best games of all time. Despite this legacy, Arkane Austin&#8217;s story came to an end just a year after Redfall&#8217;s launch. Recently, the studio&#8217;s former director Harvey Smith discussed these events and how they affected the team on the My Perfect Console podcast (via Kotaku). &#8220;I got a call the night before and spent a very stressful night thinking about that,&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/dishonored-co-creator-says-it-was-a-shock-when-microsoft-closed-arkane-austin-after-redfalls-release-we-were-working-on-something-really-cool\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1434405,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[91,748],"class_list":["post-1434404","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-fps","tag-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Dishonored co-creator says it was &#039;a shock&#039; when Microsoft closed Arkane Austin after Redfall&#039;s release: &#039;We were working on something really cool&#039; | Arcader News<\/title>\n<meta name=\"description\" content=\"Arkane Austin is far from the only studio that Microsoft\u2014in its push to post 30% profit margins year upon year\u2014has closed down. 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