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Arkane Dishonored 2 - Emily and Corvo's Serkonan Vacation

Morgoth

Ph.D. in World Saving
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Messages
36,007
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Clogging the Multiverse with a Crowbar
Today starts the EGX (Eurogamer Expo) and D2 will for the first time be playable to the deplorable rabble distinguished audience. In addition, there will be more events, so expect plenty of shitty cam-footage.

https://bethesda.net/#en/events/game/dishonored-2-goes-on-tour/2016/09/21/208

Dishonored 2 Goes on Tour
Dishonored fans in San Francisco, Los Angeles and New York are invited to come experience the world of Dishonored 2. During these celebrations, attendees will be able to play the game before its November 11 release; enjoy themed food, drinks and festivities; and be offered the chance to win a custom Dishonored 2 Xbox One or PlayStation 4.

WHAT
Karnaca Needs You! | Dishonored 2 Event Presented by GameStop
  • Exclusive hands-on with Dishonored 2
  • Scavenger hunt and a chance to win a Dishonored 2 custom Xbox One or PlayStation 4
  • Themed food, drinks and photo opportunities
  • T-shirt giveaway in all cities, swag and more
  • LA exclusive: live shirt screen printing
WHEN & WHERE
San Francisco | Wednesday, September 28
Los Angeles | Monday, October 3
  • 7pm - 11pm PT
  • The Edison | 108 W 2nd St #101, Los Angeles, CA 90012
New York | Thursday, October 6
  • 6pm - 10pm ET
  • The Jane | 113 Jane St, New York, NY 10014
Admission is free for all three events and open to people of all ages. Entry will be provided on a first-come first-serve basis. To RSVP for any of the three events, sign up here.

Dishonored2_TourInvite_500x1000.jpg
 

Siel

Arcane
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Joined
Aug 25, 2013
Messages
906
Location
Some refined shithole
Dishonored 2 hands-on: brutal, ludicrous, fiendish, amazing

At EGX 2016 we got to go hands-on for the first time with Arkane’s Dishonored 2. As it offers two playable characters, Matt and Alex decided to take one each and play through the same level. Here are their impression of playing as returning hero Corvo and new heroine Emily.

Corvo

I saved a life and took many more during my time with Dishonored 2’s clockwork mansion, a baffling and intricate mission where the entire level is designed as one giant puzzle – complete with deathtraps and brutal enemies. It seems years since I last played around in Arkane’s mad steampunk world, but it has an air of familiarity about it. It’s alive with sinister, mean-spirited enemies and intricate, obsessively detailed oddities. A curiosity shoppe of razor sharp fancy goods.

dishonored_2_e3_2016_screens_10.jpg

“Mistime a block and you’ll get a blade through your chest. Deflect an enemy sword and you can send him sliding across the floor with his own blood as lubrication.”

You have two objectives when you enter the clockwork mansion; rescue a prisoner and eliminate a chap called Kirin Jindosh. Jindosh is seemingly a genius who can’t help taunting Corvo, offering clues to the player as you explore the mechanical architecture, where the pull of a lever alters the layout of entire rooms and floors.

Playing as Corvo with a more aggressive style pushed me to approach the first confrontation a little more ballsy to begin with. Pistol cracks put guards down quickly, swords pierce limbs and follow up with a swift decapitation. Dishonored 2’s hand-to-hand combat is visceral and final; mistime a block and you’ll get a blade through your chest. Deflect an enemy sword and you can send him sliding across the floor with his own blood as lubrication.

Jindosh has his automaton guards too; spindly robots with blades for arms. Take their heads off and they keep on coming, using sound to to track you down. They’re more deadly than any human guard (who aren’t to be under-estimated) and you need to either take them down quickly with everything you’ve got, or avoid confrontation entirely.

dishonored_2_e3_2016_screens_2.jpg

In the lower level of the mansion, rescuing a prisoner requires that you rearrange a maze to reach his cot, while trying to stay out the way of a one of these robotic guards. Time it carefully and you can block the guard in a room and break the prisoner to freedom. Or accidently trap yourself in the same room, impaled on twin blades.

I used brute force for all of this, until I was all out of bullets and bolts. Once the prisoner was safe, reaching the top of the mansion to assassinate Jindosh felt a lot more daunting knowing I wasn’t nearly as well-armed as I began. But it turned out the moving walls, rotating rooms and disappearing stairs weren’t as hard to navigate as they initially appear. Just keep going up and Jindosh himself guides you to his location, as you move through his chambers and finally the laboratory where you find him flanked by robotic guards.

It turns out I was carrying four grenades that I hadn’t even realised I could use. This mission isn’t too far deep into the game but I already had an abundance of powers and weapons, perhaps too many. My first approach was to try to distract the guards and kill Jindosh but they flanked me and sliced me apart. A quick save later and I just stood in a doorway and tossed four grenades at the group, nuking all three of them and completing my final objective with crude force. The intricacy of the clockwork mansion all but pointless as my foes burst into flames.

dishonored_21.jpg

It almost seemed like a cheat. Here I am, equipped with magnificent and inventive talents and yet all I did was toss explosives. But throughout my rushed playthrough I caught glimpses of other ways to play; alternative routes, the ability to get behind the moving walls and inside the mechanics of the mansion, sneak attacks, duping guards, and avoiding confrontation entirely. That was the beauty of this level, that I could see more ways to play when I return again. And I do want to return to Jindosh’s mansion again.

Emily

When I learned that the Dishonored 2 hands-on at EGX was to be with the awesome looking clockwork mansion level that Harvey Smith guided us through at GamescomI was pretty pleased. This was a level I’d already seen in some capacity and thus wasn’t spoiling more of the game for myself, but I also had a broad idea of how the level worked from that quick Gamescom fly-through.

Much of my experience has already been recounted above in the section on Corvo’s play through the level. The basic set-up is the same, with your character of choice tasked with two objectives – rescuing one man and one way or another taking down another.

“Even after making full use of only using a few of her powers the difference having Emily available to play makes to Dishonored’s gameplay becomes obvious.”

I tend to play these games in a very methodical, stealthy fashion when I play for real, often shooting for those lovely no kill pacifism achievements, but I let that go out of the window here. Time was short and more importantly it’s been a long time since I touched a Dishonored game.

I die pathetically early on and have to rethink my strategy as I get used to Emily’s new powers and Dishonored’s slower and more thoughtful basic movement speed. It’s quite the change after playing Deus Ex: Mankind Divided, which is similar at a superficial level and in terms of series lineage but also features a protagonist who zips around at super-human speed. Here, crouch-walking is slow. You have to be much more careful, and Dishonored is quick to remind me as much.

Quickly it starts to click, and while Corvo’s powers have been reworked from those in the first game, I quickly become convinced that Emily might be the character for me. While I didn’t play non-lethally, I did make an effort to stay in the shadows and strike from there with a decisive deadliness. After some stumbling around getting used to Dishonored’s controls again (oh, how many times I clicked in the right stick to crouch – wrong) everything started to click and I was loving how she plays.

My favourite skill of hers is Domino, a skill which ensures that any enemies you tag with it all share the same fate. This lets you tag two or three guys and then slice one in half and they’ll all get sliced in half. It’s ludicrous and brilliant. I love it.

There are other powers I get less use out of in this particular scenario – I only use the stealth-aiding Shadow Walk once, for instance, but even after making full use of only using a few of her powers the difference having Emily available to play makes to Dishonored’s gameplay becomes obvious.

Dishonored_23.jpg

The most useful of her unique skills is Far Reach. This can be functionally used as a stand-in for Corvo’s blink ability as it lets Emily quickly travel around levels, but it can also be targeted directly at enemies and used to drag them towards you. There’s little more satisfying than yanking one towards you and essentially holding out your blade so their neck conveniently lands on it.

Far Reach’s true potential becomes clear when after triggering one of the clockwork house’s transformations – you use Far Reach to zip in an otherwise unreachable gap, dropping out of the intended area of the house and behind the scenes. Suddenly everything is less pretty and more industrial: this is a side of the incredible house its in-universe designers never intended anyone to see. This is something director Harvey Smith touched on in our interview, but seeing it in person it becomes clear what a cool touch this is both for world-building and for stealth gameplay opportunities.

This is just one gimmick of this one level, of course – and the idea is that each level will have something unique in this vein such as the soft time travel mechanic shown at Bethesda’s E3 presentation. This is an exciting concept, as this level’s gimmick is handled extremely well indeed.

The presentations in the past have all been convincing, but it’s always nice to get hands-on with a game and feel similarly reassured that it’s actually fun to play. The promises made at the various E3 and Gamescom presentations I’ve seen appear excitingly intact. I may have been a clumsy idiot in the first few minutes I had with Dishonored 2, but quickly it clicked again. I’m now very interested in and am looking forward to playing more.

https://www.vg247.com/2016/09/22/dishonored-2-hands-on-brutal-ludicrous-fiendish-amazing/
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,070
I kinda dislike they do all or nothing approach. You have high chaos ending, and didn't kill anyone ending. And there is not high chaos, but cause the country to have future ending. Basically they didn't went into punishing these who didn't use brain and didn't choose according to story, instead of no kill playtrough, or murdering left and right without thinking.

Basically they might be even smart enough to imply the current problem in D2 were caused by someone who sneaked around and did zero kills, which caused few guards to not give a fuck, which has domino effect which resulted in D2 story.
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,790
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Do we know if the despawning unconcious enemies issue has been fixed? It robs me of all satisfaction if I stuff people in trash containers but after a certain number they just start to vanish.
 

Belegarsson

Think about hairy dwarfs all the time ( ͡° ͜ʖ ͡°)
Patron
Joined
Oct 20, 2015
Messages
1,261
Location
Uwotopia
Steve gets a Kidney but I don't even get a tag.
Haven't been following the game closely. Anyone knows if the heart is still in the game?
 

Garrettt

Educated
Joined
May 22, 2014
Messages
58
One thing i'm a bit lost on is how stealth is going to be handled, nearly every shot of Karnaca is quite bright and set in the day time. That's going to either making stealth look stupid (guards missing you in plain sight during the day) or discourage it. Dunwall was dark and closed most of the time so it wasn't a problem, but Karnaca is bright and open.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
One thing i'm a bit lost on is how stealth is going to be handled, nearly every shot of Karnaca is quite bright and set in the day time. That's going to either making stealth look stupid (guards missing you in plain sight during the day) or discourage it. Dunwall was dark and closed most of the time so it wasn't a problem, but Karnaca is bright and open.
Many levels are as bright as it is shown on Dishonored 2, Dishonored doesn't use a shadow based stealth system, it is all line of sight.
 

Infinitron

I post news
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Messages
99,631
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.finder.com.au/players-wont-understand-dishonored-2-interview

“Players won’t understand Dishonored 2 till they play it twice” claims Harvey Smith
It’s one of the biggest blockbusters of the year, and Dishonored 2’s creator wants you to play it at least twice.

Releasing on November 11 on Xbox One, PlayStation 4 and PC, Dishonored 2 is one of the year’s most anticipated titles. Published by Bethesda and developed by Arkane Studios, it doesn’t follow directly on from the 2012 original. Instead it begins 15 years after the events of that game. Original hero Corvo remains in the picture, but he is joined by daughter Emily, in the new location of Karnaca, a seaside port in the Empire of the Isles. This further adds to the already impressive amount of player choice in Dishonored by providing a whole new playable character with her own set of skills to enjoy.

We’ve previously gone in-depth on how Dishonored 2 ups the ante on player choice, but we also got a chance to interview Arkane Studios’ co-founder and games industry legend Harvey Smith. During our chat, he drove home just how far the team has gone down the player choice rabbit hole. He says you can't find enough runes to acquire half the powers on one play-through, and that you only see about 25% of the game. In fact, Smith believes there is so much content in Dishonored 2 you miss out on due to the choices you must make, that you need to play it twice just to understand it all.

So at the start of each mission, do you choose to play as Emily or Corvo?
I’m so glad you asked that as we have somehow miscommunicated how it works. At the beginning of the game you play as Emily for a moment; so you see Emily no matter what. Then there is a branching moment and you choose either Corvo or Emily, and you are stuck with that for the rest of the game. So you could be Emily all the way to the end, improving her powers and investing in low or high chaos, or you could be Corvo. And the other character doesn’t walk along with you or anything like that; you leave them behind. So you are committed to one or the other.

Are you therefore hoping that players will commit to going through Dishonored 2 twice?
Well we have a large group of players who buy the game, go through it once, make some decisions and that’s it. They choose Possession and Rat Swarm, they kill a lot of dudes and go high chaos, then finish the game and say, “that’s it, I’m done.” Or they go the opposite and they are stealth players, who upgrade their Blink and sneak past everybody and finish the game without killing anyone, then stick it on their shelf and they are done.

But we do have a lot of players who go through many times, because in Dishonored you cannot see everything at once. You probably only see 25% of the game if you play it once. There’s a path on the right; a path over the roof; a path on the left; or maybe you just possessed a fish and swam around in the river. And you can’t do all of them; you have to choose one. Plus you can play violently, or sneakily, or a combination of the two. And since none of it is scripted, and guys on patrol routes can get distracted on their way, even just stopping to warm their hands in the fire. It’s all so dynamic. Every time you play Dishonored 2 it is different as you find different paths, buy different powers, go high or low chaos and play as Corvo or Emily. Also, when The Outsider offers you his mark, you may say no.

So previously some people played once, some people played many times, but in Dishonored 2 there is even more reason to play it again. And I think players won’t understand Dishonored 2 till they play it twice, because there is so much overt conversation that you can miss, and lore to read and even just understanding the environment’s impact on the storytelling. Plus, there are all these powers and you don’t get enough runes to buy all of them; you can’t even buy half of the powers in one playthrough.

Given how much fun we had with the first game and all the improvements and additions coming to this sequel, the concept of having to play it twice hardly seems like a punishment. I’m sure Smith is over exaggerating your inability to understand the game with just one playthrough, too, but it’s great to hear how much depth is on offer for fans. In fact, given the way Dishonored 2 forces you down one character path or the other, this depth was necessary to motivate players to experience both the Corvo and Emily sides of the coin.
 
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Latelistener

Arcane
Joined
May 25, 2016
Messages
2,624
One thing i'm a bit lost on is how stealth is going to be handled, nearly every shot of Karnaca is quite bright and set in the day time. That's going to either making stealth look stupid (guards missing you in plain sight during the day) or discourage it. Dunwall was dark and closed most of the time so it wasn't a problem, but Karnaca is bright and open.
Many levels are as bright as it is shown on Dishonored 2, Dishonored doesn't use a shadow based stealth system, it is all line of sight.
I read somewhere that shadows can actually help you to stay hidden on long distances, but yeah, that's about it.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
One thing i'm a bit lost on is how stealth is going to be handled, nearly every shot of Karnaca is quite bright and set in the day time. That's going to either making stealth look stupid (guards missing you in plain sight during the day) or discourage it. Dunwall was dark and closed most of the time so it wasn't a problem, but Karnaca is bright and open.
Many levels are as bright as it is shown on Dishonored 2, Dishonored doesn't use a shadow based stealth system, it is all line of sight.
I read somewhere that shadows can actually help you to stay hidden on long distances, but yeah, that's about it.

Currently replaying Dishonored. One of the loading tips says exactly this. And yeah, most levels are rather bright.
 

pippin

Guest
https://www.finder.com.au/players-wont-understand-dishonored-2-interview

“Players won’t understand Dishonored 2 till they play it twice” claims Harvey Smith
It’s one of the biggest blockbusters of the year, and Dishonored 2’s creator wants you to play it at least twice.

Releasing on November 11 on Xbox One, PlayStation 4 and PC, Dishonored 2 is one of the year’s most anticipated titles. Published by Bethesda and developed by Arkane Studios, it doesn’t follow directly on from the 2012 original. Instead it begins 15 years after the events of that game. Original hero Corvo remains in the picture, but he is joined by daughter Emily, in the new location of Karnaca, a seaside port in the Empire of the Isles. This further adds to the already impressive amount of player choice in Dishonored by providing a whole new playable character with her own set of skills to enjoy.

We’ve previously gone in-depth on how Dishonored 2 ups the ante on player choice, but we also got a chance to interview Arkane Studios’ co-founder and games industry legend Harvey Smith. During our chat, he drove home just how far the team has gone down the player choice rabbit hole. He says you can't find enough runes to acquire half the powers on one play-through, and that you only see about 25% of the game. In fact, Smith believes there is so much content in Dishonored 2 you miss out on due to the choices you must make, that you need to play it twice just to understand it all.

So at the start of each mission, do you choose to play as Emily or Corvo?
I’m so glad you asked that as we have somehow miscommunicated how it works. At the beginning of the game you play as Emily for a moment; so you see Emily no matter what. Then there is a branching moment and you choose either Corvo or Emily, and you are stuck with that for the rest of the game. So you could be Emily all the way to the end, improving her powers and investing in low or high chaos, or you could be Corvo. And the other character doesn’t walk along with you or anything like that; you leave them behind. So you are committed to one or the other.

Are you therefore hoping that players will commit to going through Dishonored 2 twice?
Well we have a large group of players who buy the game, go through it once, make some decisions and that’s it. They choose Possession and Rat Swarm, they kill a lot of dudes and go high chaos, then finish the game and say, “that’s it, I’m done.” Or they go the opposite and they are stealth players, who upgrade their Blink and sneak past everybody and finish the game without killing anyone, then stick it on their shelf and they are done.

But we do have a lot of players who go through many times, because in Dishonored you cannot see everything at once. You probably only see 25% of the game if you play it once. There’s a path on the right; a path over the roof; a path on the left; or maybe you just possessed a fish and swam around in the river. And you can’t do all of them; you have to choose one. Plus you can play violently, or sneakily, or a combination of the two. And since none of it is scripted, and guys on patrol routes can get distracted on their way, even just stopping to warm their hands in the fire. It’s all so dynamic. Every time you play Dishonored 2 it is different as you find different paths, buy different powers, go high or low chaos and play as Corvo or Emily. Also, when The Outsider offers you his mark, you may say no.
So previously some people played once, some people played many times, but in Dishonored 2 there is even more reason to play it again. And I think players won’t understand Dishonored 2 till they play it twice, because there is so much overt conversation that you can miss, and lore to read and even just understanding the environment’s impact on the storytelling. Plus, there are all these powers and you don’t get enough runes to buy all of them; you can’t even buy half of the powers in one playthrough.

Given how much fun we had with the first game and all the improvements and additions coming to this sequel, the concept of having to play it twice hardly seems like a punishment. I’m sure Smith is over exaggerating your inability to understand the game with just one playthrough, too, but it’s great to hear how much depth is on offer for fans. In fact, given the way Dishonored 2 forces you down one character path or the other, this depth was necessary to motivate players to experience both the Corvo and Emily sides of the coin.


This is a shit statement considering people barely even play their games once these days.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,798
https://www.finder.com.au/players-wont-understand-dishonored-2-interview

“Players won’t understand Dishonored 2 till they play it twice” claims Harvey Smith
It’s one of the biggest blockbusters of the year, and Dishonored 2’s creator wants you to play it at least twice.

Releasing on November 11 on Xbox One, PlayStation 4 and PC, Dishonored 2 is one of the year’s most anticipated titles. Published by Bethesda and developed by Arkane Studios, it doesn’t follow directly on from the 2012 original. Instead it begins 15 years after the events of that game. Original hero Corvo remains in the picture, but he is joined by daughter Emily, in the new location of Karnaca, a seaside port in the Empire of the Isles. This further adds to the already impressive amount of player choice in Dishonored by providing a whole new playable character with her own set of skills to enjoy.

We’ve previously gone in-depth on how Dishonored 2 ups the ante on player choice, but we also got a chance to interview Arkane Studios’ co-founder and games industry legend Harvey Smith. During our chat, he drove home just how far the team has gone down the player choice rabbit hole. He says you can't find enough runes to acquire half the powers on one play-through, and that you only see about 25% of the game. In fact, Smith believes there is so much content in Dishonored 2 you miss out on due to the choices you must make, that you need to play it twice just to understand it all.

So at the start of each mission, do you choose to play as Emily or Corvo?
I’m so glad you asked that as we have somehow miscommunicated how it works. At the beginning of the game you play as Emily for a moment; so you see Emily no matter what. Then there is a branching moment and you choose either Corvo or Emily, and you are stuck with that for the rest of the game. So you could be Emily all the way to the end, improving her powers and investing in low or high chaos, or you could be Corvo. And the other character doesn’t walk along with you or anything like that; you leave them behind. So you are committed to one or the other.

Are you therefore hoping that players will commit to going through Dishonored 2 twice?
Well we have a large group of players who buy the game, go through it once, make some decisions and that’s it. They choose Possession and Rat Swarm, they kill a lot of dudes and go high chaos, then finish the game and say, “that’s it, I’m done.” Or they go the opposite and they are stealth players, who upgrade their Blink and sneak past everybody and finish the game without killing anyone, then stick it on their shelf and they are done.

But we do have a lot of players who go through many times, because in Dishonored you cannot see everything at once. You probably only see 25% of the game if you play it once. There’s a path on the right; a path over the roof; a path on the left; or maybe you just possessed a fish and swam around in the river. And you can’t do all of them; you have to choose one. Plus you can play violently, or sneakily, or a combination of the two. And since none of it is scripted, and guys on patrol routes can get distracted on their way, even just stopping to warm their hands in the fire. It’s all so dynamic. Every time you play Dishonored 2 it is different as you find different paths, buy different powers, go high or low chaos and play as Corvo or Emily. Also, when The Outsider offers you his mark, you may say no.
So previously some people played once, some people played many times, but in Dishonored 2 there is even more reason to play it again. And I think players won’t understand Dishonored 2 till they play it twice, because there is so much overt conversation that you can miss, and lore to read and even just understanding the environment’s impact on the storytelling. Plus, there are all these powers and you don’t get enough runes to buy all of them; you can’t even buy half of the powers in one playthrough.

Given how much fun we had with the first game and all the improvements and additions coming to this sequel, the concept of having to play it twice hardly seems like a punishment. I’m sure Smith is over exaggerating your inability to understand the game with just one playthrough, too, but it’s great to hear how much depth is on offer for fans. In fact, given the way Dishonored 2 forces you down one character path or the other, this depth was necessary to motivate players to experience both the Corvo and Emily sides of the coin.

This settles it. I'm not buying this shit.

I already got burned with DX:MD and I'm not in the mood to repeat that shit.

Edit: Maybe DX:MD is a better name than Deus Ex: Mankind Divided. Why is everybody so touchy !? :)
 
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