Dishonored 2 (PC/X1/PS4)

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Dishonored 2 (PC/X1/PS4)

Postby Prey » Thu Jul 07, 2011 3:50 pm

Arkane Studios was working on a new game when it was acquired by Bethesda parent company ZeniMax last August, and now we finally know a little about it. The maker of Arx Fatalis and Dark Messiah of Might and Magic has been busy working on Dishonored.

Very few details are offered, with Bethesda simply describing it as "an all-new first-person action game." However, Game Informer magazine, which features Dishonored as its August cover game, elaborates a little, describing it more excitingly as a "first-person stealth/action adventure."

Deus Ex lead designer Harvey Smith is creative director on Dishonored with Arx Fatalis lead designer Raphael Colantonio. Arkane has also drafted the artistic eye behind Half-Life 2's stunning dystopian City 17, Viktor Antonov.

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Here's how Game Informer describes Dishonored, which sounds a wee bit fantastic:

Dishonored is the antithesis of a edge-of-your-seat roller-coaster ride. It's a game about assassination where you don't have to kill anyone. It's a game about infiltration where you can set up traps and slaughter the entire garrison of an aristocrat's mansion rather than sneak in. It's a game about brutal violence where you can slip in and out of a fortified barracks with nobody ever knowing you were there. It's a game about morality and player choice where the world you create is based on your actions, not navigating conversation trees.

Dishonored is scheduled for release on PC, Xbox 360, and PlayStation 3 in 2012.

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Postby Liam » Thu Jul 07, 2011 3:57 pm

Wow, it sounds pretty amazing. Even before I read the text I thought City 17 looking at that concept art.

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Postby Wolfy » Fri Jul 08, 2011 6:23 am

Deus Ex stuff in a City 17-style environment?

Boner complete.
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Postby JohnyHumf » Fri Jul 08, 2011 9:55 am

Liking the sound of it, definitely one to keep an eye on.

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Postby Adam » Fri Jul 08, 2011 10:12 am

Arx Fatalis had loads of promise. This could be good.
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p.s. - I am wanking as I write this

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Postby Prey » Tue Jul 12, 2011 1:02 pm

New details...

[quote]Who are you?
Players take on the role of Corvo, the Empress’ legendary bodyguard. As the game starts, Corvo is falsely imprisoned for her murder. What the corrupt Lord Regent behind the coup didn’t realize is that Corvo is legendary for a reason. He’s not only a skilled combatant accomplished in the art of not being seen, but Corvo has a suite of supernatural powers that combine with his natural talents and unusual gadgets to make him one of the most lethal men in the known world.

Why should you care?
Even if you haven’t played them, you’ve undoubtedly heard of Thief and Deus Ex. One of the main minds behind those two games, Harvey Smith, is the co-creative director of Dishonored along with Raf Colantonio, the founder of developer Arkane Studios. The two share a vision of a game that gives players the power to be creative with their skills and tactics, and invites them to come up with interesting solutions to the obstacles in front of them. Arkane is known for its immersive first-person gaming (Arx Fatalis, Dark Messiah of Might & Magic), and the power of a talent-driven publisher in Bethesda (The Elder Scrolls IV: Oblivion, Fallout 3) behind the team is promising.

How are they going to do that?
Dishonored has several major elements that combine to create its unique gameplay: mobility, powers & gadgets, environment, and AI. The trick is that a single power doesn’t just do damage or heal you. You can combine them organically to create interesting effects. Stop time and knock a bunch of stuff off a table in one direction then book it in another, so the guards search for you in the wrong place. Summon a swarm of rats to attack one guard, but possess one of the rats and escape in the chaos. Every problem has as many solutions as you want it to.

What’s the catch?
It’s an assassination game that reacts to how violent you are. An unusual “chaosâ€

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Postby JohnyHumf » Tue Jul 12, 2011 1:12 pm

Bit more Steampunk than I was expecting, but looks like it's worth keeping an eye on all the same. Any word on when a trailer will be out?

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Postby Liam » Tue Jul 12, 2011 1:13 pm

It's like all the best games developers ever making a game with the best bits of every other game ever.

It can only fail.

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Postby Prey » Wed Jul 20, 2011 6:00 pm


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Postby Liam » Wed Jul 20, 2011 6:10 pm

Do we know what the engine is yet? It looks a lot like Source.

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Postby Rossell » Wed Jul 20, 2011 7:14 pm

I swear thats Source water.

But it looks so good. HALF-LIFE 3 NOW PLEASE.
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Postby Prey » Wed Jul 20, 2011 8:39 pm

It's not Source I'm afraid guys. It's actually a custom built version of the Unreal Engine.

More about the game...

The Outsider: "This supernatural being is the source of all magic in Dishonored's world, including the many powers at the player's disposal." It's described as being "part devil, part angel, and entirely ambiguous." They mention that you will meet the Outsider at some point.

The Heart: "The so-called heart is a mystical object that beats faster as you face your objectives, giving the player some basic guidance to keep them on track in Dishonored's large levels. More disturbingly, it whispers directly into your mind, pulling secrets from the consciousness of others and sensing interesting things within the world that lie beyond mortal senses." They note that you can learn something about every named character in the game with it and that using it may come with consequences.

The powers that you do have won't include stuff like fireballs. One of the powers gives you the ability to summon a swarm of AI controlled rats that react realistically in the world. They'll clean the bones of downed enemies which will make it easier for you to hide them. They point out that the swarm could cause trouble for the player if an NPC freaks out since that could cause more guards to come to the area. The rats can also attack the player if there isn't a more appealing target. You can also possess one of them in order to escape through tunnels

You'll be able to possess animals or humans. Humans will have to be unaware of your presence in order to possess them

Other powers will include Bend Time, Windblast ect.

Powers can be upgraded with runes. They note that you won't find enough runes on a single playthrough to upgrade everything.

Gadgets will include spring razor traps, sticky grenades, and different types of ammunition like sleep darts.

You'll be able to collect whalebone charms that will give you certain buffs like mana refill or a health boost. You'll only be able to find "12 or so" of the 40 whalebone's in a single playthrough. They'll be selected randomly from a master list.

They refer to the AI as "analog AI". They'll have a number of characteristics that are modified on the fly instead of having a simple alert or neutral as you find in most games. One example is that two guards talking to each other will have narrower "vision cones" and their hearing will be duller in comparison to a guard patrolling on his own. Light, mental state, ambient noise ect. will all impact how the AI reacts.

They're trying to avoid having the player feel like the AI is cheating. One way they're doing that is by rarely spawning new enemies, and when they do it'll only be because an alarm went off. When they do spawn they'll try to make it realistic such as having reinforments come through the backdoor of a mansion instead of just magically having them pop up near the player.

They talk about different ways to disable a watchtower. One is a traditional way of avoiding the spotlight and enemies while moving slowly. "In Dishonored, however, you could alternatively climb a building and use a combination of celerity (supernatural speed), your natural double-jump, and blink (a short-range teleport) to cover a surprising distance in the air and land on the top of the tower itself."

Their lead level designer wanted them to remove celerity-double jump-blink combo once he saw it being used because of a fear that people would use it to get out of the map

They note that the levels are designed to encourage a lot of vertical experimentation

On the type of experience that they want to deliver "Games can either be described as rollercoasters - which is all crafted and very high-drama - or that time when you were 16 and you and your friend broke into an abandoned house and you had the most intense moments waiting for the door to open, and then there were moments where, 'Ah, I expected something grand to happen but nothing happened; it was just an empty room.'" He (Harvey Smith) said that they want the latter.

Listening to random conversations going on in the world may give you hints on how to complete objectives differently

At one point in their demo they were shown a thug going after a woman in an alley. If the player just went right in they'd be ambushed by the thugs friends. You have multiple ways to rescue her, one of which is to find and take out the ambushers before rescuing the woman

You can go around causing a lot of bloodshed or you can go with a much more clean/stealthy route. Causing lots of bloodshed will cause chaos in the world. "You'll be notified when your actions have raised or lowered the level of chaos, but it's an under-the-hood story mechanics rather than an explicit light/dark or paragon/renegade score with gameplay effects."

"Whatever the specifics may be, the fate of this grim world is determined over a linear series of levels that largely revolve around eliminating one target or another within the Lord Regent's corrupt regime. This isn't an Elder Scrolls game that turns you loose to explore the world at your leisure, though everyone's experience will be different as they choose their path and affect the simulation in radically different ways based on their gameplay choices."

There are only a few dialogue choices in the game and they only come up when you need to make a real choice. Most of the cutscenes are handeled while you stay in first person.

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Postby Prey » Mon Jul 25, 2011 8:18 pm

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There will be no checkpoints.
How one performs a task will affect the following: if you slay everyone without hiding the body, you will steadily mount "Chaos".
NPCs will behave differently with you based on your actions and the guards will randomly search you.
There are several ways to complete any given mission.
Last edited by Prey on Mon Jul 25, 2011 8:22 pm, edited 1 time in total.

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Postby Quietman » Mon Jul 25, 2011 8:21 pm

Makes me think of if Bioshock: Infinite was made in the Source engine
IMO :P :wink: :P :wink: :P :wink:
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Postby Prey » Sun Jul 31, 2011 11:48 am


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