Dishonored

It's tough to get really excited about Minecraft mods these days, but I have to admit this one got me.


You can get the mod right here. And the map here.


Minecraft - Dishonored Mod [YouTube via PC Gamer]


Dishonored
Dishonored


I took my first playthrough of Dishonored very seriously. I stealthed my way through slowly, investigating every nook and soaking up as much of Dunwall's atmosphere as I could. That reverence ended the moment the final cut scene concluded. I've enjoyed the experience the developers intended, now it's time to break it apart and have more fun.

This is what trainers are for. Dishonored hasn't been out long, but there are already programs out there that you can run alongside Dishonored, giving Corvo unlimited health, super speed, high level powers, unlimited money and more. Watch these cheats in action as I blast through the first assassination mission, with some help from a rapid fire pistol and dozens of crossbow bolts, in exactly five minutes flat.

I would link to the trainer used, but it exists on a list alongside keygen software and other naughtiness that doesn't deserve promotion. Suffice to say a Google search will lead you to one, but be wary of bad files, as always. Also, SPOILERS for the first mission. On your marks. Get set. GO, CORVO, GO.

Dishonored
Ceci n'est pas une proper episode of Dishonored diary series No Trace


Ladies and gentlemen, I'm sorry. In my first video in the 'No Trace' Dishonored diary series - in which I'm going to try to make each of Corvo's assassinations look like a terrible accident - I claimed that we'd get the first proper episode up today. However, we've fallen victim to some terrible accidents of our own. Accidents that involve framerates, and audio syncing, and several much longer words, and which can only be solved through many hours of video conversion and heartfelt penitence.

My best laid schemes, I'm sad to say, gang aft agley. In the meantime, I wanted to do a short video to explain the situation and, while I've got the time, address some concerns raised in the comments threads for my previous entry.



Pipes. I've climbed them.

Join us next week when people who know what they are doing will be in charge.
Dishonored
pixel corvo


I guess we should have seen this coming, but it kind of snuck up on us. Following on from this amazing Far Cry 3 Minecraft mod, someone has only gone and made a Dishonored one, which adds Corvo's iconic weapons and equipment to the all-consuming crafting game.

You can download the set here, which includes Corvo's outfit, his sword, a wheellock pistol, the Blink rune (featuring working teleportation), whalebone charms, Sokolov's Elixir and - everybody's favourite - whale oil, which explodes when thrown. If you have the relevant materials, you can even craft these items yourself.

To test them out, we suggest using the Imperial City map, which could easily pass for part of Dunwall - and it will have to, until some mad, wonderful fool decides to recreate every inch of the city in Minecraft. It's only a matter of time. Blink to the following video to see the Dishonored mod in action.

Dishonored

Dishonored's Art Director Talks Inspiration, Cut LevelsI know, we've looked at Dishonored once already here on Fine Art, but today is a little different, because we not only have some images from quite literally the game's drawing board stage, but also some commentary on them from Sebastien Mitton, Arkane's art director.


Did you know, for example, that the game's "Tallboy" units were once envisaged as town criers? Or that the game was originally intended to feature a level set in an insane asylum? Or that it was first envisaged as being set in 17th century London? Well, now you do. And you've got some nice images to go with the knowledge.


Below you'll find ten images, most of them from very early in the game's development. Accompanying them is Mitton's commentary. Note that most of the pics are comfortably within the realms of wallpaper-sized, but also constrained by our site's 16:9 aspect ratio lock, so to see them at their full size (or read obscured text), just click on them!


Dishonored's Art Director Talks Inspiration, Cut Levels


This is the very first pencil drawing we did when the game was set in London, in 1666. I'm a bit nostalgic when it comes to this one, but in a positive way. This is the piece of art that triggered lots of excellent work in terms of architecture - all the landmarks…there were more than 80 cathedrals in the skyline by that time. There is this very specific skeleton aspect to the facades, there is a canyon feeling in the streets, there are strong shadows.



Dishonored's Art Director Talks Inspiration, Cut Levels

The plague plays an important role in our game. After many hours of research exploring narratives from the Black Plague period, we used some testimonies as a starting point for visual expression. The purpose of this exploration was to give the player a great visual impact by increasing this dystopia feeling in the city. The inspiration from this specific example (cut for gameplay consistency) came from the work of Christo and Jeanne-Claude, who mixed with the lime wash used in mass graves.



Dishonored's Art Director Talks Inspiration, Cut Levels

As a visual designer, it is a fun experience and a great challenge to align visual appeal, engineering and functionality, nice animations, and a sense of power with a handcrafted weapon that you can upgrade in different ways!



Dishonored's Art Director Talks Inspiration, Cut Levels

I really love this ship, with its moving nose that can trap whales when harpooned. The story of its inception started one day when I was visiting our office in Austin.


I noticed a guy on stilts cleaning the building façade and told Harvey (co-creative director) we could put stilts on our town crier (loud speakers replaced this guy). He agreed, and the guy instantly became a Tallboy. Then slowly, game designers modified his original purpose, and the Tallboy became a guard, armed with its bow.


I then proposed to place a canister on his back, full of phosphorus, to get nice visual effects when he shoots arrows. Harvey preferred to use whale oil. Ok, but now we need Whales right? Hard to see Whales if you don't swim in the middle of the ocean, so it was time to design a whaling ship. Here's the result!


I then realized that the game universe was autonomous, no need to add anything from our real world. This world had its own needs and its own solutions as its own universe.



Dishonored's Art Director Talks Inspiration, Cut Levels

This one is a close-up. It's the "Regent" painting done by the artist Sergey Kolesov, who is one of the most talented painter/illustrators worldwide in my opinion. This painting won the 2012 into the pixel at E3. It has everything I love in paintings. It has that second layer of visual storytelling when you look at the bodyguard. It's not in your face at first sight, but it's there when you take the time to really look at it. It is the role of a bodyguard to stay discreet, you'd say!



Dishonored's Art Director Talks Inspiration, Cut Levels

It is always sad when you have to cut features, ideas, concepts. But that's the nature of our role in this industry. As an artist you have to stay really agile and react positively for the sake of the project.


In this case, we had to cut a mental institution which was haunted by some locals called Lunatics. I really liked the mechanics of those non-fighting guys who are really sensitive to sounds, and who drive the player into a corner, hooting when they've detected you.



Dishonored's Art Director Talks Inspiration, Cut Levels

After a long phase of gathering really good references from museums and libraries, it's time to throw ideas on paper, and align them with the bullet points and visual filters we've decided upon.


I like this board because it shows how crazy we go sometimes during our concept session. Jean-Luc, my assistant, not only takes notes during our brainstorms, he draws pages and pages.



Dishonored's Art Director Talks Inspiration, Cut Levels

One of my main goals during the creation of Dishonored was to bring iconic characters to life. This girl is the result of intense research during photo trips to London and Edinburgh, analysis of mug-shots and studies of typical English traits we found in books and pulp illustration. By drawing on those known characteristics, your characters convey emotion before they talk or move. This is visual storytelling.



Dishonored's Art Director Talks Inspiration, Cut Levels

This screenshot shows, if not the first, at least one of the early integrations of one of our characters in game. This is a moment of joy, when you feel everything is in place. You're heading in the right direction, and you suddenly don't care about the hard days ahead.



Dishonored's Art Director Talks Inspiration, Cut Levels

I talked previously about visual storytelling. Here's a perfect example of what we love at Arkane: creating a dense and visceral universe!


Dishonored
Dishonored sketchbook


It's rare that you get a glance inside an art director's sketchbook, which makes the concept art that Bethesda sent over a bit of a treat. Each of the ten images comes with a few words from Dishonored art director, Sebastien Mitton, offering a bit of insight into the lengthy pre-production phase that locked down Dunwall's grimy aesthetic. There's even mention of a cut level set in an insane asylum. Let's take a look.



Sebastien Mitton: This is the very first pencil drawing we did when the game was set in London, in 1666. I’m a bit nostalgic when it comes to this one, but in a positive way. This is the piece of art that triggered lots of excellent work in terms of architecture - all the landmarks…there were more than 80 cathedrals in the skyline by that time. There is this very specific skeleton aspect to the facades, there is a canyon feeling in the streets, there are strong shadows.



Sebastien Mitton: The plague plays an important role in our game. After many hours of research exploring narratives from the Black Plague period, we used some testimonies as a starting point for visual expression. The purpose of this exploration was to give the player a great visual impact by increasing this dystopia feeling in the city. The inspiration from this specific example (cut for gameplay consistency) came from the work of Christo and Jeanne-Claude, who mixed with the lime wash used in mass graves.



Sebastien Mitton: As a visual designer, it is a fun experience and a great challenge to align visual appeal, engineering and functionality, nice animations, and a sense of power with a handcrafted weapon that you can upgrade in different ways!



Sebastien Mitton: I really love this ship, with its moving nose that can trap whales when harpooned. The story of its inception started one day when I was visiting our office in Austin.

I noticed a guy on stilts cleaning the building façade and told Harvey (co-creative director) we could put stilts on our town crier (loud speakers replaced this guy). He agreed, and the guy instantly became a Tallboy. Then slowly, game designers modified his original purpose, and the Tallboy became a guard, armed with its bow.

I then proposed to place a canister on his back, full of phosphorus, to get nice visual effects when he shoots arrows. Harvey preferred to use whale oil. Ok, but now we need Whales right? Hard to see Whales if you don’t swim in the middle of the ocean, so it was time to design a whaling ship. Here’s the result!

I then realized that the game universe was autonomous, no need to add anything from our real world. This world had its own needs and its own solutions as its own universe.



Sebastien Mitton: This one is a close-up. It’s the “Regent” painting done by the artist Sergey Kolesov, who is one of the most talented painter/illustrators worldwide in my opinion. This painting won the 2012 into the pixel at E3. It has everything I love in paintings. It has that second layer of visual storytelling when you look at the bodyguard. It’s not in your face at first sight, but it’s there when you take the time to really look at it. It is the role of a bodyguard to stay discreet, you’d say!



Sebastien Mitton: It is always sad when you have to cut features, ideas, concepts. But that’s the nature of our role in this industry. As an artist you have to stay really agile and react positively for the sake of the project.

In this case, we had to cut a mental institution which was haunted by some locals called Lunatics. I really liked the mechanics of those non-fighting guys who are really sensitive to sounds, and who drive the player into a corner, hooting when they’ve detected you.



Sebastien Mitton: After a long phase of gathering really good references from museums and libraries, it’s time to throw ideas on paper, and align them with the bullet points and visual filters we’ve decided upon.

I like this board because it shows how crazy we go sometimes during our concept session.
Jean-Luc, my assistant, not only takes notes during our brainstorms, he draws pages and pages.



Sebastien Mitton: One of my main goals during the creation of Dishonored was to bring iconic characters to life. This girl is the result of intense research during photo trips to London and Edinburgh, analysis of mug-shots and studies of typical English traits we found in books and pulp illustration. By drawing on those known characteristics, your characters convey emotion before they talk or move. This is visual storytelling.



Sebastien Mitton: This screenshot shows, if not the first, at least one of the early integrations of one of our characters in game. This is a moment of joy, when you feel everything is in place. You’re heading in the right direction, and you suddenly don’t care about the hard days ahead.



Sebastien Mitton: I talked previously about visual storytelling. Here’s a perfect example of what we love at Arkane: creating a dense and visceral universe!

For more on Dishonored, listen to our Dishonored podcast special, read our Dishonored review and watch Chris' video diary in which he tries to navigate Dunwall without leaving a trace.
Torchlight

Old Is New: This Year's Best Games Are All About The ClassicsThis fall, we've been getting the best sort of déja vu. From Dishonored to XCOM, many of the best games of the fall have learned from past classics and reworked them into smart, satisfying, fresh-feeling games. Is this new appreciation for 90's classics a trend, or an anomaly? What exactly does "old-school" mean? Does the future of gaming depend on this current crop selling well? Is Mitt Romney actually a giant spider?


My oh my, those sure are some... Burning Questions.


Kirk: Hello Jasonbro! It has been a little while since we did one of these. I guess we've both been busy playing lots of video games, huh?


Jason: I fucking hate video games.


Jason: just kidding


Kirk: This time of year, it can be easy to start feeling that way. Especially if you're, say, reviewing Resident Evil 6. Heyo! (Too Easy? Low-hanging fruit?)


Jason: Low-hanging fruit that pops back up every time you try to take it and says "YOU HAVEN'T SEEN THE LAST OF ME YET!" Yeah, I'm lucky enough to have spent my time with a ton of great games over the past few weeks. Dishonored, XCOM, Virtue's Last Reward...


Kirk: As well as Torchlight II, Borderlands 2... the list goes on and on. Honestly, there's been some grumping from people I know about how 2012 has been a bad year for video games, but I think they're tripping. Skyrim may not have come out again this year, but 2012 has been fantastic. Fantastic, and super interesting.


Jason: Fantastic, super interesting, and old-school.


Kirk: Yeah! Which is our topic du jour—how all of these old-school ideas and philosophies are showing up in modern games, and how for the most part, they're working.


Jason: We sure are enjoying them, aren't we? Maybe it's because of nostalgia; maybe it's because design was actually much sharper 10 or 15 years ago. I don't know. But you're right — it's 2012 and here we are raving about games like Dishonored, which is basically Deus Ex, and XCOM which is basically... XCOM.


Kirk: I think you make the delineation thusly: X-Com for the old game and XCOM for the new one.


Jason: Dashes and lower-case letters are so 1994. The future is all CAPITAL LETTERS.


Kirk: AND THANK GOD, REALLY. But yeah, as you say: It's important to plumb why, exactly, we like these games so much. Is it nostalgia, or is it because they're good games? Though actually, let's deal with that one swiftly, because it feels like a less-interesting digression. Dishonored, XCOM... these are effin good games by any metric. Nostalgia, shmostalgia.


Old Is New: This Year's Best Games Are All About The Classics


Jason: Right — I mentioned to you while we were playing Dishonored that this is a game I would want to show someone as an example of what video games can do. Like, here you are in this situation, and you have to figure out how to accomplish your goals, and the story is what you do along the way. Emergent narrative, and all that jazz. I usually prefer a more linear, tighter story, but it's hard not to be impressed at just how empowering a game like Dishonored can be.


Kirk: And there really is something classic-feeling about it; the way that it works, that flexibility. The fact that you can lean. It feels like Thief, like Deus Ex. But it's also just a smart, cerebral video game. In an era where AAA console gaming is largely defined by Call of Duty (which series, when writing about Dishonored, our friend Tom Bissell awesomely referred to as "digital Pirates of the Caribbean log-flume rides"), something like Dishonored inspires a sort of terrified hope. Could it be that the types of games we fell in love with as kids are actually going to be popular again?


Jason: Were they ever unpopular? We don't know how well Dishonored is doing, but it's been getting rave reviews from both critics and gamers all over the place. There's this general consensus that Dishonored is the type of game people have been craving for a very long time. EA or Activision might not have been able to fit it into their crowded lineups of intense military shooters and free-to-play mobile games, but I think a game like this would have been critically acclaimed whether it was released in 2012 or 2005.


Kirk: Yeah, that's kind of the question here. I'm not sure these types of games ever went out of style, but it sure did feel for a little while like no one was making them. Like you just said—there is a hunger for this game, and you don't get hungry if you've been eating well. There's a reason that both Dishonored and XCOM have felt like an oasis in the desert. Looking back at 2008-2012, it feels like we were stuck in this big-budget, consolized rut. But was that actually the case, or does that diagnosis overlook a bunch of games?


Jason: Well! Let's not generalize too much. Like 2012, the past few years have been full of all sorts of games, both indie and big-budget, both PC and console, both crazy-linear and stupid-emergent. Both good and bad. But you're right in that I can't think of any games like Dishonored—maybe Deus Ex: Human Revolution comes the closest?—or XCOMFire Emblem? Valkyria Chronicles?—that have been released during this current console generation. They both feel very old-school. So let me turn that point around: what exactly makes a game "old-school"?


Old Is New: This Year's Best Games Are All About The Classics


Kirk: Right—and actually, Human Revolution felt much the same to me as Dishonored did this year, though in the end Dishonored focuses on a couple fewer things and as a result is more flexible, empowering and polished. But yeah, that question: "What the hell does 'Old-School' mean?" Does it mean more difficult? More complex? Less approachable? More tweakable? I liked Jason Killingsworth's article over at EDGE that discussed that topic as it pertains to Brenda Brathwaite and Tom Hall's "Old-School RPG" Kickstarter. Jason summed it up well: "To label one's project Old School RPG seems to just draw attention to this appeal to nostalgia in such an obvious way that it comes off feeling a little crass, perhaps too forward." Maybe, though, the answer is that "old-school" is more than just a nostalgic ideal; it's shorthand for "Longstanding design ideas that seem to work well."


Jason: And it is perhaps not a coincidence that Brathwaite and Hall's Old-School RPG seems like it will miss its funding goal. I'm glad you brought that up, because on one hand you have that project (which has since been updated and named, but was rather generic when it first launched) and on the other hand you have Project Eternity, Obsidian's old-school RPG. The big difference? With Project Eternity, all they had to do was namedrop: "Hey, this is going to be like Planescape: Torment meets Baldur's Gate meets Icewind Dale." Boom. Instant gushing from anyone who grew up with those specific games and misses the way that they played. Not so surprising that Project Eternity raised almost $4 million—a new record for a Kickstarted video game—in just over a month.


Old Is New: This Year's Best Games Are All About The Classics


Kirk: And there, you have to think that while Obsidian will use those games as inspirations, their game will surely be updated for modern times. (And if and when Brathwaite and Hall make their game, it's a safe bet they'll do the same.) It's easy to forget that a lot of things about those older games just weren't very fun—I love Planescape Torment, but replaying it earlier this year, I was struck by just how fiddly and unsatisfying everything is. Ditto X-Com—that game is a seriously dense, not-that-fun-to-handle thing. What's been remarkable is how these successful games we're talking about, particularly the smart yet streamlined XCOM, take "old-school" design ideals and make them work better, and smoother, than ever.


Jason: Good point! As our expectations get higher and higher, and as video games start offering more and more polish, it's really tough to go back and play some of those old games. Which makes us crave the "old-school" even more: if I'm looking for, say, a great sci-fi tactical isometric RPG-strategy game with base-building and character customization, my options are kind of limited.


Kirk: We kinda want it all. The feeling those games gave us, but updated for our more sophisticated palate. (And here I'm going to go ahead and say that "complex micro-management" and "sophistication" are not necessarily the same thing.) I'm sure there are people who legitimately would be happy playing crusty action-point-based isometric RPGs forever, but once you play something like XCOM, it's hard to go back. I'm not sure I'd say that Dishonored pulls such a leap over Deus Ex or Thief, but then again, it's certainly a hell of a lot more user-friendly without sacrificing any vital levels of complexity.


But you know, I think that part of the reason we're all so enamored of these two games in particular is that, for one reason or another... they just feel unlikely. You know? We're so used to publishers cramming shit like Medal of Duty 3: Modern Ops down our throat that it feels somehow insane that we'd get a game like Dishonored, with its single-player-only campaign and brand-new, non-derivative world. Are we really all so jaded?


Jason: We are. I mean, you were at E3. We both were. Dubstep, shooters, neon, war, you know the rest. I welcome the unlikely.


Kirk: A couple years ago, I would have told you that dubstep + Far Cry seemed pretty unlikely, but yeah, I take your point.


Jason: Speaking of unlikely games, let's talk about the game I can't stop playing. Virtue's Last Reward. Yesterday you promised me you'd check it out—did you? Or are you going to break my heart?


Kirk: I did! I played a little bit before I fell asleep. What the hell is this game, Jason.


Old Is New: This Year's Best Games Are All About The Classics


Jason: hahahahaha ok. hahahahahaha.


Kirk: I mean. Seriously.


Jason: Tell me your first thoughts. First impressions. Go.


Kirk: First impressions? I like the idea behind the story. There are a lot of words. The acting seems weird. It feels like an iPhone game. I'm intrigued, but more because you say it's good than because I've been sucked in.


Jason: Okay. Let me give readers some context, here. Virtue's Last Reward is the sequel to 999, one of my favorite games of 2010 and one of the best adventure games I've ever played. Like 999, VLR is a cross between a visual novel and a point-n-click adventure. It's a big interactive story. To get through, you read, make choices, and solve puzzles as you try to figure out where the hell you are.


Kirk: So yeah, speaking of unlikely games...


Jason: Hahaha! It's very Japanese. You've grasped the basics of the story, yes? Nine people are trapped in this facility by some crazy character named Zero (who speaks through a bunny rabbit avatar). They're forced to play this twisted game. Or die.


Kirk: Right. It's like that movie Cube! Sort of. I need to play more.


Jason: You have to read a lot, and think a lot, and once it grasps you, you won't be able to stop. All of the characters have their own hidden secrets, and there are tons of other mysteries to find (and try to solve) in this facility. Also, there are like 24 endings. 24!


Kirk: So, to attempt to wheel our careening locomotive back onto something resembling "the tracks" of our previous discussion—this does feel like an unlikely game. And while it's not really AAA (It's on 3DS and Vita, right?), it is a good example of another unlikely, old-school feeling (puzzles + interactive fiction) game hitting the market. Telltale's The Walking Dead is another good example of this—people are actually coming up with interesting things to do with the "old-school" adventure game, breathing life into it in ways that feel fresh, approachable, smart, etc.


Jason: Right, I was getting there! People loved 999 (and will love Virtue's Last Reward even more) not just because it's well-written and engaging, but because it reaches back to the fundamentals. It was made by Japanese developers, but those developers are clearly fans of Western games like Zork and Monkey Island and Myst. Old-school games. You can see a great deal of all of those games in Virtue's Last Reward.


Old Is New: This Year's Best Games Are All About The Classics


Kirk: Right. And on that tip, I've been seeing some really interesting stuff come out of the interactive fiction scene. I feel like you probably didn't check out Emily Short and Liza Daly's First Draft Of The Revolution, but that game was almost effortlessly unlike anything else I've ever played. It asked questions and explored spaces that I've literally never seen a game explore. And it does it with text. All of this really just makes me think that for all the hand-wringing we do about how much everything sucks now, the truth of the matter is that we are still just barely exploring video games and all of the different things they could be.


Oh boy, I'm starting to get pret-ty broad here. Um... quick, make a joke or something.


Jason: Umm... I guess you could say we have a binder full of video game possibilities?


Kirk: Nice! Topical! Honestly, I was expecting a joke about Mitt Romney turning into a giant spider.


Jason: Nothing funny about that. I'm just surprised more people aren't bringing it up. I mean... he turned into a spider! On national television!


Kirk: Yeah, though fortunately not a nano-tech video game spider. Just a regular old giant spider.


Jason: Still terrifying. So anyway, we've talked a lot about the new games we're playing that feel old, but hey, that's old news! Let's talk about the future. Are there any genres or systems or types of games you'd like to see resurrected in the next few years?


Kirk: You know, I'm pretty stoked about how good developers are get at making complex games work on controllers. Not just from a technical standpoint, but also in the very core of the game's design. We're finally seeing games that have all the depth of an "old-school" PC game but are playable while sitting in front of your TV. I'm excited to see how much better game-makers can get at that. I'm also hopeful that both Dishonored and XCOM will convince more AAA publishers to support more games like those two. Though really, fuck 'em—if there's anything we've learned from the past year, it's that where there's a consumer desire, there's a way! And often, a Kickstarter. How about you? Sensing any trends this fall?


Jason: Bro. You didn't answer the question.


Kirk: I've been watching too many presidential debates.


Jason: OK brobama.


Kirk: Okay, okay. Hmm. I truly think that XCOM has awoken in me a real thirst for good turn-based strategy games. As much as I like FF Tactics and Tactics Ogre, I get the sense that developers could do a lot more with the turn-based idea. Furthermore, turn-based games can work well on a controller, since you don't have to do complex actions quickly. So, that's my answer: More big-budget turn-based strategy games! ARE YOU HAPPY NOW, MR MODERATOR


Old Is New: This Year's Best Games Are All About The Classics


Jason: That's good! What about on a Wii U controller? I have spent many-a-night fantasizing about a potential Final Fantasy Tactics sequel—a true sequel, not one of those Advance spinoffs—that uses the Wii U controller for grid-based battling.


Kirk: Haaa I like that you spend your nights fantasizing about Final Fantasy Tactics on the Wii U. But yes—I bet that controller could be fabulous for just that kind of game. Maybe a Wii U Fire Emblem sequel... hey maybe you should ask Reggie about that the next time you two are hanging out.


Jason: hohohoho. He does love telling me about Fire Emblem. Okay, so I guess it's my turn to resurrect a genre?


Kirk: That it is.


Jason: Dungeon Keeper. Enough said.


Kirk: Nice.


Jason: So to summarize this whole conversation, everything old is new again. But when will it become old again? When will we start wistfully remembering the days of military first-person shooters and dubstep?


Kirk: Heh, I'm sure it will. I mean, there was a time not so long ago when we were SO SICK of World War II shooters. And Modern Warfare came out and everyone was like, "Finally! Something new and different!" And... well, now look at us. When I played Company of Heroes 2 at PAX, the whole time I was thinking, "Man, it's so nice to be playing a World War II game again." Aah, the circle of life. Its radius stretches over eons, but all things must return from whence they came.


Jason: Yes. Ashes to ashes, dust to dust, shooters to consoles.


Kirk: So it is written, so it is known.


Jason: Amen. Praise Tebow.


Dishonored - contact@rockpapershotgun.com (RPS)

Stealth game fans pay heed. Over the next two days RPS hosts a conversation between Nels Anderson, Lead Design of Mark Of The Ninja, and a number of other stealth-game luminaries, as they discuss matters of of sneaking and hiding in videogame form. Anderson talks to Patrick Redding, Game Director on Splinter Cell: Blacklist, Andy Schatz, creator of Monaco, and Raphael Colantonio, co-creative director of Dishonored.

This is part one, part two will appear tomorrow. Onwards! (But stay out of sight…)> (more…)

Dishonored

I'm Sure I'd Love Dishonored... If It Didn't Make Me Sick. I really want to keep playing Dishonored.


I have a digital copy, all neatly installed via Steam. It works perfectly well. I've loaded it and started playing, more than once. The controls are nothing I can't handle, and I have the long patience for a game full of stealth. I play nearly every game slowly and stealthily! This one was practically made for me, and I've been dying to get my hands on it for months.


But Dishonored, sadly, makes me sick.


It's not the swarms of man-eating plague rats that do me in (although writing that, maybe it should be). It's something far more fundamental: the first-person perspective. I, it turns out, am prone to motion sickness while gaming, as are many others.


The first time a video game ever made me ill, I was a teenager, babysitting. My young charge, with whom I had played Nintendo games in the past, excitedly showed me his brand new Nintendo 64 and Super Mario 64. The wavering camera, meandering through the 3D world, turned my stomach embarrassingly quickly. I buried my nose in a book to avoid looking at the screen while the kid bounced his way through the game.


In the years since I have learned the hard way that while I can play Mario Kart on the DS, I can't do it in a moving car or train, and that Mirror's Edge is a story I will simply never be able to experience. The demo of that one did enough damage.


After gaming successes in 2007, though, I started to get cocky. For whatever reason, I was able to manage most of Portal, although I still had to pause the game and take some long breaks during particularly twisty levels. BioShock, too, I could handle in 1-2 hour chunks. As the years went on, I played hundreds of hours of Fallout 3 and Fallout: New Vegas, in first-person view probably 90% of the time.


Perhaps my fondness for 2D and third-person games is as much a matter of self-preservation as anything else.

I thought that my susceptibility to motion in games was a thing of the past, and that I could move on with a happy, well-rounded gaming future. I was wrong. I had to hand the controls over to my spouse when it came time to drive the Mako in the original Mass Effect, by the time I finally got around to trying the game. Shooting and dialogue I could handle, but a space dune buggy, peacefully bouncing among the craters? Not a chance.


Portal 2 came and went without incident and I hoped, once again, that I might be safe. Then came Starhawk, which I had to see through for review. For a week, I lived on Bonine tablets and scheduled myself an hour of lying down with a pillow over my head for every hour of play. Never has ten hours of playing what's actually a pretty good game felt so hellish.


And now, Dishonored.


I want to love it. But before I can decide how I feel about Dishonored, I have to play it—and I was barely even able to scratch the barest surface of the tutorial and introductory level before I had to walk away and go sit quietly with my head between my knees. My second attempt ended the same way as my first, and I haven't yet been brave enough to sit down for a lengthy empirical session with the thousand different settings to see if I can make it less stomach-churning.


It seems that perhaps my fondness for 2D and third-person games is as much a matter of self-preservation as anything else. Still, I have high hopes for Dishonored. It does have so very many settings to change that I hope, eventually, I can tweak it to the place where I can play for an hour or two at a time.


And if not, well, at least I'll always have XCOM.


Dishonored - contact@rockpapershotgun.com (Nathan Grayson)

Dishonored is pretty great. Incredible, even – at least, in places. We’ve had many wordthinks about it, and odds are, the future will bring many more. Those, however, are for another time. Today, we’re giving the angular, Viktor-Antonov-designed spotlight over to one of the main minds behind the whale-powered wonder, Harvey Smith. From System Shock to the original Deus Ex to an ill-fated Area 51 reboot to a canceled RTS and even a brief stint in mobile gaming, he’s seen all corners of the gaming industry. But – dare I suggest it – there’s far more to life than videogames. So I sat down with Smith to discuss how and why he does what he does, and as it turns out, he may well be just as incredible as the game he played a crucial role in creating – if not more so.>

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