Arx Insanity Mod: a remaster and gameplay mod for Arx Fatalis
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About

Arx Insanity is a general overhaul, remaster and immerive sim mod for Arx Fatalis, a role-playing game released in 2002 by Arkane Studios.

​The project was founded by Pedro Ordaz and it started informally in 2014 as "personal random test".
 It had to change later on. In 2015, the project was posted on Moddb, sharing a few modifications and random addons. Insanity would have to become something different and it has been evolving through the years thanks to the support and feedback from the community, becoming a serious project to what we see today
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THE BEGINNING, HOW I MET ARX

Every story has its beginning and we have to go back. It is 2005, my name is Pedro Ordaz and I was just a 10 years old shy boy living in Mexico. I love videogames since I have memory but I wasn't satisfied, it wasn't until 2005 that I had Arx Fatalis (console), at this point, my life and perception of videogames changed forever and Arx became my favourite game ever.

Arx was my first RPG and immersive sim game ever. I started my first playthrough one afternoon and I was surprised by the level of immersion, it was something new for me: everything was so atmospheric, rich setting, interaction, that mistery behind the game, from the first minutes of gameplay I was totally in love with the game. I had a nerdy time, discovering all the secrets, lore, glitches, replaying over and over again for the next 8 years.
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A texture for an armor was made, so this edited image inspired me for the graphics idea
Eight years after I met Arx, in 2013, I was playing Arx Libertatis (Port) and one day I found a mod called "Arx Extended Mod", I just said wow are there arx fatalis mods? is this possible?, I played it instantly. Later I found out Second Life mod, End Of Sun. So all those projects inspired me to start and create something small and personal at that moment.

2014: THE BIRTH AND EARLY TIMES

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First early game modifications, now removed, gameplay design and Arx-sandbox-generator
When all this started there was no knowledge of how to make game designs, textures, 3d, scripts so, honestly, I'm just an amateur, a fan but my love for Arx was huge, then I decided to break all my barriers and my own mental limitations, It was my 1st and last mod,  this trip started.

The mod was originally born with the idea of making a hardcore difficulty, an explicit spanish version (altering the audio and dialogues) and some new items and crafting, just that, nothing else. I created a spanish Arx fan page and an online forum, so the mod was planned for them in the beginning, just for fun.
THE FIRST RAW DESIGN

When the work started, I studied and learned how the Arx script language worked, as I said before, it was my first time modifying a game; the first thing I did was to change the NPCs stats, make them stronger, make new weapons, enchantments, then I started to modify some spanish dialogues (now this is discarded), after several experiments I implemented a sandbox mechanic (now removed), with this especial item you can spawn items and props for world decoration e. g. spawn and place different objects like portcullises or walls in the city, it was just an experiment to learn scripts.

​Later new experiments like rat plagues, new props in the levels, changing the initial game design and random stuff were added, there wasn't a real goal in the beginning so I decided to try to modify some textures, apply filters to the vanilla textures, but I was not happy with the results. 
At first, I thought I'd never be able to make new textures for the game, I was just bad (and I'm still).
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First re-texture attempt, personal experiments and prop generator, ideas inspired in Arkane, more experiments

2015: CHANGE OF CONCEPT, NEW FOCUS

After obtaining some basic experience with the Arx script language it was decided to switch this small "project" to a new concept, instead a random and weird project I opted to make more things and original content that could give the mod its own identity.

The idea of making a graphic mod has born although it was on a smaller scale, my objective was to offer sharper vanilla textures and more realistic lighting, dark locations for an underground world.

Experiments replacing vanilla textures were done but without the quality expectations, the remaster idea was far away at that time, but there were new ideas about new implementations and gameplay mechanics.
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Experimenting, try and failure development (even to date), several ideas were brought to life. Some of the original ideas were intended to bring an improved stealth, more simulation, rooftops, elevations, stealth mechanics in the level design and new NPCs features like the new "shadow kill" which consists on kill an enemy instanly if you perform a clean backstab.

​There are a lot of unused and hidden content in the game files, the most interesting is probably the removed Miguel's Fight Arena. There are some unused dialogues (some just as text), so it was one of the first ambicious goals, bring back to life this level from scratch. In vanilla there is an incomplete script, where you give a bottle of wine to Miguel and he reveals his secret, it wasn't implemented so I started from this point.

A new arena is in the works, how would it turn out?, I never knew, just I tried to bring something new, the first thing developed were the arena ring and the fighters, tests were done and it was mind blowing, so the early prototype began to evolve; More rooms were designed, an elevator added, NPCs, behaviors, multiple real time interactions, dialogues and even new cinematics, I think making this arena was one of the hardest things to make, bring to life all the ideas was not easy, complex scripting in addition with the multiple possibilities that you are able to choose in the level, being hostile to people, re-visit the level, it was a nightmare for a beginner like me and this took a while but it was completed, some time later this level changed, more things and design were added like a mini-tavern and details, even today this level continues to evolve. When this level was playable, in 2015, 
I decided to create a page for the project on Moddb, and share some of those old designs (some prevail and others have been removed) and a few screenshots at the end of 2015.

THE STRANGE ORIGIN OF THE NAME

So to share the project, I needed to look for a name, in fact it was fast (literaly a few seconds), the fisrt thing in mind was "Arx: Overhaul" but I found it kinda generic (although the current name is), but basically it was decided because I was working on my own, I just thought: wow we have a hardcore difficulty, there are plans to re-texture all the game and in addition of the current ambitions, and I never worked in a game before, this is madness, insane... insanity... ok here we go. Just that, so the mod was called "Arx Insanity Mod" when it was posted on Moddb, to this day the project continued to retain its name and people became familiar with "Arx Insanity" ​through time.
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Early concepts, rooftops, learning to texturize, Miguel's arena prototypes, early/raw weapons and crazy experiments with dogs

2016: TRUE FUNDATION, AMBITIONS

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It's 2016 and the project is uploaded and shared in the internet, the work continues and maybe it was the most active and hardcore year for Insanity: even more new brand features and ideas were implemented but this time complex gameplay mechanics.

There is already a polished new stealth system, NPC's reactions, fight ambients, adrenaline, rooftops, more approaches and locations, but a new weird idea was born: Alchemy Weapons. This was another complex feature to make, and complications due the mod needs and multiple possibilities. 
This new alchemy cointainers could be filled with different common and rare reactives, make powerful health/mana doses, poison bombs, shrinking doses, letal bombs, doses for stun enemies, all of them can be used as combos or creative ways.

All this progress served as great 
enthusiasm, I was happy with the new gameplay and I had some fun even when those implementations were hard to implement, so from this period my plans changed and new goals were added: make a total remaster and overhaul for the game, try to do something different: maybe the first immersive sim mod, not just make textures or fix vanilla bugs.

The new goals are to work on texture remakes and environment overhauls, HD textures starting at 1k resolutions as standard. Months later 2k resolutions were worked, people reactions were extremely positive and this was the one motivation to continue to improve the project every day.

2017-18: GROWTH AND DIFFICULTIES

Now insanity got ambicious objectives, certainly carried out by one person, there is still love and dedication but future complications would come because sometimes we need to make changes in our lives inevitably, grow up and overcome life responsabilities. I didn't have enough spare time those years.

Life transitions aren't easy, from working 20 hours of daily development in the past it turned to 2-4 hours a day and 2 days of work per week. Beyond doubt all of this affected the mod so there were delays or even innactivity, so a relax was decided to follow for about 4 months, you know, personal life activities/responsabilities + great workload by the mod requirements, time drain was killing me.

Fortunately, I was not alone from this moment because I received messages from the community and some of them offered his services to help the project. In august 2017 I received the first message, one guy offering his help for new dialogues and english recordings, it increased all motivations. We started recording and designing new voice lines for new characters, expand the lore, it was just great.

More messages came later, guys interested in the project, and because of this mod, we met each other and great friendships were born. We received more small but important collaborations. Unfortunately time was our worst enemy, our personal lives, impatience and differences were a problem for some of us to the extent of leading some people to abandon the project when really we were just a small team of 4-5 people, working in a few textures, russian translations, voice acting and minor modifications for the Arx Libertatis source code for new features, assets, etc. Despite having small contributions, these were always appreciated and very helpful. Today we are 2-3 active members and I really love the team, they help with suggestions, voice acting, translations to other languages and stuff) but above all we're friends trying to achieve the mod needs and milestones.



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Arx Insanity Mod Achievements
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Prison progress, early 2017

2019-PRESENT: EFFORT AND SERIOUS GOALS

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We are in the present, after these past difficulties the project has now some stability and enthusiasm than ever: we want to make a type of mod no one else is making: an immersive mod, which focuses in the pure core and heart of the game, giving a game modification designed for players that share passion for this game as much as we do (or very similar types of games), small but rich worlds, gameplay, actions and consequences. A mod which blends overhauls with new immersive sim mechanics and design. Arx Insanity follows this philosophy.

Even if there are small and humble contributions or a very small team this is helpful; as a team we shall have a good friendship with each other, try to evolve the project and be better every day, we're just amateurs but we work with love for what is for some of us our game... our game that changed our lives for ever.

We really don't want this project to be a popular mod for the masses, we're really happy with your support and for what is in the works in addition to future plans; A plus goal is to find players who share our passion for Arx Fatalis, who understand the game, essence and the feeling that this Arkane's debut emanates.

This project will never be cancelled by us, so 
we apologize if you've been waiting for too long, currently we aren't more than just 4 people and I work at dawn with the little time I have. We'll try our best as far as we can. This is a free mod for you guys.

​Thank you so much for all the passion you've given to the game and this project!.
Arx Insanity Overhaul
Arx Insanity Demo v0.4.7 **COMPLETE**
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2020 Arx Insanity Mod-Overhaul, a Pedro Ordaz's project. This page and the authors of this mod are in no way associated with Arkane Studios, ZeniMax Inc. and Arx Libertatis. © 2002 Arkane Studios SAS, a ZeniMax Media company. Arx Fatalis, Arkane and related logos are registered trademarks of ZeniMax Media Inc. and/or other countries. All Rights Reserved. All other trademarks are properties of their respective owners. Original textures, models, designs, sounds, music or any other original media reproduced in websites, screenshots, videos or social media are the property of ZeniMax Media Inc.
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