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!
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.
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…
You’ve infiltrated the Boyle Mansion, but things have gone poorly and the City Watch is on your tail. What do you do?
In “Daring Escapes” discover three possible escape routes utilizing supernatural abilities available to Corvo: Blink, Bend Time, and Possession. Choose Corvo’s escape plans by selecting The Long Jump, Sleep Tight, or Chain Possession.
While we’ve answered plenty of Dishonored questions this summer on Bethesda Blog, we realize there’s plenty more you want to know about the game. On Wednesday (3-7 PM EST), Harvey Smith and Raphael Colantonio will be answering community questions with an AMA (Ask Me Anything) on Reddit.
As the AMA starts on Wednesday, we’ll provide everyone with details on where they can submit their questions. In the meantime, you can learn more about Dishonored’s co-creative directors in articles up at Gamasutra and The Verge.
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.