Posts Tagged ‘Arkane’

Dishonored: The Onion

By Alec Meer on October 8th, 2012.

I want Samuel the boatman to be my uncle

There’s going to be a backlash against Dishonored. It can’t be helped: when a game makes big promises, a justice squad will quickly arise to loudly demand that it accounts for not meeting them to the very letter, and in this case I suspect there’s an additional flock of people who have been led by marketing to expect an all-out action game. I can predict, even sympathise with, some of the complaints, others I suspect will be absolutely mystifying to me. It’s the finest hour in what we might loosely but innacurately term ‘blockbuster shooters’ in years – I’d feel petulant were I to demand it give me even more. But there is one complaint that may reach a crescendo in short order, and that is the issue of length. For me, Dishonored was a deliciously long game, clocking in at about 25 hours even without the total replay I intend on having very soon. For someone else – someone who has a lot of numbers in the name they use when playing Halo 4, say – it will be insultingly short. It may not even make a double figures quantity of hours. That’s not the game’s fault, it’s theirs (or, perhaps, the fault of the marketeers who sold the game as an action opus). They gobbled the onion up whole, too greedy or too lazy or too accustomed to inflexible fare to peel apart its layers.

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Wot I Think: Dishonored

By Adam Smith on October 8th, 2012.

Expectations are high. A stealth game that utilises the brains of Deus Ex veteran Harvey Smith and Viktor Antonov, architect of the imaginary, would always be an intriguing proposition and Dishonored’s industrial plague-ridden city is a curiosity that would stand out in any crowd, but in the particular crowd it finds itself in – early twenty first century first-person games – this is a game that stands out like a whale in a sardine tin. I’ve been sneaking my way through this brave new world, and now I feel obliged to tell you wot I think.

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Dishonored: The Animated Movie, Part Three

By Adam Smith on September 27th, 2012.

The final part of the Dishonored: Tales From Dunwall animated series is here. Sterling work, these, which put me in mind of Thief’s cutscenes. The style isn’t anything like the same, but there is style and lots of it. Part one and two are also available for your viewing.

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Dishonored Devs Describe The Game’s “Inception”

By Jim Rossignol on September 6th, 2012.


Dishonored hardly needs a bigger sell from Bethesda, but this dev diary, featuring Raf Colantonio, Harvey Smith, Viktor Antonov and others, is certainly convincing. They talk about all the aspects we’ve heard before – the complex mechanics, the exquisite world design, the fiction – but more than the words are the in-game scenes that go with it, showing some aspects of the game we’ve not seen much of before, such as you interaction with numerous NPCs, and your escape from prison at the start of the game. I’m fairly certain this is going to be breath-taking, and roll on October. (Not that I don’t have enough to play in the meantime.)
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Thief ‘N Stuff: Dishonored’s Stealth Study Trailer

By Jim Rossignol on August 23rd, 2012.

Oh eye.
I know there’s an entire army of your screwing up your eyes and refusing to look at another jot of Dishonored coverage until it arrives in October, but for those not yet convinced there’s still more to be seen. The latest game footage trailer (below) lays out a chunk of stealth business, which is something trailers seem to ignore when they are dealing with stealth games. Not so here, as you can observe from this. And that bit with the candle at 0.58 is really neat. I had not seen that before.

Yesterday we published my chat with the game’s co-lead, Raf Colantonio. So have a read of that. If you want. No one’s forcing you. Not yet, anyway.
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Sleep Is Not Death: Ghosting Dishonored

By Alec Meer on July 20th, 2012.

You can't seeee meeee

I am a creature of mercy. No, no, ignore any apparent evidence to the contrary – I do not seek to take life, even virtual life, unless absolutely necessary. So it was that, when my time finally came to play a level of Arkane’s upcoming Dishonored, I was resolute in my intention to spill not even a drop of blood, innocent or otherwise. But would such quasi-pacifism even be possible in a game nominally billed as an assassination sim? I stole into the shadows to find out. If you are mad you might decide to think that some of this constitutes spoilers. It doesn’t, but if you are mad don’t read on.
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Sharpest: Dishonored’s E3 Trailer Is Quite The Thing

By Jim Rossignol on June 1st, 2012.


Good morning! And it is a good morning, because the first of the great wave of E3 trailers are starting to arrive. Let’s kick off the day with the one trailer we probably all want to take a look at – Arkane’s tale of a supernatural assassin in an alternative world. Yes, the Dishonored trailer is quite the thing, with whales, plague, children, and lots and lots of slow-motion evisceration.

Oh my. You’re going to want to watch this one.
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Corvo Blimey: A Dishonored Preview

By Alec Meer on April 26th, 2012.


Linear – the devil word. Scourge of freedom, the antithesis of PC gaming, the ancient enemy of anyone who’s ever roamed the Zone or steered a Dragonborn across the mountains. Or so the purist spirit often believes. Is, the question hangs so very heavily, Dishonored a linear game?

Yes. At least in the sense that it is not an open world. It is a series of missions in a linear order, most if not all of which require you to eliminate a specific target or targets. That’s okay, though, because my understanding of the game – having seen it in action – has morphed from something like ‘steampunk Deus Ex’ to ‘magic Hitman’. In what I’ve just been shown of the game, the same mission is tackled in two very different ways, with yet more described. And yes, I thought it looked amazing.
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Dishonored Honours Us With A New Trailer

By Alec Meer on April 17th, 2012.

Possibly the game we’re most excited about in 2012, Arkane’s immersive sim has just broken cover after a few months of silence. This first full-length trailer is, alas, entirely pre-rendered, but it does show off the rather tasty world-design, the parkour element, the plot set-up and some of protagonist Corvo’s primary abilities. Killing me won’t solve anything, so have a watch of this instead.
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Arkane’s Harvey & Raf Unravel Dishonored

By Alec Meer on August 22nd, 2011.

This is exactly how in the interview looked. Just replaced the knife with a dictaphone

Following a demo showing of Arkane’s remarkable retro-future, supernatural stealth/action immersive sim Dishonored (as described here), I roped co-creative directors Harvey Smith (one of the minds behind Deus Ex and System Shock) and Raphael Colantonio (co-creator of Arx Fatalis and Dark Messiah) into a chat.

A chat about what? About choice, about avoiding compromise, about making rats believable, about possessing fish, about how they’re “hell bent” on creating first-person games with depth, about building a developer supergroup to make this, about arguing with art directors about chairs, about why publishers are getting behind immersive sims again, about how to make sure mainstream audiences play them, about Deus Ex, and why this is the most liberating project Harvey’s worked on since that game…
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Year Of The Rat: Dishonored Preview

By Alec Meer on August 22nd, 2011.

Needs more rat.

Arkane co-founder Raf Colantonio is playing his new game all wrong. This is the first time I’ve had a first-hand look at Dishonored, the immersive sim from folk who’ve worked on the likes of Deus Ex, Half-Life 2 and Dark Messiah: Might & Magic, but I can tell you, right now, that one of its creators is playing it wrong. At least, that’s what my brain’s screaming at me. And I, too, am wrong.
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Dishonored Honours Us With Details

By Alec Meer on July 11th, 2011.

He looks like Napoleon in rags

Dishonored being, you might recall, the next game from Arkane (now augmented with Deus Ex mega-brain Harvey Smith), and one with a very pleasant whiff of the immersive sim about it. Meaty facts are reserved for the latest dead tree edition of Game Informer, but a new overview gives us the first screenshot and a better sense of what’s going on in this world of optional assassination and rodent-bothering.
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Dark’n’Ion Stormy: Arkane’s Dishonored

By Alec Meer on July 7th, 2011.

Strider!

New IPs? Nah, we don’t do that anymore, sunshine. Too risky, see. People only want to buy things they’ve already heard of. Or is it that publishers are only prepared to invest enormous marketing budgets in what they consider surefire hits already, thereby damning their less-established names to relative obscurity even before they make it out the starting gate? I forget. Bethesda’s one of few big publishers still prepared to take a risk. Granted, Hunted was a bit of a misfire and Brink didn’t quite scale the heights we were hoping, but that makes it doubly pleasing that Beth are continuing to push new names.

Just as excitingly, this is the highly mysterious new game from Arkane -they of Arx Fatalis and Dark Messiah of Might and Magic. Bonus – they recruited Deus Ex veteran Harvey Smith as co-creative director. Bonus bonus: they also recruited the visual architect of Half-Life 2’s City 17, Viktor Antonov. It’s called Dishonored. We barely know anything at all about it. We’re really very excited.
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