SubJeff on 13/10/2012 at 22:18
Quote Posted by Brethren
European style buildings
lol
I DEMAND TEEPEES OR IT AINT LEGIT
Redearth on 13/10/2012 at 22:20
Quote Posted by zajazd
Dishonored felt like mix of Thief, Deus Ex, Bioshock, Arkham Asylum, Half-Life 2.
I agree, for the most part, expect for Arkham Asylum (if you remove the word "felt" and replace it with "it was influenced by" ;] ). Considering Dishonored's development time and Arkham's release date, I doubt that connection, but we can't assume that unless a developer confirms it.
However, I agree that Dishonored is definitely a mix of Thief, Deus Ex, and, to a degree, Bioshock (but only for commercial reasons). The only gameplay mechanic that distinguishes Dishonored from its influences is Blink.
driver on 13/10/2012 at 22:24
Quote Posted by Dresden
Yeah they really needed better equipped foes to deal with. Like guards in plate armor with crossbows. Or an equivalent to Thief 2's bots that are nigh invulnerable to anything but a stealth attack. Those
assassins in the flooded district were pretty damn cool though.
The Tallboys are the equivalent to the T2 bots, but due to their size they're somewhat underused. It would help if the levels were a bit bigger so they could be utilised more, to me they seem even smaller than the ones in T3.
june gloom on 13/10/2012 at 22:27
Untrue. They're much larger, even through an unscientific eyeballing comparison.
Redearth on 13/10/2012 at 22:29
Quote Posted by Brethren
Yeah, I will say they are a bit heavy handed on the City 17 stuff. The guards with the masks look like The Combine, the metal vise walls, the security booths, the citywide announcements, European style buildings, etc etc etc.
I don't think it was just being heavy-handed on part of the studio; it was just due to the art designer they hired: Viktor Antonov. He designed City 17 as well as Dishonored, and his influence is blatantly clear.
Redearth on 13/10/2012 at 22:34
The art design is very similar to Half-Life 2 because of Viktor Antonov, who designed the large-scale cities of Half-Life 2 and Dishonored.
It's important to know that, because the studio wasn't just trying to rip off world art design from Half-Life 2 - it was just an extension/continuation of Antonov's conceptual art design.
june gloom on 13/10/2012 at 23:02
There's a very WW2-style bent to Antonov's work -- I was thinking of Nazi Germany as much as Half-Life 2 while playing. It doesn't help that there's a slightly Reich-ish bent to the uniforms sometimes.
Renault on 13/10/2012 at 23:42
I'm fully aware the HL2 guy is on board with Arkane, I'm just saying it's a bit overdone, it's more of a complete copy as opposed to being "inspired by." It's like hiring George Lucas as a creative consultant, and suddenly there's Stormtroopers and Landspeeders on the streets.
Just an observation, don't want to make a big deal of it. In actuality I don't even mind that much because I happen to be a huge fan of HL2 and the style of it. Bottom line is, it looks good so I guess it doesn't matter.
@SE - nice job pulling only 3 words out of my entire post there, and taking it completely out of context. :p
Renzatic on 14/10/2012 at 00:19
Quote Posted by dethtoll
There's a very WW2-style bent to Antonov's work -- I was thinking of Nazi Germany as much as Half-Life 2 while playing. It doesn't help that there's a slightly Reich-ish bent to the uniforms sometimes.
I'd say Nazi Germany in attitude, Soviet-esque in style. His more futuristic stuff tends to be thin, sharp edged, and monolithic. All his vehicle, buildings and everything look like they'd fit right in with the CCCP, circa 2064.
henke on 14/10/2012 at 08:36
Quote Posted by dethtoll
Those rats are damn frightening, really. Probably the most disturbing part of the game.
Oh yes. I'm not normally scared of rats, but when I see a pack of them come swarming around the corner in Dishonored I'm just like "OHFUCK RUUUUUUUUN". I'm also not playing it super-stealthy. I started out quickloading whenever I got caught at first, but now I just pull my sword out and deal with it and sort of let my path through the game unfold organically instead of trying to moderate it. But whenever I kill someone I feel a twinge of regret. Knowing there will be setbacks ahead because of my actions is a better incentive to stay on the righteous path than any Good/Evil meter ever could.