New Details On Bethesda’s Dishonored


New details from the Bethesda camp have been released concerning their brand new IP, Dishonored.

The story line of the game is that of a revenge tale, with a slain empress’ bodyguard being falsely accused of her death by a corrupt regime.  The bodyguard, named Corvo, has to take down the Lord Regent and his magistrates through a mix of mobility, fighting techniques, supernatural powers, and the improvised gadgets at his disposal.

With Arkane Studios at the helm, led by Harvey Smith (Deus Ex) and Raf Colantonio (Dark Messiah of Might & Magic), with Viktor Anonov (Half Life 2) lending his design talents, this first person stealth action game definitely has the pedigree to become a success.

The developers are attempting to create an immersive experience that allows the players to make the choices they want by experimenting and being creative in how they effect the world around them. The story and setting are set up to be a “bare skeleton” that players are supposed to “flesh out” using their preferred method.

The stealthy assasination gameplay should play differently for everyone, depending on their style.  This could even mean playing the entire game using non-lethal methods to achieve goals.

Some of the more interesting specifics of the details released include:

  • The powers at your disposal in Dishonored won’t include traditional things like fireballs. As an example, one of the powers enables you to summon a swarm of AI controlled rats that react realistically in the simulated world. They’ll clean the bones of downed enemies, making it easier for you to hide them. You can also possess one of the creatures in order to make a quick escape through tunnels
  • With regard to gadgets, the player will be able to make use of spring razor traps, sticky grenades, and many different types of ammunition, such as sleeping darts.
  • The developers refer to the AI as “analog AI”. They’ll have a number of characteristics that are modified on the fly instead of having a simple alert or neutral as you find in most games. One example is that two guards talking to each other will have narrower “vision cones” and their hearing will be duller in comparison to a guard patrolling on his own. Light, mental state, ambient noise ect. will all impact how the AI reacts.

During an interview with Game Informer, Smith mentioned:

“We always thought this type of game would eventually be dominant; that an RPG is not physical and not visceral enough for people, and that a shooter is not deep enough.”

This is an interesting comment, and it would be great to see Dishonored use the best of both genres to create something new and fresh. Let’s hope Arkane Studios and Bethesda can achieve the lofty goals they are setting for themselves.

The game is due to be released sometime in 2012. Stay tuned for more news to come.