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Alone in the Dark reboot developer closed by Embracer

Pieces Interactive, the developer behind the recent Alone in the Dark reboot, has been shut down by Embracer.

The developer's website now reads "thanks for playing with us" and the dates 2007-2024. "Our last release was the reimagining of Alone in the Dark," it concludes (thanks IGN).

Embracer acquired Pieces in 2017 after working on a number of Titan Quest projects. The Swedish conglomerate has closed a number of developers over the past year, resulting in layoffs.

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Embracer shut down Alone In The Dark rebooters Pieces Interactive, creators of Magicka and Titan Quest DLCs

The perpetually scarlet-faced and jovially maladroit folk of Embracer have done their usual vaudeville comedy routine of spinning around with negative-dollar signs in their eyes and trampling on another game development studio - in this case, Pieces Interactive, creators of the recent Alone In The Dark reboot. The Swedish studio's website is now a tombstone, bearing the dates 2007-2024. Oopsy-daisy!

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Embracer shut down Alone In The Dark rebooters Pieces Interactive, creators of Magicka and Titan Quest DLCs

The perpetually scarlet-faced and jovially maladroit folk of Embracer have done their usual vaudeville comedy routine of spinning around with negative-dollar signs in their eyes and trampling on another game development studio - in this case, Pieces Interactive, creators of the recent Alone In The Dark reboot. The Swedish studio's website is now a tombstone, bearing the dates 2007-2024. Oopsy-daisy!

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How Baldur's Gate 3 might have brought back Candlekeep, the library fortress where Baldur's Gate began

Videogames and especially role-playing games are chock-full of sheltered upbringings that go tits up. Innocent times and places like the prologue for Baldur's Gate, which unfolds in the vast, fortified monastery of Candlekeep (beware spoilers from this point on).

BioWare's first ever RPG opens with your unsuspecting Chosen One learning the ropes from the old sage Gorion. There are fetchquests that take you around the enormous citadel, bits of combat training to do, cosy formative chinwags to have with characters like your childhood friend Imoen. But it's not to last, of course: Gorion is murdered, and you must rove the Sword Coast in pursuit of his killer. When you return to Candlekeep later in the game, this once-proud bastion of learning has been filled with doppelgangers of Gorion and other acquaintances, a parade of chatbots waiting to stab you in the back.

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Revisiting the first video game websites from the dark ages

In 1997, Diablo was everything to me; I thought about it at school, at family dinners, netball practice, recess. Even when I was allowed to play it on my dad's Gateway 2000, I wanted more. And the only place to get more Diablo, back then, was on the Diablo website. Yes, there were fan sites packed with cheats and the same gifs - but what I wanted was a pure unadulterated hit from the official webpage, its message boards filled with poetry and oddly civil flame wars and passive-aggressive posts titled "SUGGESTIONS for Blizzard to Read." There was no YouTube or Discord or Twitch, and certainly no influencer/streaming ecosystem. Sure, there was IRC and usenet and bulletin boards, which formed the backbone of social networks back then - and were the foundation for more accessible World Wide Web experiences that followed. But in the late 90s, there was something truly special going on for fans who wanted a direct connection to their games: the short-lived but holy institution of the official forum-based website.

Around the same time as my Diablo mania, a teenaged Dana Nightingale was asked to do her first professional web design job. She'd been a fan of Looking Glass Studios since Ultima Underworld came out in 1992; when she heard rumours of System Shock 2, a new shooter by ex-Looking Glass devs under the banner of Irrational Games, she and a friend made a fan site in anticipation of its existence. Nightingale was also waiting for Looking Glass to unveil Thief: The Dark Project. "[Thief] at the time was my most anticipated game by a long shot, and if you look at the landscape of 1998, that's saying a lot," she says. "So together with some other folks, we made a hub for fans of these games, and we called it Through the Looking Glass."

Irrational got in touch with Nightingale to make their sites. "I definitely wasn't even 20 at the time. I barely knew what I was doing," she says on a Zoom call. "I threw some HTML on there, took the copy they sent me - didn't know back then that it was called copy - and put it all together." For System Shock 2, the only visual she was given was a picture of Shodan's face. "I [had] to make everything based on just one image, that's all I had," she laughs, pointing to the website's splash page while sharing her screen. Today, Nightingale is level design director at Arkane Lyon, where she's worked for the past 13 years; a week before our chat, she'd unearthed the original Irrational website files by accident on an old hard drive. "I don't even remember how much [Irrational] paid me," she grins, "but it probably wasn't very much."

Read more

Revisiting the first video game websites from the dark ages

In 1997, Diablo was everything to me; I thought about it at school, at family dinners, netball practice, recess. Even when I was allowed to play it on my dad's Gateway 2000, I wanted more. And the only place to get more Diablo, back then, was on the Diablo website. Yes, there were fan sites packed with cheats and the same gifs - but what I wanted was a pure unadulterated hit from the official webpage, its message boards filled with poetry and oddly civil flame wars and passive-aggressive posts titled "SUGGESTIONS for Blizzard to Read." There was no YouTube or Discord or Twitch, and certainly no influencer/streaming ecosystem. Sure, there was IRC and usenet and bulletin boards, which formed the backbone of social networks back then - and were the foundation for more accessible World Wide Web experiences that followed. But in the late 90s, there was something truly special going on for fans who wanted a direct connection to their games: the short-lived but holy institution of the official forum-based website.

Around the same time as my Diablo mania, a teenaged Dana Nightingale was asked to do her first professional web design job. She'd been a fan of Looking Glass Studios since Ultima Underworld came out in 1992; when she heard rumours of System Shock 2, a new shooter by ex-Looking Glass devs under the banner of Irrational Games, she and a friend made a fan site in anticipation of its existence. Nightingale was also waiting for Looking Glass to unveil Thief: The Dark Project. "[Thief] at the time was my most anticipated game by a long shot, and if you look at the landscape of 1998, that's saying a lot," she says. "So together with some other folks, we made a hub for fans of these games, and we called it Through the Looking Glass."

Irrational got in touch with Nightingale to make their sites. "I definitely wasn't even 20 at the time. I barely knew what I was doing," she says on a Zoom call. "I threw some HTML on there, took the copy they sent me - didn't know back then that it was called copy - and put it all together." For System Shock 2, the only visual she was given was a picture of Shodan's face. "I [had] to make everything based on just one image, that's all I had," she laughs, pointing to the website's splash page while sharing her screen. Today, Nightingale is level design director at Arkane Lyon, where she's worked for the past 13 years; a week before our chat, she'd unearthed the original Irrational website files by accident on an old hard drive. "I don't even remember how much [Irrational] paid me," she grins, "but it probably wasn't very much."

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