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Arkane Dishonored 2 - Emily and Corvo's Serkonan Vacation

Discussion in 'General Gaming' started by prodigydancer, Jun 14, 2015.

  1. Somberlain Arcane Zionist Agent

    Somberlain
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    It's also cool that there isn't an invisible ceiling preventing you from going too high. You can actually easily get past a lot of the final level by jumping on top of all the wires and rooftops.
     
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  2. Vibalist Arcane

    Vibalist
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    It's not solely about the access to conveniently placed vents, though. The reason DXHR was sub par compared to its predecessor wasn't because vents were everywhere, but because it suffered too much from "choose between path A or B" syndrome, to the detriment of real emergent gameplay. Dishonored did not fall into this trap. It allowed you to improvise in ways HR's level design never could.
     
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  3. Infinitron I post news Patron

    Infinitron
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    RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    Like I said, I think people are exaggerating this. I'm seeing it as an inevitable outcome of the game's levels being more cramped than the original DX's (Invisible War had even smaller levels and, what a surprise, was even worse about it), not as some intentional design decision. When everything is smaller, of course the paths are going to be more obvious.

    But again, Dishonored avoids falling into the trap by simply removing from its game design anything that could create said trap in the first place. You can't have "paths" when your protagonist can just teleport anywhere he wants, so the game HAS to do something else entirely. Which is, I guess, turn you into a superpowered badass who can teleport through entire levels in seconds, but can kill enemies in various cool ways if he feels like it.

    What I'm saying is that it's easy to be "emergent" when you've largely given up on the notion of physical obstacles from the get-go.
     
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  4. Vibalist Arcane

    Vibalist
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    I agree with you in part, but IIRC HR did have certain augs that only worked at specific spots, which is the exact kind of thing that ruins emergent gameplay. If a game only allows you to use your skills at "grapple points" then that will hamper individual creativity quite a bit. Dishonored did not do this, and Harvey Smith even came out and said he was very much against such game design.

    There is that, I suppose. I still don't know if I agree that Dishonored would've been like HR had it put a limit on your superpowers. But I see your point.
     
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  5. Infinitron I post news Patron

    Infinitron
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    RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    It wouldn't have, because its levels still would have been larger/more vertical and it wouldn't have the highlighting making everything extra-obvious.

    To me the main problem with what DX:HR did wasn't so much "obvious paths" but really just the vents - there were too many of them everywhere which made me feel like I was wasting my time doing anything else but using them. The original Deus Ex was better about this because the levels were so large and the vent networks so extensive that when you travelled through vents you felt like you might be missing out on lots of stuff.
     
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  6. yes plz Arcane Patron

    yes plz
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    Pathfinder: Kingmaker
    iirc you can bypass like 90% of the final level by traveling up a cable you can jump onto near the rocks where you're first dropped off at. I've always wondered how intended that was.
     
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  7. DalekFlay Arcane Patron

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    I will upgrade my PC for this game, then go back and play Witcher 3, and the modern decline WILL BE MINE.

    P.S. Badass lady assassins are the best.
     
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  8. Morgoth Arcane Patron

    Morgoth
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    Not to mention how tasteful Corvo and Emily assassinate.
     
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  9. Vibalist Arcane

    Vibalist
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    'Tasteful assassination'. Not quite as good as 'tasteful rape', but I like it.
     
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  10. Renegen Arcane

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    Dishonored had to many maps that were terrible, either full combat, very linear or just straight rehashes of previous maps. Maybe half the game was actually enjoyable, but when it worked it was pretty gud. I hope the sequel continues to improve the formula.
     
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  11. Somberlain Arcane Zionist Agent

    Somberlain
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    What? :hmmm:


    Examples?

    That's true but there were only two places that were "straight rehashes of previous maps", Hound Pits Pub and the Clavering Boulevard/Distillery area.
     
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  12. Renegen Arcane

    Renegen
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    A lot of maps were "infiltrate this" like the final mission actually, I'd call that linear. I much prefer the maps in Thief where you have a 3D mansion that you can approach from any angle top bottom etc and that involve getting in and then getting out. Dishonored had a few like the 3 sisters map, the whaling factory and a couple other ones. Also the first mission prison was replicated and the dreaded flooded district which was done 3x I believe each time a chore to go through.
     
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  13. prodigydancer Arcane In My Safe Space

    prodigydancer
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  14. waywardOne Arcane

    waywardOne
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    Faves for reference: T2, SC:CT
    Recently played: Styx

    What bothered me about Dishonored was its lack of commitment to a playstyle. Either go hardcore combat or hardcore stealth. Why have a game with kill combos and slowdowns, yet achievements for ghosting? Maybe I just want another sneaker where combat is 99% to end badly.
     
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  15. DeepOcean Arcane

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    HR walled in their levels on a very restricting way, say for example you have to infiltrate a warehouse, most of the time, you can't walk around the place, check the backyard, try to go over the roofs, the whole place is blocked off with stuff and the whole place looks like a very restricted videogame level while on Dishonored, especially on the DLC, the building you have to infiltrate is on the center of the map and you can walk around it seeking for an entrance. The places on Dishonored feel like real places while HR were videogamey places that tried as hard as they could to herd you into the places the level designer wanted you to go on the order he wanted you to go.

    The best original Deus Ex levels were much closer to Dishonored than to HR, the hubs of HR were kinda similar to DX but the missions themselves, on DX, you could do a 360° around the place you were supposed to go what doesn't happen on HR. Another big limitation on HR in relation to Dishonored is that on HR there is no connection between the outside and inside areas. I mean, sure, there are places where you can get from outside and enter a building but there is no realistic relationship between the external areas and the internal areas.

    Some levels of HR felt artificial, very, very gamey, you don't have a sense of place. Take for example the second mission on Knife of Dunwall where you have to infiltrate a three floors high mansion, same with the Golden Cat brothel, and other levels too, you have a sense of real space, you can go in and out organically what doesn't happen on any mission on HR. Not saying all levels of Dishonored are perfect on this but I never felt as restricted as I was on HR levels, now with the bigger RAM, Dishonored 2 could do it even better as the need for dividing levels by loading screens will be lowered while from the walkthrough I watched of Mankind Divided, I didn't see anything in there that proved to me that the HR devs are even aware of their limitations on level design.
     
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  16. Morgoth Arcane Patron

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    HR devs are more concerned about the "art". Bunch of edgy hipsters. They didn't understand the DNA of Deus Ex, so they just created a fashion statement of it instead, resulting in filmset maps, fancy fashion design and silly exuberant allegories. Mankind Divided just looks like more of the same.
     
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  17. Siel Arcane Patron

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    Karnaca concept art.

    [​IMG]

    [​IMG]
     
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  18. Siel Arcane Patron

    Siel
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    Harvey Smith interview on 'Player choice' in Dishonored 2 :

    http://www.theguardian.com/technolo...d-2-harvey-smith-player-choice-arkane-studios
     
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  19. Makabb Arcane Shitposter Bethestard

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    Almost fell asleep playing dishonored.
     
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  20. Siel Arcane Patron

    Siel
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    Yeah. Shame there isn't much cutscenes and ebin dramatic dubstep moments, right?
     
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  21. Somberlain Arcane Zionist Agent

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  22. Siel Arcane Patron

    Siel
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  23. Siel Arcane Patron

    Siel
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  24. flyingjohn Arcane

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    Well reading that it seems that she is just a contract and has no overwhelming influence on the story except some npc and random dialogue.So there is nothing to worry about except the average writing which was also in the original dishonored.
     
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  25. Alfons Prophet

    Alfons
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    We'll see about that.

    :dead:

    At least she's honest, sort of.
    :lol:
     
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