Dishonored was a mad game. It burst onto the pointy end of a very stale console cycle in an electrical shower of creativity, born from minds which had seemingly been straining a little too long at the leash. To this day, its bizzaro-Dickensian world and freewheeling mechanics still feel like anomalies in a mire of safe-bets.
"We
have always been dedicated to a level design concept that allows you to approach the game from many different ways," says Dishonored's co-creative director Harvey Smith. "Stealth, combat, lethal, non-lethal. Playing at your own pace."
"But let's move on," he says, as he begins his demonstration of Dishonored 2.
Dishonored 2 looks every part as eccentric as its predecessor, but with vital differences. Some are obvious - a brand new character, city and game engine - some are subtle - Corvo's new power tree - but all feel fresh and exciting.
from IGN Video Games http://ift.tt/27urwbv
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