Dishonored, The Tales from Dunwall – Episode 3: In the Mind of Madness

Watch ‘In the Mind of Madness’, the final chapter in three-part Dishonored webisode series entitled ‘The Tales from Dunwall’.

‘In the Mind of Madness’ introduces Piero, a key figure in the city of Dunwall, and who also plays a pivotal role in Corvo’s story.

All three episodes, which were created by Psyop and Rokkan, scored by Daniel Licht (Dexter) and narrated by Chloe Grace Moretz (Kick Ass), are currently featured on the game’s official site, www.Dishonored.com.

Dishonored, The Tales from Dunwall – Episode 2: The Hand that Feeds

‘The Tales from Dunwall’, the three-part Dishonored webisode series continues with the release of ‘The Hand the Feeds’. While the first episode reveals how Dunwall was revolutionized by a new energy source, this next chapter is a cautionary tale – one that illustrates the advantages, and the dangerous disadvantages, of accepting supernatural abilities from The Outsider.

Watch Part 1, The Awakening, here.

All the Dishonored news fit for print

Here’s the latest on Dishonored from around the web and on newsstands…

UK mags PSM3 and sister mag Xbox World are so excited for Dishonored, they’re already predicting it will be their top game of the year. Anticipating the game’s release, both publications share new hands-on impressions and celebrate the game with four collectible magazine covers. Preview the covers in the Flickr slideshow below.

Looking for a digital version of the magazine? Download the enhanced iPad editions using the links below:

And to learn more on Dishonored, check out these links:

Official PlayStation Magazine UK  – After playing the Boyle Mission, Phil Iwaniuk calls Dishonored an “instant classic”.
PlayStation Blogcast – Sid Shuman interviews co-creative director, Raphael Colantonio. Interview starts at the 1 hour, 11 minute mark.
IGN – Keza MacDonald explains why she thinks Dishonored could be the most interesting game of the year.

As we count down the days to Dishonored’s release (19!), be on the lookout for more news and updates.

The Making Of Dishonored, Part 3 – Experience

We’ve just released the third video, entitled ‘Experience’, in the developer documentary series for Dishonored. The game’s flexible combat systems allows you to play to your individual style and craft your own experience. In this video, the team at Arkane Studios discuss the game’s depth of player choice.

For more on Dishonored, watch our previous documentary diaries, Inception and Immersion.

The Making Of Dishonored, Part 2 – Immersion

We’ve just released the second video in our developer documentary series for Dishonored. In ‘Immersion’, the team at Arkane Studios discuss the creative process that went into building the world and characters of Dunwall – from the city setting and it’s strange technologies to the all-star cast voicing its citizens.

Missed part 1? Catch it here.

The Making Of Dishonored, Part 1 – Inception

With just over a month until Dishonored is available, we’ve released the first in a series of Developer Documentaries for the game. In this first video, appropriately titled ‘Inception’, the team at Arkane discuss how they embarked to create a unique gaming experience — a first-person game that puts the player in the role of a supernatural assassin.

The video features members of the team you’ve already met: co-creative directors Harvey Smith & Raphael Colantonio, art director Sebastien Mitton, and visual design director Viktor Antonov. In addition to these folks, you’ll also hear from:

  • Florence Lapalu – Lead Character Artist
  • Damien Pougheon – Lead Animator
  • Sylvain Praloix – Lead Gameplay Programmer
  • Christophe Carrier – lead level designer

Watch the video above and come back next week for another Developer Documentary.

Gamescom 2012: Dishonored wins Game of Show

This morning the official Gamescom 2012 awards were announced and we’re excited to share that Dishonored captured three awards: Best Xbox 360 Game, Best PlayStation 3 Game, and Overall Game of the Show!

In addition to winning the official Game of Show awards, both Eurogamer and Gamestar have announced it as their Game of Show.

Congrats to Arkane Studios on this amazing accomplishment!

For more Gamescom 2012 coverage, visit these sites…

New hands-on previews of the Boyle mission – courtesy of The Sixth Axis and Lazy Gamer

Rock, Paper, Shotgun – Jim Rossignol discusses Dishonored’s unique flavor with co-creative director, Raf Colantonio

PlayStation.Blog (EU) – Harvey Smith tackles non-lethal playthrough and stealth mechanices

OPM UK – Six Ways Dishonored Will Save Gaming

VG247 – New video preview below.

Dishonored Roundup: A look at Dishonored’s Lady Boyle mission

In the past couple weeks, gaming press have gotten a chance to tackle a particularly unique mission in Dishonored – the Lady Boyle party. In this mission, Corvo must infiltrate a high society party and discover which of the three Boyle sisters is his mission target. In the coverage below, you’ll learn details (and minor spoilers) about how the mission can vary.

PC Gamer’s Tom Francis came away impressed after playing the mission, claiming:

“It was one of the best missions I’ve played in any game. It combined the sophisticated murder-planning I love in Hitman with the old-school stealth of Thief, and the unpredictable, systems-driven combat of BioShock. Going back and exploring all the paths I didn’t take, the city blocks of explorable space I missed, gave me a taste of its extraordinary scope.”

In addition to Sir Francis, a number of journalists previewed the mission while attending QuakeCon 2012. Read detailed impressions at these sites::

Shacknews – “When I was finally done, I had played through the mission three times, and each playthrough was completely different. And in talking to others who gave it a try, I found that their tactics were even different from mine.”

Kotaku – “…Dishonored allows for an incredible depth of possibilities, the interacting systems facilitating your ability to create new and unknown things out of the familiar, and I can’t wait to find out what they are.”

The Verge – “Like a catchy album, this latest Dishonored demo has gotten inexorably stuck in my head.”

Gamespot – “After playing through Lady Boyle’s Last Party I’m even more excited for Dishonored than I was after E3. I’m also curious to see if and how the team at Arkane manages to keep the game from getting dull for those of us who are excited at the idea of completing the game without ever killing anyone.”

Destructoid – “Arkane isn’t like most developers and Dishonored isn’t like most games. It will be an uphill battle convincing the mainstream that the game becomes approachable in time, but for us core gamers, we are in for a rare treat that blends action and stealth in a way we’ve never seen before.”

IGN – “Dishonored is so exciting to me not only because it rewards creative gameplay, but because so much care was clearly taken to build a place with enough layers and moving pieces to give it a curious plausibility, to make it seem like every time you push it pushes right back.”

Gaming Angels – “I honestly believed that I would treat Dishonored like I did Deus Ex, and give up on the stealth completely, but this preview really gave me a great taste of how much fun and brilliantly creative stealth can be. ”

OXM Online – “Turns out our black-equals-evil strategy works, as the two innocent sisters are spared while their corrupt government-funding sibling lie in an undignified heap. When we later boast of our successful, if lucky, play-through to Smith, he takes us down a few pegs, reminding ‘the mission is dynamic and always changes.’ In other words, the lady in black won’t always be the one deserving of Corvo’s blade. We look forward to re-tackling this mission — particularly using an especially inspired non-lethal method Smith shares with us, but we won’t spoil here — when Dishonoredlaunches this October.”

More after the break…

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QuakeCon 2012 Panel: Looking Back at Looking Glass

On the official QuakeCon YouTube channel, we’ve just uploaded “Looking Back at Looking Glass” – a panel hosted by Dishonored co-creative director Harvey Smith. Participating on the panel were Looking Glass (System Shock, Thief) alumni Austin Grossman (writer on Dishonored), Tom Leonard (Valve), and Emil Pagliarulo (Bethesda Game Studios).

Stealth Answers from Arkane Studios: AMA Edition

If you missed the Reddit AMA from last week, here’s some of the highlights, as well as a few new questions sent to us via Twitter and Facebook.

Reddit AMA

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…

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