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Dishonored - Definitive Edition - now 60fps on Xbox Series


The Sarge
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Voice cast and composer announced:

http://www.bethblog.com/2012/08/03/quakecon-2012-dishonored-voice-cast-and-composer-announced/#more-19686

BETHESDA SOFTWORKS ANNOUNCES AWARD-WINNING CAST FOR DISHONORED

August 3, 2012 (Rockville, MD) – Bethesda Softworks®, a ZeniMax® Media company, today revealed the all-star cast lending their voices to DishonoredTM, a new first-person action game from Arkane Studios in which the player takes on the role of Corvo, a supernatural assassin driven by revenge. Dishonored will feature an award-winning ensemble including Academy Award® winner, Susan Sarandon (“Thelma & Louise,” “Dead Man Walking”), Golden Globe® winner, Brad Dourif (“The Lord of the Rings” trilogy, “One Flew Over the Cuckoos Nest”), Emmy® Award nominees Carrie Fisher (original “Star Wars” trilogy) and John Slattery (“Mad Men”), Michael Madsen (“Thelma & Louise,” “Reservoir Dogs,” “Kill Bill”), and Lena Headey (“300,” “Game of Thrones”),

Susan Sarandon, an Academy Award winner and five-time nominee, will make her videogame debut as the former aristocrat, Granny Rags – an intriguing old blind woman now deranged after years of street life. Academy Award nominee and Golden Globe-winner Brad Dourif takes on the role of the inventor Piero, creator of the iconic mask worn by Corvo as well as a wealth of gadgets Corvo can use. Emmy winner and Hollywood-icon Carrie Fisher can be heard broadcasting government propaganda over loudspeakers throughout the city of Dunwall, where the game is set.

The all-star cast continues with John Slattery (“Mad Men,” “The Adjustment Bureau”) who takes on the role of Admiral Havelock, a Loyalist who helps Corvo on his quest, as well as Michael Madsen who brings his videogame voiceover experience to the role of Daud, a mysterious assassin. Chloë Grace Moretz (“Kick-Ass,” “Hugo”) portrays Young Lady Emily, the Empress’ daughter who is kidnapped after her mother’s death while Lena Headey joins the cast as Calista, Emily’s caretaker. In addition to the star-studded voice cast, Composer Daniel Licht (“Dexter”) lends his musical talents to create the game’s original score.

“Having such talented actors voice Dishonored’s compelling cast of characters adds a rich, powerful element to the game,” said Raphaël Colantonio, president of Arkane Studios. “We want to draw people into this virtual world and make it feel real. This celebrated cast adds wonderful depth and credibility to the overall Dishonored gameplay experience.”

Love Brad Dourif, hope he gets a good part.

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For sure. Like I've said before, everything we've heard and seen of this game right from the start sounded nothing less than fucking amazing. Apart from the pre-order DLC, but that was the publisher having a laugh, not Arkane Sutdios themselves. Dishonored is the game Looking Glass would have made in 2012 if they were still around, that is how absolutely brilliant Dishonored looks. :D

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  • 2 weeks later...

So I got to play this at Gamescom. The demo was short and it was set to easy. Only the 360 version was available but those who were planning to pick up that version will be glad to know that it looks very good graphically, solid and smooth with a great artstyle that works wonders.

Immediately upon starting the demo two things stood out as positives - one was the amount of control you have over your character. Usually a console version would mean that any movement control related to stealth would get streamlined out of the game to make the game work as accessible as possible on a joypad. Which I don't like, because even though I'm a joypad user, I don't like my stealth streamlined to fuck. Thankfully, Dishonored isn't afraid to give us proper control with the even a lean function mapped to the joypad! How long has it been! It's implemented by walking up to a wall, holding Y and then moving the left stick - which is far from ideal but changing it would mean taking something else out because every single buttons is used for something already. So I'm really glad that a lean function is in there which meant that sneaking about felt good from the get-go and the impression I got was the game will probably be best played with mouse and keyboard.

The second thing I noticed as I snuck into the first room was a letter on a table. Picking it up and reading a message from one guard to some other random bozo which provided me with a small hint without actually spelling it out, reminded me a lot of Thief - which is a good thing.

While I'm mentioning Thief, during one of playthroughs as I was sneaking around close to the rafters I could swear the tune one of the guards below me started whistling was the exact same one which I've heard the NPC's whistling so many times in the early Thief games. If it really was the same, and I could've sworn it was in the loud hall in which the Bethesda booth was located amidst a huge amount of noise and dubstep, then that is a brilliant little touch for all the oldschool Thief fans playing Dishonored.

Anyway, sneaking around seemed to work really well. Sneaking up behind somebody you can perform either a lethal or non-lethal takedown and if you hold X immediately after performing it - you have to be quick though - you can catch the body before it hits the floor and then silently dispose of it some place where it won't get spotted. In most of playthroughs I piled up the bodies underneath a staircase. I really hope that letting a body drop to the floor after a takedown will make some noise that could alert nearby guards, that would be amazing but I didn't have the chance to test this out.

The magic powers were fun, especially the summon rats spell as the little buggers would completely eat away all the bodies leaving only a few bloodstains! The crossbow was effective and the melee combat seemed okay for all the button mashing I did. Like I said, I was focussed on stealth so I didn't really take note of how the melee was.

In the short demo I got all kinds of powers and items, and in terms of stealth this broke the game a bit. With plenty of crossbow sleeping bolts I could simply one-shot each guard from my starting positions for a full 100% stealth run with only non-lethal takedowns. This should be better balanced in the full game of course, but until I get to actually play it, this is what currently worries me most and has tempered my hype a bit.

All I can say is that the game looked good and played really well, Dishonored should at the very least turn out to be a great game, Whether it's a brilliant game is impossible to tell without getting my hands on the full version (anyone from Arkane reading this, feel free to send me an early review copy, I will sign any NDA honest).

Any Dutchies reading this might also be interested in reading my Dutch preview piece here but it's basically the same content as this post so.. you might as well not bother :D

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Negs ahoy: I find it really distracting when the characters hands are so static as they look in this game, it's the same in Skyrim and a lot of games with first person perspective, the hands are held in a really obscure pose and don't interact with the environment at all. Is a opening the door animation too much to ask now days?

I guess they want to focus on the vast variety of gameplay elements available to the player at any one time, I just hope the game doesn't look too out of place to hamper the atmosphere.

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Negs ahoy: I find it really distracting when the characters hands are so static as they look in this game, it's the same in Skyrim and a lot of games with first person perspective, the hands are held in a really obscure pose and don't interact with the environment at all. Is a opening the door animation too much to ask now days?

I guess they want to focus on the vast variety of gameplay elements available to the player at any one time, I just hope the game doesn't look too out of place to hamper the atmosphere.

This was annoying me in Sleeping dogs, hands & arms in games still feel very wooden and the stiffness reminds me of thunderbirds.

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  • 2 weeks later...

Developer Diary Part 2 : Immersion

Developer Diary Part 3 :Experience

Developer Diary Part 4 : End Game

People out there can sense and feel quality above a certain level, so no matter what genre you use, no matter what medium you use, if you strive for perfection and you have amazing craftsmanship, people out there will know. It's not a marketing gimmick, it's not a sales technique that you are packaging into something, but it's something that's awesome and they have to have it.

The guy's voice was near breaking as he said this. I believe him. This is going to be seriously awesome.

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Presenting 'The Awakening'- the first in a three-part Dishonored webisode series entitled 'The Tales from Dunwall'. These engrossing prequels, scored by Daniel Licht (Dexter) and narrated by Chloe Grace Mortez (Kick Ass), gives you a first-hand glimpse into Dishonored's shadowy whaling world of Dunwall, where plague is rampant and the city is in disarray and on the verge of dystopia.

Created by Psyop, each episode was predominantly produced by hand. Each frame was a fully rendered style frame, which was then enhanced with 3D elements to add to the painterly atmosphere, dimension and depth of each shot.

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Those animations are brilliant. I retract my earlier bout of dirigible madness.

EDIT: Oh shit, I accidentally negged that. I feel hollow inside. Like a murderer. I'll never clumsily attempt to offer faceless, cowardly approval with my fingers again.

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Game has gone gold. :rolleyes:

Played the demo version twice at the Expo yesterday and it's looking good although a bit overwhelming since you have access to all of the powers - plague of rats, mind control and so on, so for me it was more messing about than a concerted attempt at the given objective. Still, it was good to see lots of different approaches being taken compared to the next door demo of Tomb Raider which was completely linear.

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Yeah, think more original Deus Ex - wide open levels with tons of viable approaches and tactics for the player to discover and choose from. Apparently you can even complete the entire game without killing anyone at all, that should give you an idea of the level of freedom given to the player and the breadth of the exploration. Having 'magical powers' of some kind is the only thing it has in common with Bioshock.

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Yeah, think more original Deus Ex - wide open levels with tons of viable approaches and tactics for the player to discover and choose from. Apparently you can even complete the entire game without killing anyone at all, that should give you an idea of the level of freedom given to the player and the breadth of the exploration. Having 'magical powers' of some kind is the only thing it has in common with Bioshock.

I don't think Bioshock comparisons are entirely irrelevant: aside from the powers, it too features a particularly strong visual identity, which is a significant boon to the game. Mechanically much closer to DE though, yes, which is all for the good.

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Personally, I'm waiting for a game which combines the combat of Half-Life, the stealth of Bioshock, the freedom of Call of Duty, the deep storytelling of Gears of War, the graphics of Thief and the voice-acting of Deus Ex. Game of the forever, right there.

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