New info coming soon on Dishonored...from Arkane Studios and Bethesda
#201
Posté 14 juin 2012 - 02:57
#202
Posté 15 juin 2012 - 10:22
Destructoid preview
That sounds pretty good.
Modifié par Addai67, 15 juin 2012 - 10:22 .
#203
Posté 17 juin 2012 - 03:10
They are saying 12-14 hours for a quick blow-through and twice that if you're more methodical.Sajji wrote...
Anybody hear how long one playthrough of Dishonored is going to last?
Sounds very short, but the various styles of gameplay should make for replayability.
#204
Posté 17 juin 2012 - 04:43
Addai67 wrote...
They are saying 12-14 hours for a quick blow-through and twice that if you're more methodical.Sajji wrote...
Anybody hear how long one playthrough of Dishonored is going to last?
Sounds very short, but the various styles of gameplay should make for replayability.
It sounds quite a bit like Deus Ex in terms of allowing different ways to play, which is good. I'm guessing it'll probably take me about 30 hours or so since I love playing these types of games slowly and methodically.
This is probably one of the very few games coming out this year I'm really interested in besides XCOM: Enemy Unknown and Amnesia: A Machine for Pigs. Assassin's Creed 3 looks interesting but I doubt it'll be out on PC this year.
#205
Posté 17 juin 2012 - 04:51
People who made the original Deus Ex made this? An original steampunk version setting? **** yeah!
#206
Posté 20 juin 2012 - 02:06
#207
Posté 20 juin 2012 - 03:19
#209
Posté 28 juin 2012 - 03:43
#210
Posté 28 juin 2012 - 08:06
#211
Posté 29 juin 2012 - 12:20
Modifié par slimgrin, 29 juin 2012 - 12:40 .
#212
Posté 29 juin 2012 - 12:27
#213
Posté 29 juin 2012 - 03:30
#214
Posté 09 juillet 2012 - 10:35
Around 16 years ago, the two of us were drawn into the industry by a love of games that were part first-person-shooter and part role-playing game (for lack of a better descriptor). Games like Ultima Underworld, in other words. Such immersive games are marked by a combination of values and player-experiences: visceral first-person action, exploration, role-playing, player-driven pacing, environmental coherency, physical interaction, non-combat interactions, and AI behavioral simulation...
They contrast interactivity versus a "cinematic experience" that becomes more static.
The stylized art style is deliberate, in order to not eat up too many resources.
Modifié par Addai67, 09 juillet 2012 - 10:36 .
#215
Posté 22 juillet 2012 - 02:22
"It's been a poor, poor five years for fiction in the video game industry...
So, lack of variety in what's in the market leads to associations like this. There should be more historical realistic worlds out there. And too bad there are not; I was expecting there to be 20 games like this..."
More inspiration for Dishonored fell out of Dunwall itself, a city designed by industrial engineers and Russian illustrators, rather than traditional video game artists. It was anatomists who were responsible for most of the character work, and Antonov and Mitton tracked down a textile carpet designer in Russia to paint key visual Dishonored art."We've put more work and effort in creating the schedule and assuring a longer pre-production than most people can do," evaluated Antonov. "Because of the nature of Arkane being a small, humane studio, we've worked it out that we can do this."
Take my money!!!
Modifié par Addai67, 22 juillet 2012 - 02:25 .
#216
Posté 22 juillet 2012 - 04:11
Addai67 wrote...
Really good Eurogamer interview with the artistic designer, Viktor Antonov."It's been a poor, poor five years for fiction in the video game industry...
So, lack of variety in what's in the market leads to associations like this. There should be more historical realistic worlds out there. And too bad there are not; I was expecting there to be 20 games like this..."
More inspiration for Dishonored fell out of Dunwall itself, a city designed by industrial engineers and Russian illustrators, rather than traditional video game artists. It was anatomists who were responsible for most of the character work, and Antonov and Mitton tracked down a textile carpet designer in Russia to paint key visual Dishonored art."We've put more work and effort in creating the schedule and assuring a longer pre-production than most people can do," evaluated Antonov. "Because of the nature of Arkane being a small, humane studio, we've worked it out that we can do this."
Take my money!!!
They already did. Pre-order paid for. I am really looking forward to this game. It might have slipped under my radar if it wasn't for noticing Viktor Antanov's name (HL2 artist). I was Googling HL news and one link led to another and there it was. All the pre-release reviews and trailers and articles point to a really outstanding game.
#217
Posté 22 juillet 2012 - 05:30
Addai67 wrote...
Really good Eurogamer interview with the artistic designer, Viktor Antonov."It's been a poor, poor five years for fiction in the video game industry...
So, lack of variety in what's in the market leads to associations like this. There should be more historical realistic worlds out there. And too bad there are not; I was expecting there to be 20 games like this..."
More inspiration for Dishonored fell out of Dunwall itself, a city designed by industrial engineers and Russian illustrators, rather than traditional video game artists. It was anatomists who were responsible for most of the character work, and Antonov and Mitton tracked down a textile carpet designer in Russia to paint key visual Dishonored art."We've put more work and effort in creating the schedule and assuring a longer pre-production than most people can do," evaluated Antonov. "Because of the nature of Arkane being a small, humane studio, we've worked it out that we can do this."
Take my money!!!
Wow, that was a fantastic interview. I'm very impressed with the core values and vision of this dev team.
#218
Posté 22 juillet 2012 - 05:36
Me too. Isn't it refreshing to read dev interviews that aren't laced with marketing BS?naughty99 wrote...
Wow, that was a fantastic interview. I'm very impressed with the core values and vision of this dev team.
In case you missed it, they also showed screenshots of the PC UI. The PC will have its own UI, with more configurables than the console. For example you will be able to choose what you see on the UI, for those who like a cleaner play experience. Or you can have 10 hotkeys up.



Modifié par Addai67, 22 juillet 2012 - 05:37 .
#219
Posté 22 juillet 2012 - 11:46
#220
Posté 22 juillet 2012 - 01:54
Modifié par Skelter192, 22 juillet 2012 - 01:55 .
#221
Posté 22 juillet 2012 - 06:07
Modifié par Addai67, 22 juillet 2012 - 06:08 .
#222
Posté 22 juillet 2012 - 06:09
#223
Posté 22 juillet 2012 - 06:48
android654 wrote...
...I do love all things Russian.
If I understand correctly, the city where the game takes place is based on a fictional version of nineteenth century London. Or were you referring to the nationality of Victor Antonov? (He's Bulgarian.)
Modifié par naughty99, 22 juillet 2012 - 06:50 .
#224
Posté 22 juillet 2012 - 06:52
" Antonov and Mitton tracked down a textile carpet designer in Russia to paint key visual Dishonored art."
I'm a sucker for art, and if Russians paint the way they write, I'll love the art in the game like Russian novels. Which I happen to be a fan of.
#225
Posté 22 juillet 2012 - 07:04
android654 wrote...
^^
" Antonov and Mitton tracked down a textile carpet designer in Russia to paint key visual Dishonored art."
I'm a sucker for art, and if Russians paint the way they write, I'll love the art in the game like Russian novels. Which I happen to be a fan of.
Interesting, I wonder if they are talking about the concept art during their pre-production period? Or did they hire this carpet designer to do textures for the in-game assets? At any rate, I bet there will be a beautiful art book for this game.
As for Russian novels, there are certainly some fantastic reads. Huge fan of Notes From the Underground and Crime and Punishment, pretty much anything by Dostoevsky, Nabokov and Tolstoy.





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