• Rumour: First Dishonored II teaser image leaked
    111 replies, posted
I had fun in Dishonored despite it's simplicity and easiness, it was just a satisfying game to mess about in. My only request for this is that they keep all the magic and stuff but make it at least a bit harder so your powers actually have a purpose. [QUOTE=junker154;44119439]I want to play a stealth based game again where I get punished or overly critisiced when I kill people. I kind of hate how that trend has evolved. Dishonored, Hitman Absolution and Human Revolution had the same issue.[/QUOTE] Human Revolution never penalized you for going lethal.
[QUOTE=mchapra;44122072]I had fun in Dishonored despite it's simplicity and easiness, it was just a satisfying game to mess about in. My only request for this is that they keep all the magic and stuff but make it at least a bit harder so your powers actually have a purpose. Human Revolution never penalized you for going lethal.[/QUOTE] You get more points for being stealthy
I liked the design of Dunwall
So apparently Tyvia is inspired by Eastern Europe Anton Sokolov is also from Tyvia. So instead of a Victorian london inspired area we are going to see more of an eastern european style. Fucking awesome. I fucking loved dishonored despite it's flaws, the gameplay was fluid and the atmosphere was great. Too bad it was so short.
I personally think Dishonored was a fucking beautiful game.
Dishonored DID punish you in a way for killing too much. If you killed too much, you had high chaos and there would be more enemies/deadlier levels. [sp] in the sewers instead of a survivor city you get a infected city[/sp] Hell, in my high chaos run where I killed many eventaully I stopped that cause it was too dangerous.
You know what would be cool? A mission where you've stowed away on a ship, and it's storming and shit, and maybe as a side goal, you can choose whether or not to kill a whale, or keep the ship away from said whale.
While the chaos system fucked up the story, I think it was implemented nicely mechanically. Killing made Dishonored arguably easier, so by making killing people raise your chaos which spawns more enemies and makes them harder, provides those who just want to play the game killing everyone a proper challenge, compared to just killing the few meagre guards you see on a low chaos run. It was that dichotomy that really allowed Dishonored to be a solid action game as well as a solid stealth game.
I liked the idea behind the Chaos system. You're a former bodyguard out to right wrongs, there's no reason for you to be a murderhobo about it. But it was a little too heavy handed, killing elite guards and the like shouldn't be punished. Killing beat-cops would get you in-character reprimands but that's it. In a game about choices of playstyle, don't let meta "what-gives-me-more-xp?" choices override the choice of how you play the game.
[QUOTE=zeldar;44119880]I hope they nerf Blink. It made the first one a fun stealth game but not a particularly difficult one for the most part.[/QUOTE] blink was so fun to use though.
They need to make blink a much more precious tool and not base 90 percent of the stealth around using it. I'd like to see more non-lethal stealth tools like partial cloaking, chameleon and non-lethal usage of telekinesis for distractions. Hopefully they put in a proper light based stealth system this time, would open up a lot of avenues for stealth powers that manipulate light.
[QUOTE=cyclocius;44122671]I liked the idea behind the Chaos system. You're a former bodyguard out to right wrongs, there's no reason for you to be a murderhobo about it. But it was a little too heavy handed, killing elite guards and the like shouldn't be punished. Killing beat-cops would get you in-character reprimands but that's it. In a game about choices of playstyle, don't let meta "what-gives-me-more-xp?" choices override the choice of how you play the game.[/QUOTE] But there was no XP? I was thinking how to make blink less op and I think they should remove the recharge feature. With a bit of patience you couldn't run out of mana.
Really hope it'll be longer, bet it in 4 or 5 hours on my first playthrough and the game was pretty easy as well. Hope they improve upon these things.
I am excited. Loved Dishonored personally, in both aesthetics and gameplay.
This makes me wonder, how easy would it be to make something like this to make fans go batshit :v: It's literally just the logo, some text and a crest stuck over a background
[QUOTE=junker154;44119439]I want to play a stealth based game again where I get punished or overly critisiced when I kill people. I kind of hate how that trend has evolved. Dishonored, Hitman Absolution and Human Revolution had the same issue.[/QUOTE] In the Thief games, depending on the difficulty level and mission, you will outright fail if you kill anybody.
I spent 165 hours in Dishonored. You can bet your ass I'm getting this one.
[QUOTE=usaokay;44123259]I thought Arkane was forced to work on Prey 2 great news nonetheless[/QUOTE]There's an Arkane office in Austin, Texas and one in Lyon, France. I don't know if they work on the same game, so maybe they're doing both.
-snip Shortsightedness on my part and I was thinking of only physical retail pre-orders and not digital distribution.
[QUOTE=Delta616;44124017]Please explain to me how putting a 100% refundable deposit down on a game is a risk?[/QUOTE]It becomes unrefundable on release and if game turns out bad then but not before, you're fucked.
[QUOTE=itisjuly;44124036]It becomes unrefundable on release and if game turns out bad then but not before, you're fucked.[/QUOTE] [QUOTE=RichyZ;44124047]think about what you just said lol[/QUOTE] If it turns out to be a bad game then you cancel the pre-order and get 100% of your money back.
[QUOTE=Delta616;44124061]If it turns out to be a bad game then you cancel the pre-order and get 100% of your money back.[/QUOTE] How can you cancel your pre-order if the game is released already?
Shortsightedness on my part. I'm speaking of physical retail sales, not digital disturbtion pre-orders.
Dunwall was the best setting I've ever seen. The colorful aristocratic feel blended perfectly with the drab sense of decay and plague.
Make it more mean-spirited, more cynical and don't add a tacked-on "killing is bad m'kay" moral to it and I'll roll.
[sp]Isn't Corvo basically dead in the prolouge? Wouldn't it make more sense to get another antagonist?[/sp] End Spoilers
[QUOTE=Flarey;44127121][sp]Isn't Corvo basically dead in the prolouge? Wouldn't it make more sense to get another antagonist?[/sp] End Spoilers[/QUOTE] Well, [sp]sure, Corvo is dead. But only 'cause time has passed. Maybe this new game take place just after Lady Emily's crowning. Or even before the first game.[/sp]
[QUOTE=Flarey;44127121][sp]Isn't Corvo basically dead in the prolouge? Wouldn't it make more sense to get another antagonist?[/sp] End Spoilers[/QUOTE] Hoping for a [sp]New antagonist, Corvo's story seems done for me.[/sp]
[QUOTE=Notanything;44116959]Definitely. It's really disappointing how there are so many gadgets in the game, but most of them are all lethal, and being lethal in any way just gets you bad looks all around with the worst endings. Hope they work around that aspect, so it's not simply black and white.[/QUOTE] You can actually kill a fair bit without getting bad endings The point of the game was to ghost it as much as possible and avoid killing unless you had to, except for your target. Still its a really fun game to play ghost, and its also really fun to play as a murderer. Granted playing as a murderer makes you feel bad-ass but the game got really easy and was quick to burn through like that. They really needed to make it so it wasn't trivially easy to get to your target if you just ran in guns blazing. Reinforcements, harder guards that you can't really gun through, etc. Imagine if you go in guns blazing and you might beat the first level or two quite quickly. Later on though it gets really hard to the point where it could be easier to just sneak with big boss-like encounters that will happen, the level totoally changing to become more difficult to brute force, etc. If you sneak a lot you won't get that - but you might get a different reaction. Lots of people being knocked out might have it so there are more patrols eyeing each other to prevent people from being alone. They might make sure to seal off obvious alternate entrances such as side doors or guard them closely. You'd have to learn new stealth abilities or get really good at the game to really overcome these issues without getting caught. Total ghosting (never being seen, generally leaving only a handful of guards knocked out) would have a different effect. Your target would be heavily guarded and become more paranoid as the game continues, making them harder to take down (but easier to get to) but other things might be left the same (after all they have no idea how these people keep dying). A combination of the above would give you the biggest advantage to keep the guards/targets always questioning your move. Doing the same approach each and every time might have you go against a really, really challenging last fourth of the game against that playstyle as the game tries to stop you. Mixing things up might give different results though - being very violent on the previous level could have a high paranoia with the guards but make it a little bit easier to sneak through since they will be expecting someone who comes in guns blazing. If you really keep the game on its toes at the end the characters might suspect its an entire group of assassin's who are after them, instead of just one guy.
[QUOTE=KorJax;44128921]You can actually kill a fair bit without getting bad endings The point of the game was to ghost it as much as possible and avoid killing unless you had to, except for your target. Still its a really fun game to play ghost, and its also really fun to play as a murderer. Granted playing as a murderer makes you feel bad-ass but the game got really easy and was quick to burn through like that. They really needed to make it so it wasn't trivially easy to get to your target if you just ran in guns blazing. Reinforcements, harder guards that you can't really gun through, etc. Imagine if you go in guns blazing and you might beat the first level or two quite quickly. Later on though it gets really hard to the point where it could be easier to just sneak with big boss-like encounters that will happen, the level totoally changing to become more difficult to brute force, etc. If you sneak a lot you won't get that - but you might get a different reaction. Lots of people being knocked out might have it so there are more patrols eyeing each other to prevent people from being alone. They might make sure to seal off obvious alternate entrances such as side doors or guard them closely. You'd have to learn new stealth abilities or get really good at the game to really overcome these issues without getting caught. Total ghosting (never being seen, generally leaving only a handful of guards knocked out) would have a different effect. Your target would be heavily guarded and become more paranoid as the game continues, making them harder to take down (but easier to get to) but other things might be left the same (after all they have no idea how these people keep dying). A combination of the above would give you the biggest advantage to keep the guards/targets always questioning your move. Doing the same approach each and every time might have you go against a really, really challenging last fourth of the game against that playstyle as the game tries to stop you. Mixing things up might give different results though - being very violent on the previous level could have a high paranoia with the guards but make it a little bit easier to sneak through since they will be expecting someone who comes in guns blazing. If you really keep the game on its toes at the end the characters might suspect its an entire group of assassin's who are after them, instead of just one guy.[/QUOTE] I'd love something like this, but doesn't stuff like this usually end up with "you killed 50% of enemies in the past 3 levels, now the next map will change accordingly"? I'm not sure if it's just laziness from the developers side when they add mechanics like these or if it's just too much effort to make it all dynamic? it'd definitely make the experience different anyway though, but imo it feels really artificial when it's scripted to do the exact same thing over and over again when you hit a certain level/percentage of something done.
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