Dishonored

Dishonored, developer Arkane Studios' sublime stealthy action-adventure series, is getting the tabletop RPG treatment later this year, courtesy of Modiphius Entertainment.

The Dishonored Roleplaying Game, as it's known, will initially be released in the form of a 300-page hardback Corebook, containing everything players need to begin their steampunk-inspired adventures across the Empire of the Isles.

According to Modiphius, the Corebook features an in-depth look at Dishonored's world, its history, and its people, plus a comprehensive storytelling guide. The latter includes rules for playing as various roles - which range from "grim assassins and rugged criminals, to intrepid explorers and stoic crown loyalists" - alongside antagonists and story hooks for inspiration.

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Half-Life 2

Viktor Antonov hasn't built a world like this before.

The games you know him for are bounded and largely linear. Every tiny detail has been touched by a human hand in Half-Life 2's City 17 or Dishonored's Dunwall, striking virtual places which Antonov has helped colour with particular social histories and inscribed with visual techniques that quietly guide the player to the next checkpoint. That's also true of other games that he's been involved with over the past few years, such as Wolfenstein: The New Order, Prey and Doom, on which Antonov acted as visual design director.

But Project C, as the game is currently codenamed, is very different. "It's one of the most ambitious projects I've worked on and, I have to admit, a fairly difficult one for me," he says.

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Half-Life 2

There is a saying in architecture that no building is unbuildable, only unbuilt. Structures may be impossible in the here and now, but have the potential to exist given enough time or technological development: a futuristic cityscape, a spacefaring megastructure, the ruins of an alien civilisation. However, there are also buildings that defy the physical laws of space. It is not an issue that they could not exist, but that they should not. Their forms bend and warp in unthinkable ways; dream-like structures that push spatial logic to its breaking point.

The Tomb of Porsena is a legendary monument built to house the body of an Etruscan king. 400 years after its construction, the Roman scholar Varro gave a detailed description of the ancient structure. A giant stone base rose 50 feet high, beneath it lay an "inextricable labyrinth", and atop it sat five pyramids. Above this was a brass sphere, four more pyramids, a platform and then a final five pyramids. The image painted by Varro, one of shapes stacked upon shapes, seems like a wild exaggeration. Despite this, Varro's fanciful description sparked the imaginations of countless architects over the centuries. The tomb was an enigma, and yet the difficulty in conceptualising it, and the vision behind it, was fascinating. On paper artists were free to realise its potential. If paper liberated minds, the screen can surely open up further possibilities. There's no shortage of visionary structures within the virtual spaces of video games. These are strange buildings that ask us to imagine worlds radically different to our own.

Whilst many impossible formulations are orientated towards the future, there are also plenty from the past. The castle in Ico is one example of this. During the Renaissance, Europe was obsessed, not with future utopias, but with ancient Greece and Rome. While the box art of Ico is famously inspired by Giorgio de Chirico, the long shadows and sun-bleached stone walls only make-up a portion of the game's mood. It is the etchings of Giovanni Piranesi that best capture what it's like to explore the castle's winding stairs and bridges. Piranesi's imaginary Roman reconstructions were absurdly big - so colossal you could get lost in just the foundations. In a similar way, Ico's castle is impossibly large, the camera zooming out in order to overwhelm you and build up the unfathomable mystery of its origin and purpose.

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2018 年 12 月 11 日
Eurogamer

It's easy to underestimate the humble door. You open it, you go through. Sometimes, you must find the key first, and for many games, that's the whole extent of the player's interactions with doors. They're something to get past, something that cordons off one bit from the next bit. A simple structural element, of special interest to level designers, but not the ones who turn the knobs.

And yet, the fundamental nature of doors that makes them seem so mundane also imbues them with a kind of magic. How do I open it? And what could be behind it? A good door is a locus of challenge and mystery; mystery that could give way to delight, wonder, or even a good scare. A good door is a teasing paradox that does everything in its power to entice and invite, but also puts up a decent effort to keep you out, at least long enough to intrigue and fire up your imagination.

Some games highlight the versatility of doors by turning them into especially dense knots in the possibility space. In games like Thief, Dishonored, Prey, Deus Ex or Darkwood, doors can be lockpicked, hacked, blown to bits or cleverly circumvented. In emergencies, they can be barricaded, blocked by heavy objects or even taken off the electric grid. For the tactically minded, they can serve as choke points to lure enemies into traps or ambushes, while the patient can use keyholes to spy on the unsuspecting, or simply get close enough to a door to eavesdrop on an important conversation.

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Dishonored

Arkane Studios has confirmed that its superb first-person assassination series Dishonored is "resting right now", with no further instalments seemingly currently planned.

News of Dishonored's dormancy comes via Arkane Studios lead designer Ricardo Bare (speaking to VG247 during QuakeCon), who qualified that, "I can't say definitively what might happen down the road, anything could happen".

The original Dishonored launched back in 2012 to much critical acclaim, with reviews celebrating its superb world design and the sometimes dizzying freedom with which the game's supernaturally enhanced assassination missions could be approached.

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2018 年 6 月 18 日
The Witcher 3: Wild Hunt

Summer landscapes can be taken for granted as bright and breezy backdrops to games. However, what spring started, summer finishes. Following on from the rebirth of spring, summer further fuels and invigorates the landscape. Lands become majestically colourful, gorgeously lush and bursting at the seams with life as the peak of the growing season and life cycle are hit. Bright sunlight basks the land in glorious light and stretches the days, while vivid foliage spreads as far as the eye can see, punctuated by glorious flowering plants, laying a carpet of life over the land. These are the hazy days of summer, indeed. Life breeds life and swathes of landscape are transformed, covered in lush foliage and colour, while the land becomes more productive, increasing interaction and function.

Summer has its own meaning, and this can be injected into games through the landscapes they have and portray - and all of their elements they contain. Smash this wonderful, bright season together with narrative and story arcs and there is a new side to summer environments to be enjoyed and experienced.

The success and majesty of The Witcher 3's landscapes are further elevated when examined through a seasonal lens as it can reveal even more environmental nuances and specific landscape features. The configuration of summer landscapes through fidelity, function and beauty underlines the environment's importance in contributing to The Witcher 3's place-making, story and atmosphere (particularly in Velen and Toussaint), but also demonstrate the sheer importance and power summer has over the landscape, guiding its life and character. Avoiding fawning over each individually hand-placed, wholly-accurate plant (this time) as examples of The Witcher 3's summer landscape, it is the active and productive horticultural landscapes that show summer's power.

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Dishonored

If you're looking for an expert on immersive sims, speak to Randy Smith.

The 43-year-old American game designer, who lives in Austin, Texas, cut his teeth on the Thief series while working at both Looking Glass and Ion Storm, the two studios considered to have birthed the genre.

After Thief, Smith collaborated with Half-Life 2 art director Viktor Antonov at Arkane, developer of the recent Dishonored and Prey immersive sims, on projects that never came out. Meanwhile, in 2008 Smith, alongside fellow designer David Kalina, founded a new studio called Tiger Style, and designed indie games Spider: The Secret of Bryce Manor (2009) and Waking Mars (2012), before a Spider sequel, subtitled Rite of the Shrouded Moon, hit Steam in 2015. But unlike the first Spider game and Waking Mars, Rite of the Shrouded Moon flopped.

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Dishonored 2

Titan Comics has announced the imminent release of a new Dishonored 2 graphic novel, and it's due to arrive on February 20th.

Dishonored: The Peeress and the Price, to give it its full title, takes place after the events of the second Dishonored game. It sees Emily and Corvo make their return to Dunwall, where a deadly new enemy awaits. An enemy that could, says Titan, "spell doom for them both...".

You can admire a reproduction of the The Peeress and the Price's front cover immediately below. For the first time, I find myself wondering how Corvo blows his nose.

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2017 年 12 月 23 日
Rain World

Among Rain World's best tricks is that it doesn't end with you. Fall afoul of the reptiles who coil and flop through its moulting, fungal catacombs and you'll be dragged to a crevice and swiftly guzzled. The restart prompt appears, but you're under no pressure to hit the button, and really, what's your hurry? Death is an opportunity to enjoy Joar Jakobsson's chiselled 16-bit aesthetic and the game's AI ecosystem at leisure, freed from the rat-race of its core mechanics.

Predators come and go from boltholes: depending on where you've copped it, you might even see them fight, tumbling through the muck in a writhing knot, coughing up bright bubbles of neon blood. Light drifts over backdrop layers, burnishing dead machinery and throwing the shadows of unseen structures across the view, an effect that rather uncannily places the environment behind the player, as though you were perched on a rail in the foreground. It's mesmerising and, given Rain World's difficulty, reassuring: where other game worlds turn on the player's motions and decisions, your participation here is never represented as essential. This grotty, inhuman reality was getting on just fine before you arrived, and however hard the rain may fall, it will continue long after you are gone.

Games are fond of ending the world or staging its total corruption, and 2017 has (appropriately enough) delivered a bumper crop of post-apocalyptic and dystopian fantasies - all thrillingly distinct, and each a commentary on or unwitting reflection of historical forces that threaten disaster in reality, from climate change to religious fanaticism. Some of them take a guilty pleasure in the idea. For a role-playing shooter like Destiny 2, the apocalypse continues to be wish-fulfilment for compulsive hoarders and gladiators, a return to a simpler, more permissive "heroic" era, steeped in the pomp and hubris of the Space Race and the work of venerated sci-fi illustrators like Syd Mead and Chesley Bonestell.

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2017 年 12 月 4 日
Dishonored


There may be spoilers for the Dishonored series of games ahead.

"The Void is unspeakable. It is infinite and it is nowhere, ever-changing and perpetual. There are more things in the endless black Void, Kirin Jindosh, than are dreamt of in your natural philosophy" (Letter from Delilah). Despite the best efforts of natural philosophers, the world of Dishonored is defined by occult, unknown influences. Here, we performed dark magicks, battled witches, conversed with spirits, and even traversed the distance in-between worlds during our vendetta-fueled travels through Dunwall and Karnaca.

Any inquiry into the metaphysics of Dishonored stands and falls by the Void, that shadowy realm that is the source of all magic, witchcraft and arcane knowledge. Even the Outsider, who appears as an ancient god that grants his arcane mark to the player, ultimately derives his powers from the Void, not the other way around. But the Void is an elusive place that doesn't give up its secrets readily, and we as players don't understand it any better than the seekers of Gristol or Serkonos who struggle to catch so much as a glimpse of it. So, what exactly is the Void, or rather, how should we think about it to make sense of it?

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