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Thread: Dishonored

  1. #21
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    Default Re: Dishonored

    Bethesda's Dishonored explodes: Video interview, screens, more
    Introducing Arkane Studios' first-person RPG

    Imagine a steampunk nightmare where you can kill your enemies using a combination of magic, stealth and exploding rats. Now stop imagining it, because Arkane Studios and Bethesdas' sandbox assassination simulator Dishonored lets you do exactly that.


    In our video interview Arkane founder and co-creative director Raphael Colantonio reveals all the details about this immersive first-person RPG, which gives you a murder-box of magical tools then leaves the method of butchery in your bloodied hands.

    The freedom in Dishonored goes deeper than just choosing how to hack up your enemies, though: "The player can arrive at a situation and make a choice," Raphael told us. "You have a mission, but then there are ways around it if you don't want to be evil."

    The dev team includes famous names like Deus Ex lead designer Harvey Smith and Viktor Antonov, the creative mind behind of Half Life 2's City 17. Dishonored promises to be more than just mindless slaughter; as Raphael says, "in our game there is this simulation dimension which is very important which lets you do it the way you want." Even with exploding rats.










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    Default Re: Dishonored

    Dishonored First Look Preview - Meeting a Supernatural Assassin

    From character customization to carnivorous rat summoning, developer Arkane Studios gives us a peek into the world of Dishonored



    At this year's QuakeCon convention, we finally got our first look at Dishonored, the upcoming first-person action game from developer Arkane Studios (Arx Fatalis). The hands-off demonstration was hosted by Arkane co-founders Harvey Smith and Raphael Colantonio. Before loading up the game, the pair explained that, in Dishonored, you control a supernatural assassin who has been wrongly accused of killing the empress. Your quest for redemption will take you through a series of missions that players will be able to approach in numerous ways, be it stealth, shooting, or something more exotic.

    One of the first things we saw in Dishonored was the massive, rotting carcass of a shark being ferried downstream. Right around the corner some guards busied themselves by tossing a pile of corpses into a river. These early scenes of death and decay set the tone for the rest of the demonstration. It was later explained that the city our character was in was suffering a plague that had wiped out half of its population so far. The rest were finding other ways to die, either from the hyper-aggressive guards or from the packs of carnivorous rats that roamed the streets. However, despite its miserable living conditions, the city itself looked impressive. With its cobblestone streets, boarded-up townhouses, and high-tech security checkpoints, it had a unique blend of 16th century London and Half-Life 2's City 17.

    Today's mission was to assassinate a crooked lawyer located in the legal district. Armed with only a knife, our character decided to stay out of sight by climbing over some crates onto an empty street. Mobility and stealth will both play large roles in Dishonored. Your character is more deadly than he is durable, so you'll need to pick your battles wisely or risk drawing attention to yourself and being overwhelmed. One of these choice fights was against three blokes assaulting a young woman. By blocking, parrying, and performing stealth kills our character gained adrenaline. Once he had enough he could perform a gruesome adrenaline kill--such as severing a man's head from his shoulders. This resource takes time to refill, Colantonio said, so in certain cases you may want to save the kill if you know a particularly hard enemy is nearby.



    Watching our character stab his way through three grown men caused the poor woman to panic and take off down a dark alley. However, she didn't get far before a pack of rats descended upon her and devoured her body. Rats are a big deal in Dishonored. In large groups, they will attack you unless you're standing under a light source. But when there's only one or two they can actually help you. When our character arrived at the lawyer's lavish estate, Smith explained that there were many paths we could take to get inside. Hopping across roof tops was one, kicking in the front door was another, but he decided to use a rat.



    This is where we got to see the supernatural half of our supernatural assassin. A large menu of special abilities was called up in the game and the possession power was selected. Smith explained this would let our character take over the minds of small animals. After using possession on a rat, the perspective changed to the rat's point of view as it scurried through a small hole in the manor. Once it found a secluded corner inside, the rat was released and our hero reformed where it stood. He then made a quick sweep of the house and stole a magical rune and some blue prints--all while avoiding the guards. On the top floor, he found the door to the target's office. Peeking through the keyhole confirmed the lawyer was inside, so our nimble assassin kicked the door down.

    Immediately after doing so, he activated another power: bend time. Everyone in the room froze. They were now locked in time and powerless to stop our hero from walking up and shooting each of them in the face. Time then resumed, the lawyer fell, and the sirens started blaring. Before the other guards in the house could reach the office, our character used yet another power, blink, to teleport himself out the balcony window and onto a nearby roof top. He then climbed down to the street level and used the blue prints to reprogram one of the guard's security gates. These transparent screens of electricity were designed to let guards through and deep fry everything else. Our character reprogrammed it to let him through instead. Of course, the pursuing guards found this out the hard way.
    As our hero made his escape, the developers took a moment to explain how character customization will work in Dishonored. "We don't like games that unlock powers for you at certain points," Smith said. Therefore, the game will feature a power economy where you can exchange runes (like the one stolen earlier) for new powers. Stronger powers require more runes, so you either save up for the big ones or arm yourself with a lot of lesser ones. You can also collect money and trade it in for new items and equipment to use on your missions. Then there's the bone charms. These items will provide small bonuses to your character, such as a slight improvement to movement speed. They are also randomized when you pick one up, so you never know what you're going to get.



    Just before he could reach the escape point, our assassin was ambushed by three armed guards. In response, he promptly used another power to summon a swarm of rats from the ground. These rodents promptly devoured the attackers on the spot, and we noticed a little message that said "Three guards killed, chaos increased." After the demonstration ended, the developers explained that chaos isn't meant to be a simple good or evil scale. Instead, it's being designed to respond to how the player behaves in the game. Everything, from the difficulty of future missions to the way the story unfolds, will be influenced by this rating. Dishonored will be released in 2012 for the Xbox 360, PlayStation 3, and PC.

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  3. #23
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    Default Re: Dishonored

    game ta supernatural type er i like games wich has a sence of reality in it... Powers tawars dia khala moja lagay na.... Just like the game Vampires: blood of the mascareed...

  4. #24
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    Default Re: Dishonored

    Nice. Looking forward to see the gameplay video.


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    Default Re: Dishonored

    Bethesda'r game, bola jaena kamon hobe?? Bethesda kintu er KUKIRTIr jonno onek famous.

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    Default Re: Dishonored

    Quote Originally Posted by Rumen View Post
    Bethesda'r game, bola jaena kamon hobe?? Bethesda kintu er KUKIRTIr jonno onek famous.
    yeah Buggy Bathesda

  7. #27
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    Default Re: Dishonored

    looks a lot like fo3

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    Default Re: Dishonored

    Bethesda to just publisher. Game buggy hoile it's not their fault.

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    Default Re: Dishonored

    Looks promising . . .

  10. #30
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    Default Re: Dishonored

    Quote Originally Posted by faisal.amir.bd View Post
    Bethesda to just publisher. Game buggy hoile it's not their fault.
    sheta thik but oder related recent game gula proti ta ee problematic or buggy...thats why bollam

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    Default Re: Dishonored

    Looks Fantastic........

  12. #32
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    Default Re: Dishonored

    Lol,graphics isn't that impressive :/

    Some pics look lame :S


  13. #33
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    Default Re: Dishonored

    New IP, ami etei khushi, getting sick of sequels...

  14. #34
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    Default Re: Dishonored

    New Dishonored screens, website launches
    Fresh shots from Bethesda's first-person action game

    Here are the latest screens from Dishonored, which is currently in development for PC, PS3 and Xbox 360 at Arkane Studios.

    Set to be published by Bethesda, it's described as a first-person action title which sees you "take on the role of a supernatural assassin drawn into a revolutionary organisation, setting you on a path of vengeance".



    The game's said to feature a city "littered with divergent pathways and guarded by unpredictable enemies, allowing for countless options to overcome obstacles".

    For more on the game, check out this video interview with co-creative director Raphael Colantonio, or hit the link below to visit Dishonored's newly launched website.














    [ Source: Dishonored ]


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    Default Re: Dishonored

    Dishonored: No-Kill Playthrough is Possible
    And more about Arkane's promising first-person action game.

    Games like Deus Ex and System Shock 2 are not easily labeled with genre tags. They occupy a strange middle ground in which elements of stealth, action and story are all blended together to varying degrees, though have a few common traits. Each game is designed to accommodate the unpredictability of player choice. The artificial intelligences that populate the worlds can be talked with, ignored, clubbed over the head, and generally dealt with in more interesting ways than simple first-person shooters would allow. Few playthroughs of identical content are exactly the same. The level designs are outstanding and always make exploration rewarding. They're single-player experiences, but while playing it never feels like you're alone.

    Now that Eidos Montreal's Deus Ex: Human Revolution is out, Thief 4 might presumably be revealed soon, BioShock Infinite is scheduled for next year and Human Head is taking Prey 2 along this path, this is an exciting time for any gamers who fondly remember the PC scene of the late 1990s and very early 2000s. We're in the midst of a renaissance of sorts, and one of the most interesting titles built in this style is Arkane Studios' Dishonored.



    Stick to the shadows for a non-lethal playthrough.



    Following Arx Fatalis and Dark Messiah of Might and Magic, Dishonored is the most striking in the studio's portfolio. In part that has to do with art style, thanks to the work of Viktor Antonov of Half-Life 2 fame. It's also because of the apparent depth of the gameplay which combines BioShock-like abilities and fearsome enemies with the ability to sneak and stick to the shadows. You play as Corvo, an ex-bodyguard on the run from authorities after being framed for the murder of an Empress he was supposed to protect. He'll take on missions through a richly detailed virtual space that mixes antique and futuristic elements with magical powers. Arkane is building a weird, dangerous world, as president and co-creative director Raphael Colantonio and co-creative director Harvey Smith explain.

    An important aspect of development, according to Smith, is creating a world that feels varied and responsive. Just because an area is peaceful doesn't mean it has to stay that way. You can go in and instigate violence if you want, which affects your Chaos rating. "Killing a guard is chaotic, but not very chaotic. Killing a maid, this creates more chaos," said Colantonio. "Ringing an alarm creates chaos. After some threshold we have consequences. Some of them are more like atmospheric effects like there are more rats, for example. Some of them have gameplay consequences like there are more guards patrolling the area. And some of them are story consequences like this ally may now betray you or instead be very excited. It's all linked to different effects all the way down to the endings."

    Though rats may seem like an odd detail for Colantonio to single out, urban rodents actually factor into the gameplay. The gradual integration of rats into the gameplay took place organically as the game was developed according to Smith. "We talked a lot about the plague and chaos and social breakdown. We talked about powers that made you a figure of darkness, and eventually we started calling the plague the rat plague. Then we started wondering what we could do with rats dynamically. They avoid light, they're attracted to bodies if you leave bodies out. If there are many of them they will veer off and attack somebody. If there are only a few they shy away. We don't do many things that are just ambient, cosmetic things in the background. If we can turn those into gameplay, why wouldn't we?"

    "And what if we could actually summon them?" added Colantonio. The result? In the current build of the game you can summon a swarm of rats that can consume foes in an especially grisly manner.


    If you don't care for stealth, fight with swords and guns.



    The source of Corvo's magical powers like rat summons, teleports and time manipulation has something to do with a character called The Outsider. Arkane isn't willing to say much at this point, but he'll serve as a link to the world of the supernatural. "In our world magic is not something that's very common," says Colantonio. "It's secretive, like The Witcher. But there are other people that have magic as well. Some of them will have the same powers you have."

    If you're more of a Thief-style of player and invested in only stealth skills in Deus Ex: Human Revolution, you can bypass the swords and guns combat of Dishonored in favor of a non-lethal approach. "Our goal is to let you ghost the game," said Smith. "The extreme extremes are slaughter everyone, high chaos, or ghost the game. No guard ever went 'Hey, what's that?' because you snuck by behind him or you stopped time and no alarm was ever sounded. You can actually complete the game without killing anyone. For all the key targets, all the assassination targets, there are more thorough behind-the-scenes alternate ways to eliminate them. Very few people will be at either extreme. Most will be somewhere in the middle, trying to set up a plan, trying to be sneaky then it all goes to hell. It gets messy for a while but then they try to rein it in. Whether they care about keeping things precise and surgical or not will probably dictate whether they're high chaos or low chaos."

    If you do decide to ditch the ultra-stealthy method and readily jump into high profile combat encounters, there'll be a number of ways to cut through enemies up to a certain limit. Colantonio doesn't want this turning into first-person God of War. "[Dishonored is] more about your choices and how you want to play rather than a combo, first-person melee combat game. At the end of the day, what we wanted was something really intuitive that doesn't require some weird need to double jump and then press back as I'm pressing A and B together." That means there won't be any complicated button input sequences to pull of special moves. Instead, most abilities are triggered by context. If you knock an enemy down, sneak up unnoticed or block just at the proper moment, you can follow up with an instant-kill attack. You can parry, but beyond the timing required to pull it off there won't be any especially complicated mechanics related to the melee combat.


    This might be a good time to run.


    Within each mission are there'll be multiple paths of progress. The obvious path is for those who want to get to the end, and more roundabout paths exist for those who like to explore, observe and execute creative solutions to accomplish goals. "Obviously the game has some sort of boundary that you can't go beyond," said Smith. "But if it's out in the river then we try to mark it with buoys. We try to do it as elegantly as possible. There are buildings where you can come out high on a balcony or a railing and get to the roof high enough where if you fall, you die. You can teleport from one roof to another, you can crawl along ledges, you can look for back doors. We're very much not into this canyon design, like a street with two buildings that are fake and you just stay in there."

    "We want you to be able to go in the building, go behind the building, get on the roof. In the demo there was a thug that fell jumping from roof to roof and died on the roof and was laying there with stuff around him. If you get on the roof you find that, and there's a note and some supplies, things like that. That's just for the exploration path, for the high mobility player."

    As far as upgrades go, there'll be a few paths to follow for gaining new abilities and becoming a more efficient killer (or lurker). Money can be collected in the world, as can ingredients that can be brought back to a mid-mission hub area and turned in for new items. Colantonio gave the example of picking up stealthier boots or upgrading a gun to shoot further. "Then you also have the runes. You spend runes to acquire supernatural powers. The more powerful the power, the more runes you have to spend. There will be no way for you to get all the powers. We made the economy so you have to make choices." Dishonored will also feature collectible bone charms with randomized bonuses. "Which is fun, because then every time you start a new game you will never quite have the same character."

    Dishonored is scheduled to be released some time in 2012 on PlayStation 3, Xbox 360 and PC. If the game winds up being as good as the first demo, it could be one of 2012's best titles. When asked whether there's a possibility of it showing up on Wii U, Colantonio responded, "Not at this point."


    Source


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    Possession,teleportation.. looks promising,jope they pull it ok
    Death comes to all livings


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    Thank god no Cod like shooter .
    FTW!!!!!!!!!!

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    Default

    latest exclusive info from gamespot



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    Debut Cinematic Trailer:



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    Gameta third person hole arekto valo hoto mone hoe na?
    btw valoi lagtase ekhon porjonto
    Death comes to all livings


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