There’s an alternate world the place Arkane made The Crossing, and it’s not essentially a greater one. Earlier than Dishonored, the developer was trying down the fallacious finish of a nasty publishing deal which, within the estimation of founder Raphaël Colantonio, would have resulted in both The Crossing’s cancellation or a deeply underwhelming finish product. In that timeline, there’s no telling whether or not the studio would even exist right now.
However, for followers of Arkane’s refined and immersive first-person adventures, this misplaced undertaking stays tantalisingly forbidden fruit: a foolhardy mashup of single and multiplayer by which groups of invading gamers would assault the protagonist of a solo marketing campaign, in opposition to the backdrop of a multiversal Paris co-designed by Half-Life 2’s Viktor Antonov.
For years it was the supply of Colantonio’s drive and inspiration, the concept he believed can be the making of his upstart French video games firm. And for a number of years afterwards, its abandonment was a painful wound he and the studio carried – one which solely the eventual launch of Dishonored may assist to heal.
On the time of The Crossing’s conception, Arkane was ending up work on Darkish Messiah Of May And Magic, a swords-and-sorcery romp that forefronted shut fight and physics play. For that undertaking, Arkane had adopted Valve’s Supply Engine, and recognized a crossover in philosophy between its personal immersive sims and Half-Life 2’s extra targeted, however no much less detailed, simulation. “We have been going slightly extra into these territories with out betraying what we favored,” Colantonio says. “And hopefully we might do issues that have been slightly extra mass market.”
With The Crossing, Arkane meant to journey additional down that path, constructing a full-on FPS in Valve’s engine. “Which was so shooter-oriented already,” Colantonio says. “And in order that was a pure evolution. The instruments dictate a lot of what you do.” On the centre of this FPS can be an eight-hour marketing campaign, just like the one Name Of Obligation had, and gunplay to match. However there the similarities with mainstream noughties shooters would finish.
“It actually began with a foolish dialog,” Colantonio says. “‘Think about somebody was taking part in Half-Life 2, and you would select to drop in and randomly incarnate the enemies.’ There was one thing lovely in regards to the concept itself. We didn’t know if it might be enjoyable or doable. It grew to become an obsession.”
After lending his impressed brutalist designs to Metropolis 17, Antonov had guided Arkane by Valve’s stage design course of throughout the making of Darkish Messiah. Now he was coming back from the US to France, the place Colantonio and his workforce have been based mostly. He was shortly bought on the premise of The Crossing, and specifically the universe behind it. “Think about if there have been alternate realities {that a} group discovered a method to entry and plunder,” was Colantonio’s pitch on the time. “And there was this alternate dimension the place the Templars had truly survived and created a complete world. They didn’t get eradicated by the Church, they have been in energy.”


The Crossing of the title referred to a collision between the Earth we all know, and this different Earth dominated by the Templars. “Someway a portal has been created by scientists who’re simply going there to scavenge,” Colantonio says. “Then it creates a backlash, the place the Templars come to our world with their very own know-how and funky appears and devices.” As a particular forces operative known as in after a Templar assault, you’ll progressively come to grasp that this multiversal disaster was of our personal making. And you’ll finally cross over from the Paris we all know – fashionable, rundown, riven by strikes and revolutionary feeling – to a parallel metropolis constructed by the Templars, taking over their cool appears and devices within the course of.
With Antonov on board, working alongside Dishonored artwork director Sebastien Mitton, this latter Paris grew to become a proto-Dunwall – a quasi-medieval dystopia outlined by its gothic rooftops, smoking chimneys, elevated tramways, and sharp class divide. “Viktor trusted that we may make a cool recreation so far as mechanics [were concerned],” Colantonio says. “However what he actually cared about was co-creating a really attention-grabbing world that will be lovely and by no means seen earlier than.”
Thief designer Randy Smith was tasked with plotting out the narrative – “a mind-bending time journey story that was loaded with a-ha! moments by which you notice you have seen this similar scenario or battle from a unique perspective.” He remembers the protagonist’s journey as a sophisticated figure-of-eight by which the participant was consistently looping again on some prior a part of their path.
“The fantastic thing about it was that you simply by no means needed to search for the motion, as a result of we might teleport you proper earlier than the participant arrived.”
“The place these overlaps, these crossings, occurred – these have been the locations the place you’ll enter a battle from a unique method and with a unique goal than you had the primary time you have been there,” he says. “Technically talking, it is a very financial recreation design – you’ll be able to create one narrative quest path that providers all gamers concurrently, regardless that they’re at completely different factors of the story, and it conveniently feeds them into battles.”
Over time, Arkane boiled The Crossing all the way down to a set of linear, story-driven ranges – every with 5 choke factors, the place the protagonist can be waylaid by a combination of NPCs and enemy gamers. “It was truly actually sensible on the finish,” Colantonio says. “It took a whole lot of iterations. The precept was, you had slightly cinematic at the start, which was perhaps 30 seconds, throughout which the matchmaking would occur and folks would drop in and select their weapons.”
The solo participant, known as an Archon, would have entry to a grappling hook and boomerang blade from the Templar realm. They’d the good thing about mobility and a beefy well being bar. However the enemy gamers, SWAT-esque troopers dubbed Griefers, had numbers on their facet. “They’d their very own devices, however completely different, and it was 4 versus one,” Colantonio says. “The fantastic thing about it was that you simply by no means needed to search for the motion, as a result of we might teleport you proper earlier than the participant arrived.”
Sometimes, the Archon would get gunned down of their first spherical. However the Griefers would then repeat their profitable technique, “nearly like an AI would do”, and the solo participant would be taught to counter it. “It will take the only participant perhaps 4 to 6 occasions to win a problem, and that was a checkpoint for the following zone,” Colantonio says. “Then we might teleport all of the gamers to the following space, so they’d be rolling by your complete stage this fashion. Each time we might present it to publishers it was so enjoyable.”


The director remembers demoing The Crossing for a serious writer. “They have been screaming in pleasure and laughing,” he says. “We had 15 individuals in that check room, rotating the positions and taking part in, and it was a brilliant blast.” As soon as the play session was over, nevertheless, the grins would shortly fade. Publishers would ask: what occurs if the gamers are of various talent ranges? “And that’s the place the idea would break each time.”
Again within the early noughties, absurd although it appears right now, solely a handful of studios had mastered participant matchmaking. One was Bungie. With “a military of like 100 individuals”, the Halo developer had found out how you can rank and mix gamers in satisfying vogue. Colantonio didn’t have 100 individuals. However he was wily, and had a expertise for charming builders who, when it comes to expertise and status, have been out of his league. He had arrange a second studio in Austin – the house of his Deus Ex heroes at Ion Storm – and realized that Halo multiplayer genius Max Hoberman had give up Bungie to maneuver close by. “Me being me, I contacted him,” Colantonio says. “It seemed like perhaps somebody may save us.” Colantonio persuaded Hoberman to work on matchmaking for The Crossing someday per week: “Max can be in pitch conferences with us and look all severe and funky.” With him on board, Arkane was satisfied an excellent deal was across the nook. But it surely by no means got here.
“It doesn’t matter what, it was at all times very arduous to promote this recreation, as a result of it was novel in so some ways, with a workforce that was not established but,” Colantonio says. “We hadn’t accomplished Dishonored. The finances was most likely a tenth of Halo’s, but it surely was excessive for the place we have been in our profession.” There have been troublesome advertising questions, too: “Are you going to promote it as a single-player recreation or a multiplayer recreation? Are you positive you’re gonna pull off the matchmaking factor you’re speaking about? How is it going to be enjoyable for the Griefers to be killed on a regular basis by the superhero?”
In the long run, as recounted in Noclip’s wonderful documentary, Arkane was confronted with accepting a nasty deal from a writer to make The Crossing on an insufficient finances, or strolling away – and selected the latter. “They tortured us for practically six months, right into a deal that bought worse and worse and worse,” Colantonio says. “There have been so many constraints. Essentially the most gratifying a part of all this course of was to inform them, ‘No.’ They actually thought they’d us. They have been type of evil, frankly, as businessmen.”
Arkane was sustained for some time by contract work on LMNO, a Steven Spielberg recreation that by no means got here out, and a equally cancelled Half-Life 2 enlargement, codenamed Ravenholm. However the sad end result of engaged on The Crossing had been bruising within the excessive. “It was my pet undertaking,” Colantonio says. “I needed it a lot, and never having it when it didn’t work was considered one of my first large failures.” For his half as marketing consultant, Smith was additionally upset The Crossing by no means got here to be: “I feel it might have been very fondly remembered and perhaps even nonetheless performed.”

Arkane spent about 1,000,000 {dollars} on the undertaking, cash it may unwell afford at the moment, and suffered successful to morale. “The workforce was devastated,” Colantonio says. “I used to be devastated. I took it so to coronary heart. I took it very personally as a result of you’ll be able to’t create one thing that wants a lot power and love half-assed or indifferent. You’ll be able to’t be too Buddhist about it. The price of that’s that when it doesn’t work, you’re crushed.” Colantonio reckons it took him seven or eight years to recover from the ache. Particularly, it took the discharge and reception of Arkane’s breakthrough hit. “We would have liked Dishonored to heal from The Crossing,” he says. “We would have liked that recreation and its success to be ok with ourselves once more.”
However Colantonio was by no means tempted to exhume the undertaking afterwards. “We talked about it with Bethesda,” he says. “For me that’s like an ex-girlfriend at this level, I’ve moved on. Coming again to it got here with too many recollections, an excessive amount of ache.” And but, nearly each ingredient of The Crossing has appeared someplace in Arkane’s work since. Watch Noclip’s footage of the Archon in motion, and also you’ll recognise the probabilities for vertical navigation opened up by Dishonored’s Blink; the ensuing shock assaults and knife takedowns.
“One may say that, regardless that within the second The Crossing felt like a painful failure, in the long term it was only a step in direction of a giant breakthrough for Arkane,” Colantonio says. “A few of it was aesthetic, a few of it was the mechanics themselves, after which there’s simply the spirit of the workforce. We had labored collectively and skilled with Viktor and Dishonored was able to be made.” Later, Arkane co-developed Wolfenstein: Youngblood with MachineGames – Mitton lastly lending his distinctive visible model to a dystopian Paris. Swap the Nazis for Templars and also you’ll recognise The Crossing. “I keep in mind pondering the identical,” Colantonio says. “It’s the identical artwork director, so no shock.”

After which, lastly, there’s Deathloop, which entered improvement round a yr earlier than Colantonio left Arkane in 2017. It got here collectively underneath the management of director Dinga Bakaba, stage design guru Christophe Service and artwork director Mitton. “They noticed it as a chance to re-explore a number of the idea of The Crossing,” Colantonio says. “To all of us, frankly, The Crossing stayed as this type of unfinished enterprise.” As soon as once more, Arkane was making a marketing campaign FPS that might be interrupted by participant invasions.
Colantonio was supportive, however slightly afraid. Bethesda needed slightly concept to tide Arkane over till its subsequent Dishonored-sized undertaking, and never for the primary time, he questioned how the studio would pull off such a giant premise with a small finances. In the long run, nevertheless, Bethesda gave Deathloop its backing as a full-scale launch, and it launched to effusive essential acclaim. Although very completely different to The Crossing – made with out Colantonio’s direct involvement and rooted in a really fashionable type of roguelike pondering – you’ll be able to see its success as a type of vindication.
For a few years, taking part in The Crossing’s prototype was a ceremony of passage for brand spanking new workers becoming a member of Arkane. Right this moment, Colantonio wish to see that construct launched to the general public. “It will be cumbersome to make work,” he says. “It was not prepared for market. However somebody would determine it out. I nonetheless hope that Arkane will persuade Microsoft to do it, as a result of it was a enjoyable recreation, it was not vapourware.”