Dishonored 2 New Gameplay Information

Since the last time we checked, GameInformer has been steadily drip-feeding us information on Dishonored 2, Arkane’s sequel to their 2012 stealth/action game inspired by classics such as Deus Ex and Thief. In a new video interview, the folks at Arkane talk about their philosophy when revising the gameplay, while in a new write-up, one of the journalists who had the chance to see the game over at the developers’ offices writes on the new and revised powers.

A couple of quotes from the latter:

Countless YouTube videos showcase the beautiful ballet of destruction possible for those who master the supernatural abilities, but players who preferred stealth felt limited in their approach. With Dishonored 2, Arkane wants to make sure you feel powerful regardless of your strategy.

(Last time, the non-lethal play was something that came through development, and we embraced it,) says lead designer Dinga Bakaba. (This time we knew from the start, so there is a lot of non-lethal options. I think it’s really cool because it makes you feel like some kind of Batman.)

Players also have more agency over how their powers evolve over the course of the game thanks to a new system that offers more than one upgrade to each of the abilities.

(After talking to thousands of Dishonored players over the past few years, one of the things we really wanted to do was branch out all of the powers into a tree so if you are a non-lethal player you can take the power and express in the direction of non-lethal or stealth,) Smith says. (Every tree is different. Some go in a straight line and then branch. Some fan out wide.)

When Arkane started Dishonored 2, it didn’t begin with the idea of making a unique navigational alternative to Corvo’s Blink skill. But as it tinkered with Far Reach, it realized the supernatural grappling hook bestowed to Emily could double as a creative movement mechanic.

This ability is a bit more versatile, but not as instantly powerful as Blink. The skill is not a teleportation power; you must physically grab something to pull Emily toward it. Emily zips across the screen quickly when moving, but enemies can still spot her during transit so you need to time your movements carefully. (For people who played the first Dishonored, there is an adaptation time,) Bakaba says. Smart players will survey their surroundings to find exit strategies should their cover get blown; since you can’t Blink out of sight, you may have to use Far Reach three or four times to lose your pursuers.

Far Reach isn’t just a movement mechanic. Players can upgrade the power to grab items and pull them to Emily, making scouring a room for items a much faster experience. Emily can also turn this power on its head and move out of the way when the grabbed item is hurling toward her to target an enemy instead. We saw this move during the demo when Emily flung an explosive canister of whale oil at a guard. Upgrade the power enough, and you can eventually pull enemies toward you to either use as a human shield or for a quick assassination.

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