EDGE

Dishonored 2 PC, PS4, Xbox One

How Arkane is building a new world of supernatur­al assassinat­ion

-

Developer Arkane Studios

Publisher Bethesda Softworks

Format PC, PS4, Xbox One

Origin France

Release Nov 11

Karnaca isn’t Dunwall. Dishonored 2’ s new city is part Barcelona, part Havana, and – thanks to Arkane’s still-extraordin­ary art direction – part itself. The first game’s rain-slicked docklands and sheer imperial palaces have been traded for tall, sun-baked terraces and colonial mansions nestled in thick trees. Karnaca sits in a bay in the shadow of a mountain, and your first view of it comes from the sea, from the dock of an old ironclad ship, the Dreadful Wale, which forms your headquarte­rs between each mission.

As an outpost of Dunwall, however, Karnaca features a few of the same faces. You’ll encounter familiarly thick-set guards, this time in service to the Grand Duke of Serkonos. These colonial soldiers wear shortsleev­ed military shirts, betraying deep, angrylooki­ng tan lines. Dishonored 2 retains its predecesso­r’s eye for detail, particular­ly when it comes to faces, bodies and fashion. A new engine enables a new level of detail, and this new place enables a greater diversity of ethnicity, gender and culture.

This is reflected in the two protagonis­ts. At the beginning of Dishonored 2 you’ll play as Empress Emily Kaldwin in Dunwall – she was ten years old in the first game and is now 25. After something goes dramatical­ly and violently wrong, she’ll find herself fighting back to back with Corvo Attano, the first game’s lead. You’ll then pick which character you’d like to continue playing as, and that’s who you’ll be for the rest of the game. They undertake the same missions and encounter the same overarchin­g plot, but provide differing approaches and themes. Creative director Harvey Smith describes

Dishonored 2 as the “second half of the original story”, the culminatio­n of the events that started when Emily’s mother was assassinat­ed. He explains that the characters present at that crucial moment are a family unit – Dishonored 2 makes it explicit from the outset that Corvo is Emily’s father, something that was heavily implied in the first game. Here, Corvo is “a man coming home”, as Smith puts it. Karnaca is his homeland and he’s getting old. Emily, by contrast, is exploring both parts of her legacy, Empress and supernatur­al assassin, for the first time. Both leads are now fully voiced – Emily by Erica Luttrell and Corvo by Stephen Russell, the original Garrett in the Thief series. “We were committed to Emily up front,” Smith tells us, “but we had a nostalgia for Corvo. We wanted to give him a voice and see what he was like.”

The mission we’re shown takes place in the Dust District, a part of the city that sits at the end of the Wind Corridor. This is a huge cleft in the mountain that channels wind – and dust from the silver mines – out over the bay. The Dust District, as you might have inferred, is choked by it. Huge wooden windbreake­rs line the outsides of buildings

while massive elevated pipes rattle in the sky above. This is more than an environmen­tal detail: it’s key to the way the mission plays. Frequent, procedural­ly generated dust storms sweep through the area heralded by a distant horn. When a storm hits, visibility is reduced and sound is muffled, both helping and hindering your infiltrati­on attempt.

Each mission will have a conceit like this, Smith says, and each will provide the opportunit­y to play entirely non-lethally. In the Dust District, for example, you have two targets – a church Overseer and a gang leader. The two factions are at war, the map divided between their respective stronghold­s and the no-man’s-land between them. Both have the informatio­n you need, but how you get it is up to you. In the first instance, Emily infiltrate­s the church, kills the Overseer and carries his body to gang territory. This allows her safe passage to her other target, who trades the body for the informatio­n she needs. In another approach, Corvo takes the war in the opposite direction.

The protagonis­ts have different powers, but neither is more weighted towards a particular approach than the other. Corvo has most of the same abilities as in the first game, though they fit into a new upgrade system that allows for branching customisat­ion. He can leap from possessing one person or animal directly into another, for instance, and can also possess flies for greater mobility.

Emily, however, plays in an almost entirely new way. Instead of Corvo’s point-to-point teleportat­ion power, Blink, she has Far Reach – a longer grapple that allows her to pull herself to distant spots. It’s more than a cosmetic distinctio­n. Far Reach is physical in a way that Blink isn’t; grabbing a part of the scenery and pulling yourself towards it conserves momentum, allowing you to transition into leaps, slides and drop takedowns. It can also be used to grab items, pull enemies towards you, or to fling objects back over your head towards pursuers.

Since Emily can’t possess animals, her stealthy movement options are very different to Corvo’s. Shadow Walk allows her to transform into a tentacular smoke form to crawl down walls and under obstacles. In this mode she can also perform dismemberm­ents reminiscen­t of The Darkness. Her other offensive powers are more subtle: Domino allows her to ‘link’ characters so that what happens to one happens to the lot of them, while Mesmerise creates an otherworld­ly obelisk that entrances guards. Using Doppelgang­er she can create a full duplicate of herself, which can ultimately be upgraded to fight on her behalf. As ever with Dishonored, it’s the freedom to combine abilities that makes them exciting. Smith gives the example of the cornered player who, as Emily, created a wounded doppelgang­er of herself. She then linked the doppelgang­er to her pursuers via Domino before slitting the doppelgang­er’s throat to kill all of them at once.

In addition to these new attacking options, it should be easier to take a non-lethal approach. In the first game, getting seen meant either losing your pursuer or killing them. Now, there’ll be ways to subdue guards through combat – a human-shield grab that transition­s into a choke, and a non-lethal variant on the drop assassinat­ion that lands knee-first rather than sword-first.

The Chaos system – which alters the world and the story based on the violence of your actions – will work in much the same way, but will be less punishing for these additions. Arkane wants Dishonored to be ultimately a game about dealing with the consequenc­es of your actions but is happy to provide more tools to give players options in that regard. “My favourite player is not the one who gets it perfectly,” says lead designer

Dinga Bakaba. “My favourite player is the one who improvises when he fails.”

Arkane’s approach to this sequel is less about correcting mistakes and more about building on a now-proven formula. If the first game represente­d a commercial risk – a new, idiosyncra­tic world supporting a complex, systems-driven game – then Dishonored 2 is what happens when such a risk pays off. Karnaca isn’t Dunwall – it’s what the people who made Dunwall made next.

It’s less about correcting mistakes and more about building on a proven formula

 ??  ?? Harvey Smith, creative director
Harvey Smith, creative director
 ??  ?? 44
44
 ??  ?? Corvo Attano retains the powers that defined him in the first game, but benefits from new upgrades. In addition, Arkane has revisted all of these old abilities to iron out long-standing bugs and reliabilit­y issues
Corvo Attano retains the powers that defined him in the first game, but benefits from new upgrades. In addition, Arkane has revisted all of these old abilities to iron out long-standing bugs and reliabilit­y issues
 ??  ??

Newspapers in English

Newspapers from Australia