
Dishonored is a first-person stealth action video game being developed by Arkane Studios and published by Bethesda Softworks. It is scheduled to be released in the second quarter of 2012 for Microsoft Windows, PlayStation 3 and Xbox 360. Harvey Smith, known for his past work on the Deus Ex franchise as well as Thief: Deadly Shadows, and Raf Colantonio, who worked on Arx Fatalis and Dark Messiah of Might and Magic, are the lead designers on the game.
The player controls Corvo, once a legendary guard for the Empress, who seeks vengeance against the Lord Regent who framed him for the assassination of the Empress. Corvo is not only a fine swordsman, master-at-arms, and cunning infiltrator, but also possesses great supernatural powers. The game is presented in open world format as the player can roam The Isles as well as the distant Pandyssian Continent, though the primary setting for the game is the steampunk-esque city of Dunwall. The game is played in first-person, with an emphasis placed on stealth action and the utilization of gadgets as well as the environment to eliminate opposing forces. In the Game Informer cover story, it was mentioned that every enemy in the game (even bosses) can be neutralized non-lethally, if the player so chooses. Lead designers Harvey Smith and Raf Colantonio have described the game world as a "simulation"; if the player encounters thugs harassing an innocent passerby, they can be fought off, but the thugs themselves exist within the game world prior to the event, rather than simply spawning in at a designated time or place. If the player encounters the thugs ahead of time, they can be defeated and the mugging will never take place at all.
Corvo has access to swords, daggers, and guns, including powerful but slow pistols and muskets. Some of his supernatural powers are the ability to freeze time for a certain period, and possess the bodies of small animals.
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Q: What is the mission structure for the game? Is Dishonored an open world game?
A: Dishonored is a mission-based game, with each location a living, breathing place in the city. These places have distinct identities, but also feel like part of an integrated world. Each mission will take you to a set of sandbox areas with multiple pathways encouraging exploration, in terms of both physical space, player style and game mechanics powers. The game also features a central hub that you revisit between missions. Incidentally, one of our core values is world cohesion, so we think about who lives in each place and how the area functions, realistically.
Q: What about the gameplay? Is it a stealth game or a “run and gun” FPS?
A: “Play your way” is one of our sayings at Arkane. In Dishonored, you will be able to find and exploit your own play-style. Whether you prefer several flavors of stealth, trickery or direct combat, the player will be able to make gameplay style choices throughout the game, second to second. However, the game is tuned so that direct combat is intense.
Q: Tell us about the game's perspective and the philosophy behind it.
A: The entire game is seen through the player-character's eyes as he moves through the world. (Not sticky cover system or third-person camera cuts.) You have a range of movement options from first-person point of view, including lean, sprint, slide and mantle. In addition, you have the opportunity to gain improved physical abilities throughout the game through one of our three character upgrade systems. Swimming, hiding in shadows and getting up onto rooftops are part of the fun.
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