Announced today at QuakeCon 2012, Dawnguard is now available for download on Steam.
Watch the trailer on YouTube and pre-order here
In what’s become a yearly tradition, like John Carmack providing QuakeCon’s opening keynote, we’re excited to announce this year’s QuakeCon sales for Steam and id mobile. From now until August 5th, you can purchase the QuakeCon 2012 pack, featuring more than 20 id Software and Bethesda titles.
Save even more on the QuakeCon pack by pre-ordering Dishonored in tandem with your purchase, which will save you $15 on the pack.
So what’s in this virtual box of goodness? See all the included titles below:
- The Elder Scrolls V: Skyrim
- Oblivion GOTY Deluxe
- Morrowind GOTY
- DOOM 1-3
- QUAKE 1-4
- Fallout 3
- Fallout: New Vegas
- Commander Keen
Already have most of those titles? Throughout QuakeCon, there will be additional daily deals, including:
- Thursday: The Elder Scrolls Sale, with up to 66% off
- Friday: Rage 50% off
- Saturday: All Fallout titles, including DLC, are 66% off
- Sunday: All id games are 75% off
id MOBILE SALE
During QuakeCon 2012 (August 2-5) all iPhone titles from id Mobile on the Apple iTunes store – including RAGE HD and DOOM RESURRECTION – will be on sale for 99 cents. id Mobile titles can be purchased on the Apple iTunes store at http://itunes.apple.com/us/artist/id-software/id309470481. For more information please visit: www.idsoftware.com/iphone-games/
We are not satisfied yet with Dawnguard’s performance on the PS3. We would like for everyone to have a chance to play Dawnguard, but we aren’t going to release it for PS3 knowing that some people’s experience in Skyrim will be worse. We do everything we can to have our content available to all; from our free updates, to user mods, to paid DLC. We’re as disappointed as our fans when that isn’t the case, but we’ll continue to push for that reality.
Beginning today, Steam users looking to play Dishonored on PC can pre-order the game. And as a QuakeCon 2012 bonus, pre-ordering between now and August 5th will score you a free copy of the Arkane Studios class, Arx Fatalis!
In addition to this change, we are also introducing a new arena voting system to increase the variety of arenas played. Players playing on Standard-level matches will now have a choice between three arenas at the end of each match. The arena voted on will be the next match played. Premium matches will continue to have access to the entire arena pool, and matches created by our Pro players will continue to have the option to change arenas at any point.
In a press release released at QuakeCon, we’ve announced that Symbiote Studios (makers of our QuakeCon Swag Pack figurine), are releasing a Dragonborn figure – inspired by The Elder Scrolls V: Skyrim keyart. Full details in the press release below…
SYMBIOTE STUDIOS TO CREATE STYLIZED VINYL TOYS BASED ON BETHESDA SOFTWORKS’ AWARD-WINNING FRANCHISES
Tucson, Arizona (August 1, 2012) Symbiote Studios LLC, a leading manufacturer and distributor of a broad range of toys and high-end collectibles, has received rights to create stylized vinyl toys based on Bethesda’s award-winning franchises, including The Elder Scrolls®, Dishonored™, DOOM®, Fallout®, andQUAKE®.
“We are pleased to have the opportunity to work with Bethesda,” said Joseph Reiter, CEO of Symbiote Studios. “We will give our utmost respect and attention to crafting the characters found in their video games.”
QuakeCon® 2012 attendees that ordered the QuakeCon “Swag Pack” will receive Symbiote’s first creation for Bethesda, an exclusive QuakeCon figurine.
Symbiote is also creating a Dragonborn™ figure, inspired by The Elder Scrolls V: Skyrim®. The Dragonborn figure, which will retail for $9.99, will be available this Fall. Pre-orders for the figurine can be made in-person at Symbiote’s booth at QuakeCon, or online via Symbiote’s official website, http://www.symbiotestudios.com.
QuakeCon 2012 Figurine
Skyrim’s 1.7 title update is now out of beta and available to all Steam users. Simply load up Skyrim on Steam and you’ll get the update.
For those on consoles, the current plan is to submit the update to console manufacturers this week. As soon as it’s available, we’ll let you know.
Q: Will there be a new game plus mechanic?
Arkane: While players do not have the option to restart the game with all powers unlocked (that seems to be the standard definition for “game plus” these days), replayability was a major focus for our team with Dishonored’s development. As fans of games like Deus Ex, Thief, and Fallout 3, we want the player to be able to approach the game in different ways each time they play through. As such, players will never be able to unlock all abilities or try every option in one playthrough.
Q: Can the game be completed with zero kills? How long would a total stealth play-through take (average, estimate)?
Arkane: Yes, you can complete the game without killing anyone. (It was a goal of ours.) And the world reflects that to some extent.
The game is about 12-24 hours in length. The variance there is related to how directly you play (vs side quests, exploration, etc).
As players we’re always trying to do things we didn’t do last time. Our programmers were all trying to do crazy weird variants this week. “The Falling Angel playthrough,” where you only kill by using drop-assassination.
Q:Is Dishonored open world, or linear with a variety of options?
Arkane: No, Dishonored is not open world, it is mission based. Each mission is built as a mini sandbox, so the missions are open and offer several paths and approaches.
Q:Can you tell us about how player’s actions and Chaos affect the world and narrative? Is it pre-scripted or more dynamic like low and mid-level gameplay?
Arkane: It’s a bit of both. For most players, the effects over the course of the game will be fairly subtle. The mission checks the current level of Chaos so far and the following can happen: More pools of rats, more people with the plague (weepers), lines of dialogue/attitudes changed, additional scenes here and there, and different endgames. Things like the rat pools feel like “mid level gameplay” as you say. Lines of dialogue are obviously a scripted reaction.
There are two main endings, but each has variations based on who lived or died.
Some of the Chaos effects are meant to be ‘felt’ more than overtly identified as they’re happening.
After the break, check out a speed run of new answers…