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Thread: Dishonored

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    Talking Dishonored

    Bethesda announces Dishonored

    Bethesda has announced that Dishonored will release on PC, PlayStation 3 and Xbox 360 in 2012.

    Bethesda has announced Dishonored,a new first-person stealth action adventure game. The developer is Arkane Studios, which was bought by Bethesda parent company ZeniMax in August last year. Harvey Smith, one of the developers of the first two Deus Ex games, is co-creative director, reveals Game Informer. Viktor Antonov, who designed Half-Life 2's City 17, is also on board. "Dishonored is the antithesis of a edge-of-your-seat roller-coaster ride," Game Informer said.

    Game plot:

    "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."

    Bethesda is yet to announce release platforms or a launch window for the game.





    Source
    Last edited by Arif69; July 8th, 2011 at 02:13.

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    Default Dishonored

    Bethesda Announces Dishonored
    New first-person title coming next year.

    Bethesda Software today announced Dishonored, a new first-person title from Arkane Studios developed for PlayStation 3, Xbox 360, and PC.

    Dishonored is set for release in 2012.

    Bethesda’s next game is a first-person stealth/action adventure, and we’ve got the first look at it in GameInformer's upcoming August issue. There are dozens of reasons why you should care about this weird-looking game you've never heard of. A few of the most important ones are after the jump.

    Arkane Studios and founder Raf Colantonio have made memorable games in the past (Arx Fatalis, Dark Messiah of Might & Magic) that ultimately suffered from a lack of publisher support. Bethesda Softworks believes in their vision and is giving them all the time, money, and development help (regular meetings with guys like The Elder Scrolls' Todd Howard don't make your game worse) they need. Harvey Smith, one of the main minds behind the first two Deus Ex games and a legendary veteran of game development, shares the vision and is on board as Dishonored's co-creative director along with Colantonio. Viktor Antonov designed Half-Life 2's iconic City 17 and is lending his talents to Dishonored's world. This is a perfect storm for creating a game that shatters the mold that first-person action games have built for themselves in the mainstream.

    We've seen the game running, and now we share Colantonio and Smith's vision too. 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 a game we can't wait to tell you more about.
    On top of a world-exclusive look at a brand-new franchise, August is our E3 issue. We stormed the concrete crucible of the Los Angeles Convention Center and returned with previews of our top 50 games of the show, plus analysis of the major press conferences and new hardware.
    As always, we have a solid month of exclusive online content lined up to complement the extensive feature in GameInformer's print magazine.





    Source
    Last edited by anik_lc; July 8th, 2011 at 03:03.

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    Default Re: Dishonored

    Moved and merged!
    Last edited by coldfire7; July 8th, 2011 at 02:58.

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    Default Re: Dishonored

    I posted it about 30 minutes earlier than the first post. After editing the post, somehow it showing that it has been posted 9 minutes later. Is it a bug or what?

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    Default Re: Dishonored

    Quote Originally Posted by anik_lc View Post
    I posted it about 30 minutes earlier than the first post. After editing the post, somehow it showing that it has been posted 9 minutes later. Is it a bug or what?
    Time toh thik silo 2ta tei, time dekhai 2ta merge korsi..

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    Default Re: Dishonored

    Quote Originally Posted by anik_lc View Post
    Is it a bug or what?
    its the Bethesda Effect..

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    Default Re: Dishonored

    LMAO .Anyway the game plot looks very much interesting to me .Hoping something there would be new & exciting .

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    Default Re: Dishonored

    hmm looks interesting...onekdin valo kono first person stealth action adventure game khela hoy na. Hope this game will change that

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    Default Re: Dishonored

    game ta valo hobe asha kortesi ... but prblm hocche Bethesda ... tader Fallout game chara ar baki shob game normally flop khai ..


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    Default Re: Dishonored

    I will try it.........
    Society vaporizing - Uncreating, reprimanding
    Antithesis, preeminence, dead sacrament - Barbaric
    Rapture in peace, calm misery - Aberrant, sacrificing
    Origin - Antithesis

    Guilt upon the conscience,like rust upon iron, both defiles and consumes it, gnawing and creeping into it , as that does which at last eats out the very heart and substance of the metal. Amen!

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    Default Re: Dishonored

    interesting laglo concept ta.

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    Default Re: Dishonored

    Looks like survival horror :S


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    Default Re: Dishonored

    Hitman meets Mirror's Edge

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    Default Re: Dishonored

    Dishonoured? More like insulted.

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    Default Re: Dishonored

    Quote Originally Posted by coldfire7 View Post
    Time toh thik silo 2ta tei, time dekhai 2ta merge korsi..
    Nah. Time e problem chilo.
    Ami original post ta korar pore oita automatic Moderator Central e chole gesilo. Tarpore CvP ke bolsilam thread ta move korar jonne. Oi kotha ta bolar karone post added on dekhaise. Ar shei karone time add hoye post er time ta delay show korse. Ar ami to post korsilam jokhon tokhon bug chilo.
    (Rep kom pelam. ) Damn.

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    Default Re: Dishonored

    When you double posted, the post time is updated to latest post. When merging threads, the posts are sorted using timestamp.
    The abuse of greatness is when it disjoins remorse from power.
    Please do not PM me for support. You will NOT get a reply. Post in the relevant forum section.

  17. #17
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    Default Re: Dishonored

    i think this game is gonna bring more Dishonor to Bethesda.. still gonna wait for more details..

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    Default Re: Dishonored

    Quote Originally Posted by CvP View Post
    When you double posted, the post time is updated to latest post. When merging threads, the posts are sorted using timestamp.
    Hmm..
    There was an option to undo last post from last edited by option. But I can't find it anywhere! Only compare versions.

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    Default Re: Dishonored

    Getting To Know Dishonored



    Wrapping your brain around a new Halo or Mass Effect is easy enough. Understanding a new franchise like Dishonored is a little harder, and our cryptic cover probably didn’t help much. Read on to get a sense of what this stealth/action adventure from Arkane and Bethesda is about – and to see the first screenshot of the game.

    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 “chaos” system tracks how much collateral damage you cause, and the game world changes as a result of your actions. Unlike a light/dark side meter, though, it’s a behind-the-scenes element that affects story decisions without punishing the player or pushing them to play one way or another.

    When can I learn more?

    Soon! You can get ten pages worth of details in the print magazine, and we’ll be dropping new online content, from video interviews to an interactive map of Dishonored’s world, throughout the month. We asked a lot of questions, and Smith and Colantonio had a lot to say. For starters, on Wednesday we’ll share a video that breaks down why you should be interested in the team at Arkane even if you haven’t played any of their previous games.


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    Default Re: Dishonored

    New details in the wild
    Spells, gadgets and "analog AI" in first-person stealth/adventure

    New details on Bethesda's freshly-announced Dishonored have emerged, as US retailer mag Game Informer arrives in the hands of subscribers.

    Developed by Arkane Studios (Arx Fatalis, Dark Messiah of Might & Magic), due out in 2012 and first rumoured earlier this month, Dishonored is described as "a game about assassination where you don't have to kill anyone."

    The most exciting thing about the steampunk-enthused title, however, is the talent behind it; Arkane founder Raf Colantonio teams with Deus Ex lead designer Harvey Smith as co-creative director, while Viktor Antonov, the man who designed Half-Life 2's iconic City 17, is lending his talents to Dishonored's world.

    According to GI, the game has you playing as Corvo, the bodyguard of an Empress who's falsely imprisoned for her murder by the corrupt Lord Regent.

    But Corvo has a set of interesting supernatural powers, which players can combine to create interesting effects such as pausing time, summoning allied beasts or possessing an animal.

    Here are the GI details stripped bare, care of the chaps on NeoGAF:


    • 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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