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Space station meets alt-Victorian world with Arkane

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One is set in a fantastical alt-Victorian world. The other takes place on a space station. Dishonored 2 and Prey are clearly very different games – yet they share one thing in common. They are both developed by Arkane Studios.

Make that more than one thing. Ever since Arkane was founded in 1999 in Lyon, France, the studio has specialized in making a certain type of game that is, well… uniquely Arkane. These games defy easy genre descriptors. They’re not shooters, but you can shoot stuff. They’re not pure action games, but you can certainly get your fill of bloody, brutal combat. They’re not RPGs, but you have the ability to make choices with real consequences. And they’re not purely stealth games, but there are times when you can finish a mission without ever being spotted.

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“At Arkane, we always apply the same values to the games we make,” says studio President and Co-Creative Director Rafael Colantonio. “Dishonored and Prey share a lot of those values.”

For Colantonio – who led the original Dishonored with Co-Creative Director Harvey Smith – that means a game “where simulation is very important, and where the choices of the player are very important.” Or, as Smith adds, “Arkane is dedicated to very immersive games that engage in first-person combat and first-person stealth. We allow the player to recombine powers and moves in different ways that we couldn’t even predict. We care about empowering the player. You can play our games very creatively.”

After the original Dishonored released in 2012, Colantonio moved his focus to directing Prey in Arkane’s newer studio located in Austin, Texas. Meanwhile, Smith – an industry veteran who joined Arkane in 2008 to work with Colantonio on Dishonored – moved to Lyon to direct Dishonored 2. While they now live in different countries, the two of them continue to collaborate on a daily basis, testing each other’s games, sharing expertise and more. “Harvey and I are constantly talking,” Colantonio smiles. “Either we’re chatting on Skype, or we’re texting each other.”

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A Sense of Place

For Smith, Arkane has become more than just a studio. “From the time 17 years ago when Arkane was just Rafael Colantonio and four guys in an office in France, with a network cable between their computers for transfers, a lot has happened – a long, rich history culminating most recently in the Dishonored series,” Smith says. “I’ve been with the company for eight years, which blows my mind. It’s longer than I’ve been with any other company. It’s amazing, it feels like home.”

When it comes to Arkane’s games, that feeling of “being at home” is no accident. “We are very much into creating a deep setting where there are layers of history,” Smith says. “We understand the architecture of the place, and the waves of settlers that came in, and how the foods have changed since then. It’s the kind of company where we just really care about creating worlds.”

While that makes sense for a lore-rich, fantastical setting like Dishonored’s Empire of the Isles, how does this world-building philosophy translate to a sci-fi game like Prey? Set on board the space station Talos I, Prey offers a vision of the near future that’s built upon a foundation of reality. “But it’s not the world exactly as we know it,” Colantonio says. “It’s another version of 2032. In our world Kennedy survived his assassination. We’re not very overt about it. We hint at it. This allowed us to take all the filters the new timeline would create, and build our world through those filters.”

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Which is why astute observers will see a mix of eras and styles reflected in the design of Talos I: Everything on board is rooted in a carefully thought-out alt-history timeline, with all details accounted for. The space station even includes some very lavish elements because, as Colantonio explains, “They built it in a way that would be attractive to the best scientists in the world. There’s even an artificial park with some engineered trees.”

Self Discovery

Within these Arkane worlds, the teams are also passionate about allowing players to build their own identity. It’s why Dishonored 2 offers a choice of two playable characters – Empress Emily Kaldwin or Royal Protector Corvo Attano, each of whom has unique powers and different perspectives on the world around them. And in Prey, players can choose whether Morgan Yu is male or female – but that’s just for starters. One of the major themes of Prey is identity: Along with killing aliens, players embark on a journey of self-discovery. This is even reflected in the gameplay. “We track what players do all along so there can be consequences to their choices,” Colantonio says. “We give players a lot of tools. It’s all simulated. Players can explore those tools in the environment and against the different AIs, who are themselves simulated – they’re not on a set path but are organically moving around based on what they sense. There’s a full ecology with the aliens. All of this combined really provides for experiences that are unique to every player.”

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Of course, Prey and Dishonored 2 are very different games as well. Dishonored is mission-based, with richly detailed, signature levels that you explore and complete in a myriad of ways. Prey, on the other hand, is built around a massive contiguous space, with areas you can revisit. Dishonored places a greater focus on stealth (with the option to play as chaotically as you choose); in Prey, stealth exists, but it’s not the central pillar of the gameplay. And while both games include a wealth of customization options, Prey places an even greater emphasis on RPG-like elements.

And yet they both share similarities that make them uniquely Arkane. “If you like Arkane games – those games that blend narrative and simulation, some choices and a lot of player exploration – Prey will be a game for you,” Colantonio says.

For Smith, Dishonored 2 represents eight years working at Arkane on Dishonored games. “I have a great passion for it,” he says. “The whole team does. Down to every object, the watermarks on the walls, the history of the place you go to, all the quirky characters. We just want our very vocal fans to know that we really are inspired by their passion and their enthusiasm. And for everybody who hasn’t played the first game, we think this is going to be a great entry into the Dishonored world, and Arkane games in general.”

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AppDate: DStv jumps on music bandwagon

In this week’s AppDate, SEAN BACHER highlights DStv’s JOOX, Cisco’s Security Connector, Diski Skills, Namola and Exhibid.

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DStv JOOX

DStv is now offering JOOX, a music streaming service owned by China’s Tencent, to DStv Premium, Compact Plus and Compact customers.

In addition to streaming local and international artists, JOOX allows one to switch to karaoke mode and learn the lyrics as well as create and share playlists. Users can add up to four friends or family to the service free of charge.

DStv Family, Access and EasyView customers can also log in to the free JOOX service directly through JOOX App, but will be unable to add additional friends and won’t be able to listen to add-free music.

Platform: Access the JOOX service directly from the services menu on DStv or download the JOOX app for an iOS or Android phone.

Expect to pay: A free download.

Stockists: Visit the store linked to your device.

 

Cisco Security Connector

With all the malware, viruses and trojans doing the rounds, it is difficult for users and enterprises to ensure that they don’t become targets. Cisco, in collaboration with Apple, has brought out its Cisco Security Connector to protect users. The app is designed to give enterprises and users overall visibility and control over their network activity on iOS devices. It does this by ensuring compliance of mobile users and their enterprise-owned iOS devices during incident investigations, by identifying what happened, who it affected, and the risk of the exposure. It also protects iPhone and iPad users from accessing malicious sites on the Internet, whether on the corporate network, public Wi-Fi, or cellular networks. In turn, it prevents any viruses from entering a company’s network.

Platform: iPhones and iPads running iOS 11.3 or later

Expect to pay: A free download

Stockists: Visit the Apple App Store for downloading instructions.

 

Diski Skills

The Goethe-Institut, in co-operation with augmented reality specialists Something Else Design Agency, has created a new card game which celebrates South African freestyle football culture, and brings it alive through augmented reality. Diski Skills is quick card game, set in a South African street football scenario, showing popular tricks such as the Shibobo, Tsamaya or Scara Turn. Each trick is rated in categories of attack, defence and swag – one wins the game by challenging an opponent strategically with the trick at hand. Through augmented reality, the cards come alive. Move a smartphone over a card and watch as the trick appears on the screen in a slow motion video. An educational value is added as players can study the tricks and learn more about the idea behind it.

 

The game will be launched on 27 October 2018 at the Goethe-Institut.

For more information visit: www.goethe.de

 

Namola

With  recent news of kidnappings on the rise, a lot more thought is going into keeping children safe. Would your child know what to do in an emergency? Have you actually asked them?

Namola, supported by Dialdirect Insurance, is a free mobile safety app. Namola’s simple interface makes it an ideal way for children to learn how to get help in an emergency. All they need to do is activate the app and push a button to get help that they need, even when their parents are not around.

Parents need to install the app on their child’s phone, hold down the request assistance button, program emergency numbers that will automatically be dialled when the emergency button is pushed, and teach their children how and when to use the app.

Platform: Android and iOS

Expect to pay: A free download.

Stockists: Visit the store linked to your device.

 

Exhibid

Exhibid could be thought of as Tinder, but for for art lovers. The interface looks very similar to the popular mobile dating app, in that users swipe left for a painting that doesn’t appeal to them, or swipe right for something they like. Once an art piece is liked by swiping right, one can start bidding or make an offer on it. The bid is automatically sent to the artist. Should he or she accept the offer, the buyer makes a payment through the app’s secure payment gateway and the two are put in contact to make arrangements for delivery.

Platform: Android and iOS

Expect to pay: A free download.

Stockists: Visit the store linked to your device.

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New kind of business school

At a recent meeting, ALLON RAIZ, founder and CEO of Raizcorp, realised that in order for today’s youth to become entrepreneurs, teachers, the curriculum and the parents need continually expose them to entrepreneurial thinking from a young age.

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Several years ago, I found myself in a meeting with my business partner and two of my staff members. In front of us was a client who was sharing some of the frustrations in his business. At the end of the meeting, my partner and I were extremely excited about the prospect of two massive opportunities we had both independently identified while listening to the client. My two staff members, on the other hand, completely missed them. This led me to wonder what it was in my own and my partner’s backgrounds that allowed us to so easily spot opportunities while my two staff members remained oblivious … I realised that the difference was that my partner and I both had an early exposure to entrepreneurship while they didn’t.

Not long afterwards, I was delivering a lecture about how Raizcorp grows and develops small businesses at Oxford University’s Said Business School in my role as their Entrepreneur-in-Residence. I mentioned the above incident and spoke about my intention of going into children’s education with a view to providing an entrepreneurial perspective.

One of the professors in attendance asked me if I’d ever heard of a piece of research by Henrich R Greve called Who wants to be an entrepreneur? The deviant roots of entrepreneurship. It’s a pretty unfortunate title but a fascinating piece of research nonetheless. It highlights how certain contexts in childhood result in a much a higher probability of becoming an entrepreneur. For example, kids who participate in solo sports such as tennis or athletics are more likely to become entrepreneurs than children who play team sports like soccer and cricket. Conversely, your mother’s participation in the parent-teacher association has a negative correlation to you becoming an entrepreneur. I spent the rest of the afternoon in the professor’s office discussing other research papers that unequivocally proved that context during your childhood has a massive influence on whether or not you will follow the entrepreneurial route.

Another member of the lecture audience was a double-PhD from the USA who was completing her MBA at Oxford. After the lecture, she approached me and volunteered to help build a framework to incorporate entrepreneurship in the school curriculum without interfering with the formal requirements of the CAPS curriculum.

She spent nine months in South Africa working with me to build out a practical framework. The next phase of the plan was to find the right school at which to embark upon this journey. In December 2015, Raizcorp purchased Radley Private School and we began our entrepreneurial education adventure in earnest in 2016.

At the centre of the Radley philosophy is that the school (the physical building), the teachers, the curriculum and the parents are the “marinade” in which the kids need to soak in order to be continuously exposed to entrepreneurial thinking from a young age. The aim was that if, in future, the kids found themselves sitting in a boardroom with me and my partner, they too would be able to identify the opportunities that we did.

A big shift this year has been the launch of our Entrepreneurial Educator Guide (EEG) programme where we have been training our Radley teachers (whom we call guides) to understand entrepreneurship, business language, business concepts, financial documents and the like. (The EEG training makes use of Raizcorp’s internationally accredited entrepreneurial learning and guiding methodologies.) We have also employed a full-time staff member to ensure that these concepts are imbedded into all lesson plans and classroom activities.

Through my network at Raizcorp, I have been pleasantly surprised by the massive support we’re receiving from prominent entrepreneurs and businesses who want to participate in our Radley Exposure programme, where we take our kids of all ages on visits to different types of businesses so they can understand the difference between retail, wholesale, manufacturing, logistics and so on. Prominent businesspeople have put up their hands to come to the school and tell their stories of hard work, resilience and perseverance. This ties in beautifully with the 17 entrepreneurial concepts that we are instilling into our Radley learners (such as opposite eyes, lateral thinking and opposable mind), while never compromising on our quality academic offering.

As parents, we’ve all heard the terrible statistics about the probability of our kids finding jobs in the future. At Radley, we’re working hard to ensure that our kids have a legitimate and lucrative alternative to finding traditional employment and that is to become an entrepreneur. Radley is all about producing job creators and not job seekers!

To enrol your child or find out more about the school, please visit www.radley.co.za.

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