We’re pleased to announce that QuakeCon 2012, the ultimate video game festival, will kick off on Thursday, August 2nd with an annual keynote address given by John Carmack.
In addition to John’s keynote, this year’s QuakeCon will host a number of panel discussions featuring prominent members of the interactive entertainment industry. Attendees will be able to check out panels such as The Game of Making Games, Designing Multiplayer Games That Last, GameTrailers ‘Bonus Round’, and Idle Thumbs Podcast Live: Arena. Panelists will include Marty Stratton from id Software, Ted Price, President and CEO of Insomniac Games, Chet Faliszek and Tom Leonard from Valve Software, and Geoff Keighley, host of Spike’s GameTrailers.
The full line-up of panels and guest speakers will be announced in the coming days.
During the event, attendees will also have the opportunity to play Dishonored, the supernatural assassin action game under development at Arkane Studios, and DOOM 3 BFG Edition, the full collection of genre-defining games from id Software, in Bethesda’s booth in the Exhibit Hall.
To learn about exhibitors and sponsors, hit the jump below…
I. Eat. Games – Raphael Colantonio talks about working with Viktor Antonov, non-lethal playthroughs, different endings, and more. To learn more about how decisions impact the game’s ending, read this article at The Escapist.
Develop – Art Director Sebastien Mitton discusses how crucial pre-production was to Dishonored’s development.
The Penny Arcade Report – Designs decisions relating to supernatural powers and the game’s “Chaos” rating are discussed by Harvey and Raf.
Rock, Paper, Shotgun - “It’s quite good. Actually, that’s unfair. It’s better than quite good. And it’s making me yearn.”
PC Gamer – “Experimentally, I clang my knife against a metal pipe. A second later, the guard comes running down the corridor, passes through the field, and disintegrates into floating, glowing dust. Wow.”
OXM UK – New preview shares seven amusing ways to fail completely and die
CVG – “What we’re really excited about is delving into a game that delivers bags of player freedom and immense prospects for experimentation, coupled with the tightly focused density of gameplay impossible in vast open world games.”
RipTen -”Dishonored’s earned its action-stealth label quite a few times over. The blend of skills along with Corvo’s array of weapons lends itself perfectly to either kind of play through.”
Telegraph UK – “What impressed most about about Dishonored was that the two scenarios were quite clearly two ends of a wide spectrum. How much creativity and impromptu adaptation exist within that range will determine the game’s success, and Arkane certainly appear to be offering an impressive palette with which to experiment. That thirst for invention and interpretation, coupled with the creeping atmosphere of Dunwall should make Dishonored a dark horse for the best game of 2012.”
Xbox 360 Achievements – “Our first hands-on taste of Dishonored was short, sweet and easy, but it was also utterly brilliant… if I do say so myself. There are so many more powers we could have used throughout the mission as well, including the whirlwind, and we did all that without so much as firing a bullet, just how we like it. And that’s the beauty of Dishonored: you can play it exactly how you want, whether that’s quiet, loud or a mix of the two.”
Oh, and the image above? That’s one of the latest updates from our Dishonored tumblr page. Visit the site regularly for concept pieces, animated GIFs, and other pieces that capture the the game’s unique flavor.
Developers from Arkane Studios return with new answers to your burning questions.
Q: I would like to know if you can take out a target while controlling someone? I was also wondering if you take over the target can’t you make him jump from the balcony then blink out of him to avoid the fall ? or is the only way to push him over with the other ability? (Exocd)
Arkane: When possessing humans, control is rudimentary. You can walk, open doors and collect things, but not fight. Note that your speed is dependent on what you possessed (i.e possessing a wolfhound will let you move around pretty fast)
Q: Does anybody know, if PC version will have normal FOV? (Kethoth)
Arkane: On PC, you can adjust FOV options in the menus from 65 – 85 degrees. For more PC settings, check outthis Bethesda Blog post.
Q:Will the game have subtitles or it will be in other language? (Charlie Pacheco)
Arkane: You can always turn on subtitles. And, the game will also be fully voiced in multiple languages.
Q: Will the game be separated by “levels” you will be able to choose from once you’ve completed them, like a campaign mode in FPS games? (Will Y.)
Arkane: Yes, the game is divided into missions, made up of multiple levels. After completing a mission, you can choose it from the main menu. It uses the very first save game from your play-through as a starting point.
Q: When performing your abilities, it looks like the blue bar on the top right corner is depleted. How do you regain your ‘mana/powers’ abilities – is it a time thing, is it by defeating enemies non-lethally (like earning marks in splinter cell conviction) or is it through collectibles in the world? (Matt)
Arkane: A small portion of the mana bar recharges, making Blink and Dark Vision effectively free to use (if you wait for the recharges). You refill the mana bar with a potion called Piero’s Spiritual Remedy, one of the elixirs that people in the world use to prevent the plague.
Dishonored is often referred to as an “immersive” game, and that can imply a lot of things — everything from a first-person perspective to, say, dynamic sound design. For Arkane, it means a commitment to all aspects of the word, and that involves the user interface.
While Dishonored features a robust interface to support its rich mechanics, it also affords you the option to tweak the UI for a fully immersive experience. In addition to the general gameplay options — which you can take a look at here — we wanted to reveal the full slate of interface options you’ll be able to enable and disable individually in all versions of the game, as well as some PC-specific features. Click through for the second page of the options, as well as some comparison screenshots.
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.)
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.
It’s Friday and we’ve got more of your Dishonored questions answered by co-creators Harvey Smith and Raphael Colantonio:
Q: Does the AI stay aggressive after your character has been spotted or can it become unsuspecting again when hiding? Also, will guards alert other guards of your presence? (Fabian K.)
A: The AI has several states of “alertness“, so it goes from totally unsuspecting, to suspecting, to aware, to search, then it cools down to search patrol in high alert but it never cools down to the initial state. Also, AI communicate their level of alertness to allies within range and therefore they let each other know about the presence of the player when he’s been spotted.
Q: Will there be a “game plus ” after completing the game and having all the powers and upgrades for this ” game plus “? (Sea Gull)
A: We encourage multiple playthroughs with Dishonored as 1) you can’t get all the powers and upgrades in one playthrough, and 2) there are different endings based on how you play: surgical assassin or sneaker vs. brutal killer.
Looking to get a question on Dishonored answered? Post your questions in the comment section.