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Arkane Dishonored 2 - Emily and Corvo's Serkonan Vacation

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
Took me 24 hours to beat on my first stealth run.
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,790
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
It's pretty cool that Daud is still around. Going to start a ghost playthrough of his DLC campaign(s) forthwith.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,194
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
33 hours doing OC and DLC without killing anyone on the highest difficulty. I also replayed some of the missions.
 

Siel

Arcane
Patron
Joined
Aug 25, 2013
Messages
906
Location
Some refined shithole
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Siobhan

Arbiter
Joined
Feb 25, 2013
Messages
472
Location
1X 1Y 2Z
Took me about 3 months to finish the first one, playing about 4h every other Sunday or so. So, 25h?
 

Siel

Arcane
Patron
Joined
Aug 25, 2013
Messages
906
Location
Some refined shithole
Concept art:

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Originally meant to be a mood board, Sergey Kolesov pushed the limits here by showing the bay being hit by the sun and rain at the same time, while the mountain blows its dust along the wind corridor.

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“Imagine Havana or Genoa with spots downtown where you can see giant trees too big to be felled”: this was the brief given to the artist Laurent Gapaillard, who’s one of the most talented pencil artists in the world.

mood_dust_district-dishonored-2-c1ee8a-1@1x.jpeg


We really enjoy creating meaningful environments and the Dust District is a great example of this: a giant peak with silver mines at its base, a wind corridor that leads to a district at its end, and industrialization of the district with giant windmills - these were the starting points of the development of this area in Karnaca.

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Built on the vestige of an old fort, the Palace of the Duke is the result of the clash between classical and noble materials with modern lines.

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Thanks to the Serkonan Cartographic Society, some of our maps are topographic! The last wave of settlers was people from Gristol, who came in with money. They started a more structured urbanization with boulevards, a hidden harbor, and even a big canal splitting the island in two, from Quintana Gates to the far North.

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Here we can grasp the inspiration from our photo trips to Barcelona and see how our visuals are influenced by how the player will move around the environment.

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Because the wind and dust can be so violent that it damages Karnaca’s buildings, we came up with the idea of giving buildings in the Dust District diamond shaped blocks to break the strength of the wind on its surfaces. We then added some wind panels to the edge of these blocks, which is what you can see in this image.

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When you get a feature idea from the game design team, you never know how deep you’ll go in making it feel grounded into the world. The bloodflies ecosystem is a good example of where art mixes with story; showing that animation and gameplay can work well together

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With this image we wanted to mix a British curiosity cabinet with a rich interior from Cuba or Italy. The goal was to create a contrast between Dunwall (location of the first Dishonored game) and Karnaca (primary location of Dishonored 2) in terms of tone and lighting.
 
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opium fiend

Augur
Joined
Dec 30, 2006
Messages
546
It looks really cool and I look forward to D2 but I have to wonder if they'll run out of hype material before the game launches. Soon we'll be seeing playthroughs of whole levels and such.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
More material, now about creative kills:



From the gritty streets of Dunwall to the shimmering opulence of Karnaca, every level in Dishonored 2 is a puzzle waiting for you to solve. Watch as both Emily Kaldwin and Corvo Attano showcase a few of the seemingly limitless creative combinations of their supernatural abilities, weapons and gadgets to dispatch their enemies. If you plan on facing your foes head-on, you may find some inspiration here.

Reprise your role as a supernatural assassin in Dishonored 2. Play your way in a world where mysticism and industry collide. Will you choose to take on the role of Empress Emily Kaldwin or the royal protector, Corvo Attano? Will you make your way through the game unseen, make full use of its brutal combat system, or use a blend of both? How will you combine your character’s unique set of powers, weapons and gadgets to eliminate your enemies? The story responds to your choices, leading to intriguing outcomes, as you play through each of the game’s hand-crafted missions.

And the full achievement list with spoilers: http://cdnstatic.bethsoft.com/dishonored.com/Dishonored2_AchievementChecklist-02.jpg
 

Vibalist

Arcane
Joined
Jul 21, 2008
Messages
3,587
Location
Denmark
It's cool to see so much world building going into a game like this. The lore and background was always one of D1's strengths.
Bethesda could learn from this.
 

Durandal

Arcane
Joined
May 13, 2015
Messages
2,117
Location
New Eden
My team has the sexiest and deadliest waifus you can recruit.
everything about that video looks incredibly OP, but I'm slowly coming to realize that Dishonored was never much about challenge, but more about turning the player into an apex predator and trying to solve shit in the most creative way possible, sort of like how IGAvanias are more entertaining when you go in with self-imposed rules or a certain challenge
 

Vibalist

Arcane
Joined
Jul 21, 2008
Messages
3,587
Location
Denmark
It's a bit like the Arkham games, really. They're easy enough, but the true challenge lies in racking up combos/taking out enemies in creative ways.

I remember D1 had a dlc that was basically just a bunch of challenge packs with all sorts of imposed limitations. It was actually p. good.
 

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