Dishonored

How To Prepare Dishonored's Only Appetizing DishI loved Dishonored's dank, diseased city of Dunwall. It felt so fully realized, and had so much character. A lot of that came from the food. Like Bioshock before it, most of Dishonored's characters leave food lying around. As the protagonist Corvo meanders from room to room, he'll often take stabbing-breaks to eat everything that's not nailed down.


Most of the food in the game is pretty gross—jellied eels! ew!—but there was one thing that, every time I found one laying around, I'd eat in a heartbeat: The delicious-sounding apricot tartlet.


The folks over at Gourmet Gaming have, in their inimitable style, posted a recipe for recreating the tartlets from the game. If you've got the culinary chops, you too can make a bunch of these, then leave them lying around your property to nourish any mask-wearing assassins who may sneak by.


How To Prepare Dishonored's Only Appetizing Dish


Eat? Don't mind if I do.


Dishonored - Apricot Tartlet [Gourmet Gaming]


Dishonored

Wonderful but Lonely: The Empty Cities of Halo 4, Dishonored and Recent Video Games Playing Tokyo Jungle reminds me of my insomnia, of all things. The reason I often stay up until I can greet sunrise is because there's this serene calm that comes with being awake late at night.


Everyone is asleep. The streets are empty. It's peaceful to not have anyone around. I can focus. It's kind of like a power fantasy, actually. The world is at once both mine to take and yet beyond me—a not tameable entity whose machinations do not care for, and sometimes defy the going-ons of people. The world keeps spinning whether you're awake or not.


The world also keeps going whether you're alive or not. While playing as a Pomeranian that travels post-apocalyptic Tokyo to kill and eat animals in an effort to stay alive isn't as calming as the velvet of the night, there's still an air of peacefulness that comes with it.


The reasons are ones that I think Hayao Miyazaki, who is behind popular films like Spirited Away and Ponyo, would be enthusiastic about. Noted by academics for his disdain of digital things, a New Yorker profile once quoted him saying that he looked "forward to the time when Tokyo is submerged by the ocean and the NTV tower becomes an island, when the human population plummets and there are no more high-rises." Kind of extreme! Unsurprisingly a good deal of his work was in love with the idea of a Japan that was more in-tune with nature and the spiritual world ruled by Shintoism, Yokai and Kami.


World War 2 changed everything according to Miyazaki—with it came the creation of a consumerist society that destroyed the environment. He didn't like that. An article by the Japanese Times quotes him saying, "I was frustrated because nature - the mountains and rivers - was being destroyed in the name of economic progress." The book 'Anime from Akira to Princess Mononoke' also quotes him saying that, "People changed their value system from Gods to money." The people of Japan had lost their way, and the only way things could be remedied was if humanity disappeared altogether.Wonderful but Lonely: The Empty Cities of Halo 4, Dishonored and Recent Video Games


And what we have in Tokyo Jungle is similar to the world that Miyazaki might've envisioned...if it wasn't likely that he hates video games. No spirits in Tokyo Jungle, but definitely a sense that nature rules supreme. Seen in light of the animator's criticisms of society, it's easy to pinpoint why something like Tokyo Jungle feels calming, almost necessary: gone are the pesky, annoying humans who didn't value the right things. In their place exists not a more ruthless reality of kill or be killed—as one might initially think when looking at Tokyo Jungle—but rather an ecosystem whose participants are well aware of their role in nature. Everything in its right place.


Maybe that sounds nihilistic, but in reality I don't see Tokyo Jungle's premise shying too far away from the type of world that most games present us. Where game spaces might feature well-designed architecture, well-written history, or a game might feature well-designed mechanics, people still feel absent fairly regularly.


Recently Simon Parkin similarly criticized Halo 4 in a review over at Eurogamer for its lack of people:


"But while this one-man army has renewed purpose and a new crisis to tackle, that lack of humanity is hidden in plain sight. For a game so focused on saving the universe, the Halo series is curiously devoid of people to save. It's filled with others to destroy, of course...


It's a universe filled with weapons, more weapons than ever before, the Prometheans adding their armoury of esoteric rifles and machine guns to the already enormous array of killing tools. But people to save? You won't find many of those here."


While I've not played Halo 4, I've felt similarly recently while playing Dishonored—which technically does have people, but hear me out. The game takes place in an Victorian setting based off 1800's London, with a plague decimating a city built to be surprisingly accommodating to a sneaky assassin. So much effort was put into building that city, building a world that fascinates with its politics and history, ultimately leaving you wondering about its society.


But where are most of the people to ground all of that? Why are the people so far out of the frame unless someone needs to be killed or avoided, why am I working so hard to save a city that is basically dead? What in the world is everyone fighting over?


There was a moment in one of the missions in Dishonored, where I endeavored to climb to the highest peak of the level. The streets were largely empty and quiet in this part of town, the only audible thing was the beating of the heart I held in my hands. The vibe was right for climbing crazy high, I decided.


Wonderful but Lonely: The Empty Cities of Halo 4, Dishonored and Recent Video Games


As Corvo landed his final blink, all I could feel was a thrill. Not so much of reaching my summit, but instead of conquering the night, of conquering my skills. A sense of control that came with doing whatever I wanted: the city was mine. But as I looked around from above, everything under me looked empty and unpopulated.


I thought about the kingdom under the tyranny of the lord regent, I thought of the great whale beasts that we killed to fuel our everyday conveniences—both things that I never really got to see in the game. I'm more acquainted with the rats of Dunwall, with the books of Dunwall than its actual everyday citizens.


Instead what we have are thugs, the military, the aristocracy, the weepers and a very small surviving population that I barely got to know—possibly due to the plague and because the point of Dishonored isn't the characterization, rather how we go about eliminating our targets. But what is a city without the everyday people? The thrill disappeared, and in its stead came this overwhelming feeling of destitution.


The thing about insomnia is, once I snap out of the dark spell of the night, once I look past the romanticism of having no people around, I don't feel idealistic or empowered about it anymore. I just feel lonely.


Thought of some empty games or cities while you read this? Share some pictures in the comments!


Dishonored

A dance party with corpses?! Corpses that I made?! Sign me up!


The guys are RoosterTeeth have outdone themselves yet again. *slow clap*


Achievement Hunter : Things to do in: Dishonored - Dance Party [YouTube]


Dishonored

Dishonored Receives Dunwall City Trials DLC This December, Story Add-Ons Coming Next Year Maybe you've already finished Arkane Studios' critically acclaimed stealth/action hybrid. Maybe you yearn for more blinking, possession and sneaky killing through Dunwall's cobblestone streets. This December, you'll get your wish as challenge-based and story-centric DLC starts rolling out for Dishonored.


Dunwall City Trials—which will cost $4.99 or 400 Microsoft points—will offer up ten skill-centered tests where you'll be made to battles waves of enemies in arenas, perform drop assassinations and run through point-to-point races as fast as you can.


The other DLC will hit in 2013, but don't have prices attached yet. They'll focus on story including one that lets you play as a major character from Dishonored: (Mild spoilers for those who haven't finished the game)














Daud, the leader of a group of supernatural assassins known as ‘The Whalers', will be the focus of the second add-on pack, scheduled for release in early Spring 2013. Make your way through new Dunwall locales and discover Daud's own set of weapons, powers and gadgets in this story-driven campaign. How you play and the choices you make will impact the final outcome…


Dishonored

The Beautiful Hidden Paintings Of DishonoredThere's no question that Dishonored has great art. But in addition to Viktor Antonov's wonderful visual design direction and Sebastien Mitton's art direction, the game also has a lot of great art. As in, there are some really cool paintings in the game? Okay, you get it.


Bethesda has pulled together shots of all (I think?) of Anton Sokolov's collectable paintings from the game. These are sorta-spoilers, technically, since some of them are characters that turn up a little later on, but then again, as spoilery things go, they're… kind of just cool paintings of people. The paintings were done by real-world artist Cedric Peyravernay.


Have you found all of these in the game? I've only found a couple, mostly because the heart doesn't highlight them on my screen when I ask her. And if the heart don't point to it, Kirk don't go collect it. Maybe I should reconsider that approach…



The Beautiful Hidden Paintings Of Dishonored The Beautiful Hidden Paintings Of Dishonored The Beautiful Hidden Paintings Of Dishonored The Beautiful Hidden Paintings Of Dishonored The Beautiful Hidden Paintings Of Dishonored The Beautiful Hidden Paintings Of Dishonored The Beautiful Hidden Paintings Of Dishonored The Beautiful Hidden Paintings Of Dishonored The Beautiful Hidden Paintings Of Dishonored The Beautiful Hidden Paintings Of Dishonored The Beautiful Hidden Paintings Of Dishonored



Dishonored Sololov Paintings [Tumblr]


Dishonored

Having got the fancy ending for Dishonored, I thought I had some skills. Turns out my only skills were patience and cowardice. The way Flakked gets things done in this video shows me that my second, more violent playthrough might be a lot more interesting.


That slide near the end is the stuff of highlight reels.


Dishonored - Spring Razors and Messin' With Guards [YouTube, via PC Gamer]


Dishonored

As Kirk and Jason noted last week, Dishonored is in many ways an "old-timey" classic, but there's more to that idea than just its design. Because it's a singleplayer game, with no ladderboards or auction houses, you can install "trainers" for the game that let you cheat.


In the clip above, you'll see just what you can do when you have unlimited blink, super speed and a pistol that acts more like a machine gun.


As PC Gamer notes, the places you get such programs that enable these abilities can be a little shady, so we're not going to link them here. But if you know what these things are, you probably know where to get one.


Also, mild spoiler warning above, since it's a runthrough of the game's first mission.


Dishonored - Corvo is in a goddamn hurry (first mission spoilers) [PC Gamer]


Dishonored

What Dishonored's Corvo Looked Like Before He Got That Fancy MaskAs you'd know if you were reading Fine Art last week, Dishonored was originally intended to be a game set in 17th century London, rather than the whalepunk fictional universe it ended up creating for itself.


The decision to switch settings wasn't made instantly; there had been time for some art to be drawn up imagining a stealthy 1666 London, and the fact the period's garb makes hero Corvo so much like the star of the Thief series might explain why things moved on.


That said, there's a Brotherhood of the Wolf vibe coming from those sketches that would have been nice to see in the final version.


These pieces are the work of Wes Burt, a super-talented artist we've featured a few times here before. You can, and should, check out more of his stuff on his CGHub page.


To see the larger pics in all their glory (or, if they're big enough, so you can save them as wallpaper), right-click on them below and select "open in new tab".


Fine Art is a celebration of the work of video game artists, showcasing the best of both their professional and personal portfolios. If you're in the business and have some concept, environment or character art you'd like to share, drop us a line!

What Dishonored's Corvo Looked Like Before He Got That Fancy Mask What Dishonored's Corvo Looked Like Before He Got That Fancy Mask What Dishonored's Corvo Looked Like Before He Got That Fancy Mask What Dishonored's Corvo Looked Like Before He Got That Fancy Mask What Dishonored's Corvo Looked Like Before He Got That Fancy Mask
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'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!


...