Gun shy

EDGE - - THE MAKING OF... -

The gad­getry of Corvo’s world is in­ven­tive in its lethal­ity. A self-load­ing cross­bow fires bolts that can pierce or ex­plode; Spring Ra­zor prox­im­ity mines can be mounted on wan­der­ing rats; atom­is­ing Walls Of Light can be wired into mis­tak­ing friend for foe. Com­bined with the su­per­nat­u­ral abil­i­ties to Blink, un­leash hur­ri­canes and turn corpses to ash, Arkane makes car­nage dev­il­ishly com­pelling. There is an­other op­tion, how­ever. The good end­ing de­mands that you swap slit throats for choke­holds and it’s pos­si­ble to play the game with­out stabbing any­one. Should you start down this path, your ar­se­nal is limited to Blink, sleep darts, Bend Time and de­ac­ti­vat­ing alarms. The chal­lenge en­cour­ages plan­ning and per­fect im­ple­men­ta­tion, but your pointy toy­box gath­ers dust. The paci­fist’s util­ity belt is de­cid­edly un­der­stocked. “I think peo­ple don’t re­alise the ram­i­fi­ca­tions of all the pow­ers,” says Smith, “but at the same time, they’re right. I think in part it’s be­cause we were in­ter­ested in them­ing the game about a man who re­luc­tantly be­comes an as­sas­sin, and there­fore that means lethal. We al­ways said we wanted it to be harder to be good than bad. And that goes with our think­ing in gen­eral: in the world, it’s eas­ier to be de­struc­tive than con­struc­tive.”

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