|
360 release: 2005
PS3 release: 2007 I need the reminder. (07-01-2012, 03:51 PM)
|
#201
Reminded me of Bioshock or Deus EX HR. Give you a ton of ways to do things but there's not much challenge involved or incentive to do things one way or another so you end up just doing whatever is convenient or offers the least resistance.
I guess it depends on how stingy they are with power acquisition and how specialized they force you to be, but given it's a console game made for a wide audience it'll probably (unfortunately) be very generous and easy in that regard. |
|
Banned
(07-01-2012, 03:53 PM)
|
#202
I don't see these levels lasting long at all if you're just obliterating everyone in your path and sprinting along. 5-10 minutes seems about right for anyone going the non stealth path. I really hope they balance the hell out of that so that part isn't easy at least.
|
|
coaches in the WNBA
(07-02-2012, 06:30 AM)
|
#204
I feel the opposite. The action video they showed seemed to imply 'hey you can do action. but you shouldn't you'll miss out on everything. but you can!'
|
|
Member
(07-02-2012, 07:08 AM)
|
#205
I would say this game doesn't follow the traditional difficulty model, similar to how the difficulty in stealth games doesn't come from trying to stay alive. From what I've seen of Dishonored, the powers, the mana meter, it seems to be designed to allow for high application of powers. Because the focus of this game is to provide a game world where players may come up with organic solutions to problems. And direct combat is also designed to be part of such solutions. Hence the protagonist is not as vulnerable as, say, Garrett.
|
|
Member
(07-02-2012, 07:10 AM)
|
#206
It does look very easy. It makes the direct approach look like the more "fun" approach, which I wasn't expecting, as I love me some stealthin'. Things such as the far too blatant peek-around-the-corner mechanic and the fact that the non-lethal takedown is one identical choking animation over and over and over... (I hate that). I mean, I was yearning for more takedown animations in DX:HR, seeing as you're taking dudes down quite a lot.
|
|
Member
(07-02-2012, 07:56 AM)
|
#208
This is a genuine question, as I've not yet had a chance to play the game on its harder difficulties: does increasing the difficulty in DX:HR increase the stealth systems working against you? i.e. better cones of vision, better hearing, etc. I'm guessing not, but I won't make any assumptions. |
|
Member
(07-02-2012, 08:04 AM)
|
#209
|
|
Junior Member
(07-06-2012, 07:19 PM)
|
My interview with Rafael Colantonio, co-creative director on Dishonored
#211
Guys! :)
I interviewed Rafael Colantonio, co-creative director on Dishonored about: Non-lethal gameplay, Analog AI, Viktor Antonov, if Dishonored has multiple endings and a leveling system, targeting limbs, Neo-Victorian Steampunk, possessing a fish and sliding under tables.
Quote:
Hope you like it! Worked hard on this one. :) |
|
Banned
(07-06-2012, 07:41 PM)
|
#213
It also needs to be upgraded to travel as far as he does in the demo video. |
|
Member
(07-06-2012, 07:46 PM)
|
#214
Quote:
Edit: Harvey Smith says it works for both the player and the enemies.
Last edited by Lancehead; 07-06-2012 at 08:29 PM.
|
|
Member
(07-06-2012, 07:56 PM)
|
#215
I'm so glad they're accounting for audio distorion. I can't tell you how many times I thought something was right near me in Bioshock only to find that the splicer was in a bathroom/a floor below/in an entirely different tunnel.
I remember reading about audio positioning around Half-Life 1 so I could never understand why some modern games ignored it. |
|
Junior Member
(07-06-2012, 08:49 PM)
|
#216
Blink is free in terms of mana cost, but the game has been designed around the teleport ability. What I mean by that is the environments helps foster the user of all your powers, and in a fun way too, however lets just say blink isn't going to break the game--at least not in my experience.
Last edited by v0mitg0d; 07-06-2012 at 09:17 PM.
|
|
Bethesda Community Manager
(07-06-2012, 09:12 PM)
|
#217
But yeah, Blink is not a cheat. The recharge time means that you can't just spam it in a fight/escape scenario without risking a pasting, and even in stealth situations it has the potential backfire. Patrols can be aligned in such a way as to make Blinking through an area like digging a deeper and deeper hole. Imagine Blinking around a corner or up to a rooftop only to find yourself standing directly in front of a guard. You also don't need to purchase it. But it's a super fun power and I highly recommend it. |
|
Banned
(07-06-2012, 11:50 PM)
|
#218
I'll probably buy the basic level of it at least and just use it sparingly. It does look cool. |
|
Junior Member
(07-07-2012, 06:45 AM)
|
#219
|
|
Member
(07-07-2012, 06:56 AM)
|
#220
Quote:
(Do we have official confirmation that we can change the FoV in the PC version? I recall it being said that this was mentioned over at the game's official forums, but for whatever reason the activation or even the password reset e-mails won't arrive in my inbox, so I can't log in and search the threads myself.) |
|
Banned
(07-07-2012, 03:44 PM)
|
#222
Yeah it looks fun but my only worry is similar to everyone else's, that it could break the game if they let you use it too liberally. I think in the end I'll just have to use self control and challenge myself to not use it constantly.
|
|
Junior Member
(07-09-2012, 04:40 PM)
|
#223
I want to say somewhere around 3-4 seconds? |
|
Junior Member
(07-11-2012, 03:37 PM)
|
#224
I thought I'd share this with the group because it's a total first for me--hope that's OK. My interview with Raf got translated and posted on a Chinese website.
Weird and cool! http://www.gamebase.com.tw/forum/60844/topic/95043203 |
|
Banned
(07-11-2012, 03:44 PM)
|
#225
http://forum.canardpc.com/threads/58...aigris./page44 Post 1298, it's in French. Sarakyel is a Arkane developper and he confirmed that the PC version will have an adjustable FOV. |
|
Member
(07-11-2012, 03:47 PM)
|
#226
|
|
Junior Member
(07-11-2012, 06:28 PM)
|
#227
|