Dishonored If you were allowed just 1 kill in D2, who is it and why? |
- If you were allowed just 1 kill in D2, who is it and why?
- Been awhile since I played last but how am I just now noticing an Assassins Creed Easter egg?
- you sneaky witch
- that sounded like broken glass
- Not receiving clean hands or ghost.
- Some observations about map design scale in Dishonored 2
- I was cracking this safe for 15 minutes because why on Earth would I be bothered to find the combination
- Place of three deaths.
- I don’t like the outsider
- If someone would ask me why I love Dishonored, I would show them this clip.
- Cute last words
If you were allowed just 1 kill in D2, who is it and why? Posted: 22 Feb 2022 06:37 AM PST | ||
Been awhile since I played last but how am I just now noticing an Assassins Creed Easter egg? Posted: 21 Feb 2022 10:50 PM PST
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Posted: 21 Feb 2022 03:39 PM PST
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that sounded like broken glass Posted: 21 Feb 2022 10:20 AM PST
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Not receiving clean hands or ghost. Posted: 21 Feb 2022 10:25 AM PST | ||
Some observations about map design scale in Dishonored 2 Posted: 21 Feb 2022 02:25 PM PST So I have been a huge fan of Arcane's design philosophy since the first Dishonored title, and Dishonored 2 just took it to a new level for me. I think it's one of the most compelling game map designs perhaps ever, and I still use it as an inspiration for my own vr artwork. The whole city of Karnaca is brilliantly imagined. Once I started paying close attention, I realized that there's more going on than just great layouts, art deco styles and gorgeous textures - there's certain quality to D2 maps (as well as D:DotO) that is just different to even other Arcane titles, like Prey or Deathloop - and these newer titles don't have it. It took me a while, but here's what I figured: I believe that all of the maps/levels in D2 were built at the wrong scale, probably 130%-160% larger than what it should have been, in a realistic scenario. But all the human-interactable models are sized correctly - for example tables, beds, chairs, bartops, railings, etc. are all proper human scale. Doorknobs, locks and handles are at the right height too - so this all feels natural and you don't get weird vibes like you are in a giant's house. Things like buildings themselves, as well as windows, staircases, doors, doorways and entryways, some of the plants, equipment and larger pieces of furniture are obviously too large. I believe it is this duality of scale that (partially, at least) gives D2 maps their very unique look and feel. I can't think of any other game or a piece of software that employed this type of technique. edit: maybe Little Nightmares, but in reverse? This obviously begs the question: was this an intentional design choice or a mistake that worked out anyway? Is there any info on this subject? I am very interested in learning more, so please comment if you have anything to add. I feel that this "scale-shift" approach to environmental design can be used to create scenes with subtle emotional cues and coloring. edits: typos [link] [comments] | ||
Posted: 20 Feb 2022 03:46 PM PST
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Posted: 21 Feb 2022 02:36 AM PST
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Posted: 22 Feb 2022 07:50 AM PST He should be ethereal, like a god, not dressed as a human, show me your true form! Also wtf why me, why others, it feels out of place, give us a different way to get our powers, someone make me like him because I feel like he'll be back [link] [comments] | ||
If someone would ask me why I love Dishonored, I would show them this clip. Posted: 20 Feb 2022 04:13 PM PST
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Posted: 20 Feb 2022 08:22 AM PST
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