As a gaming enthusiast with over three years of professional experience under my belt, I can’t help but feel a pang of nostalgia when I think about “The Crossing.” This game was once a beacon of hope for the Arkane Studios team, a tantalizing glimpse into a world where single-player and multiplayer narratives would intertwine in an unprecedented way.
Exploring the history of Arkane Studios is like delving into a mine rich with potential game classics. If fortune had favored them and their games were released, they could have indelibly shaped the annals of video game history. Among these hidden gems was The Crossing, a title that might have ignited an industry-wide revolution. Yet, if it had thrived, we may never have experienced the captivating world of Dishonored, and some enigmatic facets of Deathloop might have remained obscure. So, let’s peer beneath the protective wings of Arkane Studios to glimpse the untold stories that could have blossomed there.
CrossPlayer Mode
The Game Known as The Crossing was intended to be designed with a system called CrossPlayer by its creators. Their idea was to merge the standalone story mode and the competitive multiplayer experience into one seamless package. Those advancing through the narrative would need to stay vigilant, as they might face opponents controlled by other players at any given moment. This dynamic would also apply in reverse; the victory of the opposing team wouldn’t be predestined, even if they had numerical superiority.
As a devoted fan, I’d share that the creators intended to give multiplayer characters a noticeable power disadvantage compared to those deep in the storyline, who were heavily armed. Mostly, these groups would play separately, but they’d often meet at crucial junctures, forcing an intense clash for survival.
While this game idea calls for an unconventional strategy from developers, especially level designers, it requires a delicate balance in map design. The maps should be designed to prevent players from lingering in one spot excessively and anticipating their opponents’ moves before battle. Simultaneously, the creators must ensure that multiplayer players are strategically positioned near crucial points, ready to intervene swiftly when a solo player is detected nearby.
The process of achieving a well-balanced gameplay experience proved to be quite difficult, as acknowledged by team members from Arkane Studios in the video “The Untold History of Arkane” on YouTube. This issue was one of the factors that led them to hire Max Hoberman, who played a key role in the matchmaking system for Halo 2. Max Hoberman’s job involved creating a player-matching system capable of efficiently grouping players with comparable skill levels together.
Paris 2.0
The title “The Crossing” encompassed not just the initial concept for gameplay involving interwoven modes, but also the storyline with its core theme of overlapping realities. This game was intended to transport us to Paris… or rather, two unique interpretations of the city. The first scenario would portray a contemporary metropolis where the government has no control, and disorder, anarchy, and lawlessness dominate the streets. The second one presented a more imaginative setting.
In a hypothetical scenario, the development of “Paris 2.0” was envisioned as a project intertwined with scientific research on time-travel portals. This unique endeavor aimed to construct an alternate version of Paris, safeguarded by the Templar Order from its collapse in 1307. This parallel city would blend the towering Gothic architecture, medieval armor, and cold weaponry of the Middle Ages with state-of-the-art technology. Notably, Victor Antonov, the architect behind City 17 from Half-Life 2, was slated to oversee the game world’s design, ensuring it maintained a consistent, aesthetically pleasing, and memorable atmosphere.
With a gun and a sword
In contrast to numerous games developed by Arkane Studios, The Crossing does not incorporate supernatural powers. Instead, it focuses on an assortment of weapons such as guns, explosives, gadgets, and melee weapons for combat. A rope with a hook will aid in exploration, granting access to otherwise unreachable or high locations. Gameplay is expected to resemble previous studio projects, suggesting that while headlong charges into battle may seem appealing, stealthy approaches and surprise attacks are often more advantageous.
Slippery slope and project suspension
Although such an idea for a game could work on the imagination, it caused developers quite a few problems related to both gameplay balance and… searching for a publisher. As it turned out, the publishers were afraid of the high development costs (which were estimated at 15-20 million dollars), challenges generated by the need to develop an effective player selection system, and also the fact that being released exclusively on PC, the game wouldn’t be able to earn money. For this reason, over time a decision was made to create a version for Xbox 360.
Due to their efforts, Arkane Studios could only secure one potential publisher for The Crossing. Regrettably, the collaboration proved challenging, leading to a budget cut and alterations in the project’s original concepts. They were almost at the brink of signing an agreement; although they later labeled it as “the most disastrous ever,” had they not done so, their financial records might have shown signs of depletion. So far, Arkane Studios has invested approximately a million dollars from its own funds in The Crossing. Fortunately, they were offered a chance to collaborate with Electronic Arts and Steven Spielberg on LMNO, which saved them from having to settle for an unfavorable deal or risk closing down the studio.
In May 2009, it was revealed that production on “The Crossing” had halted due to the intense turmoil prevailing at that moment. Remarkably, this chaotic situation was cited as the reason for this state of affairs. As Raphael Colantonio, who was in charge of Arkane Studios at the time, stated:
Recently, an unexpected financial challenge emerged, causing us to halt progress on “The Crossing”. Since that time, our attention has been fully devoted to completing two other projects.
Not all of me will die
Back in October 2016, when I was still deeply engrossed in my gaming world, Arkane Studios under its new parent company ZeniMax filed a trademark for “The Crossing”. Fast forward eight years later, and it’s clear that we haven’t seen any updates or a fresh release.
Despite this, it doesn’t exclude the possibility that players didn’t get a clear view of how the game might appear… at least some elements of it are suggested. The cityscape of Dunwall in Dishonored vaguely resembles Paris under Templar rule. Victor Antonov, who worked on both cities, has left his mark. Additionally, the characters in The Crossing were intended to have a caricature-like appearance, which might be mistaken for that seen in Corvo Attano’s adventures.
In the game “Deathloop,” it’s possible to explore the concept of multiple players interfering with a single-player experience, as players assuming the role of Julianna Blake can pursue and eliminate those playing as the primary character, Colt Vahn.
The Crossing
cancelled
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2024-11-27 17:02