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Raphael Colantonio shows his epic game library

Featured image Raphael Colantonio shows his epic game library

Some journeys are defined by a single, potent memory. For Raphaël Colantonio, that defining moment was the frustration of missing out—specifically, not being able to play Ultima 7 on the Apple platform. This realization wasn’t just about console exclusivity; it sparked a deep desire for a system that offered far greater possibilities, pushing him toward the PC gaming world.

With experience spanning major players like EA and Infogrames, Colantonio channeled this drive into game development. In 1999, he co-founded Arkane Studios, an imprint that quickly became known for redefining genres. Their debut title, Arx Fatalis, set the stage for a legacy focused on first-person RPGs inspired by classics like Ultima Underworld.

Over the next two decades, Arkane built something truly special. They established themselves as the modern successors to Looking Glass, crafting masterpieces such as Dishonored in 2012 and the atmospheric stealth experience of Prey in 2017.

After stepping away from Arkane, Colantonio founded WolfEye studios, which published its first title, Weird West, in 2022. Today, the studio is focused on an unnamed first-person RPG that promises to explore complex narratives.

When diving back into his personal library, Colantonio found a fascinating mix of tactical depth and chaotic fun. He recently explored titles like Mewgenics, which offered a unique turn-based combat metagame centered around managing legacies—a concept that, while initially confusing, proved deeply satisfying when it rewarded creative risk.

This penchant for tactical complexity led him to other deep-dive games like Into the Breach and XCOM. While he admits these aren’t his go-to designs, they are certainly games he enjoys playing.

His taste for immersive design is evident in how he views narrative choices. Stepping into the world of Cyberpunk 2077, he noted that while the production quality and visuals were incredible, the actual player choices often felt superficial. He observed a difference between games that merely offer dialogue options and those that genuinely deliver meaningful consequences—a lesson he associates with the depth found in titles like Deus Ex.

This exploration of design philosophy is perhaps best encapsulated by his appreciation for atmospheric gameplay, particularly stealth. He highlights how well games can utilize environmental mechanics; taking inspiration from Looking Glass, he admired the concept behind Dishonored‘s portals and sound propagation system, which offered an incredibly immersive alternative to traditional movement.

Ultimately, Colantonio reflects that being a picky gamer is inevitable. He admits that finding a game where every element aligns perfectly—from the atmosphere of Thief to the systemic depth of Baldur’s Gate 3—is a high bar. Yet, when he does find it, the experience is unforgettable.

Beyond gaming, Colantonio balances his time with creative pursuits, utilizing software like DaVinci Resolve for video editing. He also keeps a surprisingly practical piece of nostalgic tech installed: DiskState, a utility that visually maps out the hard drive space—a reminder that even in the digital world, clarity and organization remain paramount.