Details on this year’s tournament just went out in a press release. Highlights below…
July 13, 2012 (Rockville, MD) – The world’s most competitive QUAKE LIVE® players will come together to go head-to-head at QuakeCon® 2012, being held August 2-5 at the Hilton Anatole in Dallas, Texas. Vying for their share of over $30,000 in prize money, top professionals will compete in the QUAKE LIVE Duel Invitational Masters Championship as well as the Intel-sponsored QUAKE LIVE Capture the Flag Open, QUAKE LIVE Amateur Duel and QUAKE LIVE Random Draw Free For All tournaments.
QuakeCon, which is free and open to the public, brings together some of the the greatest players in the world to participate in highly-competitive tournaments. Matches will also be broadcast live each day of the competitions on large screens with play-by-play commentary from this year’s shoutcasters who will be unveiling the excitement, energy, and behind-the-scenes chaos that unfolds, with live match coverage, player interviews and expert analysis.
Rocket jump below to learn this year’s tourney lineup.
In Dishonored, using the Bend Time ability allows Corvo to slow down the action and take a more tactical approach to various scenarios. Inspired by the game, tmdoodleschannel’s video on YouTube demonstrates a bizarro version of Bend Time — letting viewers see his fan art created in a matter of minutes.
Co-creators Raphael Colantonio and Harvey Smith return to answer more of your Dishonored questions.
Q:Are there ways to distract enemies or lure them? (Anthony T.)
A: Enemies respond to sound, so firing a crossbow bolt into the wall or throwing a bottle will cause an enemy to come investigate.
Q:How will climbing/parkour work in the game? (Angela E.)
A: We’re not a parkour game (in the sense of wall running) so much as a supernatural jump/blink-teleport/climb up game. We do also have lean and slide, which feel good and support stealth. Our climb is more like a pull up, allowing you to grab ledges or the top of small structures. Vertical space and exploration are important in the game, for sure.
Q:Will Corvo’s opponents have supernatural abilities? (Carcharoth)
A: A few. The Outsider shows up to people who are potentially pivotal in some way, marking them and granting access to supernatural powers. Each person marked has access to different powers.
Q:Are Corvo’s powers available 100% at the beginning? If not, how are they made available? (Carcharoth)
A: Not at the start; developments through the game make the supernatural powers available. And the way they work is through a Rune economy. During gameplay, you’ll search for runes that allow you to obtain or upgrade powers.
Q:How many discs will Dishonored be on Xbox 360? (Luis A.)
QuakeCon 2011 had faster-than-ever streaming and networked gameplay thanks to services provided by AT&T. In a press release that went out this morning, we’re excited to announce you’ll get the same great experience at QuakeCon 2012!
QUAKECON AND AT&T REUNITE TO PROVIDE ULTIMATE GAMING EXPERIENCE
AT&T Network Returns for 2012 to Provide Blazingly Fast Content Streamingand Greater Fan Interactivity
July 9, 2012 (Rockville, MD) — id® Software and Bethesda Softworks® are pleased to announce that AT&T is returning for the second consecutive year as an official sponsor of QuakeCon® 2012, North America’s largest Bring-Your-Own-Computer (BYOC) LAN party and gaming festival. AT&T’s powerful network and U-verse® High Speed Internet will once again provide optimal bandwidth speed and connectivity to bring together thousands of gamers for an unmatched gaming experience.
In addition to providing attendees with the best possible networked gaming experience, AT&T’s presence helps open up the event to gamers around the world by providing the opportunity for increased live and on-demand video streams.
“AT&T was invaluable for us at QuakeCon 2011 thanks to the speed and accessibility their network resources bring to QuakeCon attendees and fans watching from home,” said Todd Hollenshead, president of id Software. “Their dedication and enthusiasm for the event is great, and we couldn’t be happier to join forces again to make QuakeCon 2012 the best, most connected QuakeCon yet.”
Raph and Harvey return to cover off on Dishonored’s stealth and save systems, while Game Designer/Associate Producer Dinga Bakaba sounds off on gameplay difficulty options.
Q: In the Dishonored gameplay videos Corvo seems capable of hiding from enemies who are very close, even when they’re looking in his direction. Is he cloaked or are cheats enabled for the demos? (from StealthAssassin)
A: In Dishonored, stealth is occlusion-based, meaning it’s mostly based on enemy view cone and hiding behind objects or architecture. (At a significant distance, lighting is also a factor.) What you might be describing is the Lean feature. If Corvo is hidden behind something, he can lean out to see ahead, eavesdrop, and observe the situation. As long as Corvo’s body is hidden, enemies up ahead will not see him. Dishonored also allows players to peep through keyholes, and the game has a Dark Vision power that can be obtained. Dark Vision displays enemies and their view cones through walls, and it features an abstract representation of the sounds the player makes.
Q: How will the save system work? Does the game have checkpoints or can I save everywhere I want? (Sebastien H.)
A: Both. You can’t save during combat, that is the only constraint.
Q: How is gameplay varied based on the difficulty level you choose? (Cory G.)
A:(courtesy of Game Designer/Associate Producer, Dinga Bakaba): Dishonored features four levels of difficulty, ranging from a casual experience to a demanding challenge. The main factors affected by difficulty are enemy perception, damage and responsiveness, as well as health and mana potion potency. Easy also causes part of your health to regenerate over time.
Looking to get a question on Dishonored answered? Post your questions in the comment section.
Dishonored’s gameplay provides plenty of choice to the player, and today we’ve released two videos that demonstrate just that.
Narrated by co-creative directors Raphael Colantonio and Harvey Smith, the video above demonstrates a direct, action-heavy playthrough of the game’s Golden Cat mission. Meanwhile, the video below demonstrates a stealth playthrough that offers a drastically different experience for the player.
Our friends over at Polygon recently stopped by Arkane Studios to chat with the creative directors of Dishonored, Harvey Smith and Raphael Colantonio.
The result is a massive article detailing the lives and games of the two developers, from the origin of their relationship at Origin Systems to the founding of Arkane. It’s really quite something — go give it a read.