STORE COMMUNITY ABOUT SUPPORT
Login Store Community Support
View desktop website
It warms my disease-ridden, whale-oil tainted heart to hear that the wonderful Dishonored was a financial success for its publisher Bethesda. In this age of sequels and iron-sights, games this original, smart and flat-out good don't come around that often.
As quoted by Destructoid, Bethesda PR boss Pete Hines said of the game's success, "We're very pleased and appreciate all the fans that have supported Dishonored and Arkane. We clearly have a new franchise."
Of course, it's always a bit strange to see a gameworld that could've existed as a one-off be spun out into a series of games. As I played Dishonored, I grew genuinely interested in the islands beyond Dunwall, and the world that Arkane had created. But on the flip side, I also enjoyed the weirdly romantic notion of a world that we get to see once, and never again. A small taste that leaves the rest to our imaginations.
My ambivalence echoes Dishonored designer Harvey Smith, who told Jason earlier this fall, "Part of me would love to see future games leverage this world, and part of me would love it if the vault door was just closed and that's it. This is your one view into the Empire of the Isles and into the city of Dunwall."
But who am I kidding? If a game is amazing and makes a lot of money, it'll get a sequel. As good as Dishonored was, there are certainly things that can be improved in a second game. I can only replay the first one so many times. And judging by how these things tend to go, the series will make it at least until the third or fourth game before they turn the whole thing into a cover-based shooter.
(Just kidding. I hope.)
Bethesda: Dishonored sales 'exceeding expectations' [Destructoid]
I wonder what sales projections look like for Bethesda. The splendid news today is that Dishonored has outsold the publisher’s expectations. But when they sell games like Skyrim, what must those expectations be like! Talking to Destructoid, the Mouth Of Bethesda, Pete Hines, was disappointingly cagey about saying exactly how many copies had sold (oh could this industry just GROW UP), but did explain that they were so impressive that Bethesda now have a new franchise on their hands.
Another day, another entry into the file of troubled Kickstarter successes. The Oculus Rift, a virtual reality gaming headset which raised millions of dollars on the site this summer, has been delayed from December until at least March 2013, and possibly through April.
After the Rift's coming out party at this year's E3 (where our fearless leader Stephen Totilo tried out the "impressive" headgear on the then-unnamed Doom 3: BFG Edition), Oculus founder Palmer Luckey took to everyone's favorite crowd funding site to ask for a cool $250,000. Finding himself in that heady time of explosive gaming Kickstarters, Luckey suddenly had just under $2.5 million dropped in his lap and a BFG-load of dev kits to ship out, supposedly by December 2012.
Today the official Oculus Rift Kickstarter was updated with news that shipment of said kits has been delayed at least until next spring, as Luckey and his team deal with the "overwhelming response"—some 7,500 unit requests.
Compounding the problem, the original 5.6'' LCD screens the Rift prototypes used are no longer available, forcing a switch to a new 7'' LCD that brings with it a new form factor. While this will obviously enhance the viewing experience, it also adds 30 grams of weight to the headset, not an insignificant amount considering you'll be strapping it onto your face for several hours at a time.
While the causes of the delay seem reasonable—Oculus has put together a detailed timeline illustrating it here—this latest development further illustrates the Monkey's Paw potential of unbounded fundraising and micro-donations. After all, it's much easier to pay for the experience of playing Doom 3 in a fully immersive 3D world than it is to create it. Considering that these issues are arising at the dev stage, questions about Oculus Rift's transition to mass-market commercial sale are sure to arise.
The somewhat underwhelming in concept first DLC for Dishonored is, as we already knew, Dunwall City Trials. It’s a challenge map pack rather than an expansion containing more long-game assassinations or world-building. This leaves me a little cold in principle, but perhaps there will be something to be said for using and combining the game’s many combat, stealth and movement systems unfettered and without the focus on meeting a specific objective.
The pack now has a release date, which is December 11, and a price, which is £3.99. And specific details, which are below. I’m nice like that. (more…)
You know how you can play Dishonored either violently or stealthily? I tended to opt for stealth, even though I liked how fun the game was when things got action-packed.
But I have never, ever seen someone take on the game with the kind of violent aplomb shown by kekkoSoNicSyNdIcAtE in the video above. Dude takes out 25 enemies without breaking a sweat, often in the sickest, most elaborate ways possible. It's a real stress-test of Dishonored's design that this kind of thing is possible. Amazing.
(Via Tom Francis)