Posted on July 13, 2011 AT 06:45am
New details regarding the recently announced Dishonored have today hit the Internet.
The game is being developed by Arkane Studios and is due out in 2012, the latest issue of GameInformer offers up some brand new details.
- 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
- 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
- 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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