6 Minutes with Emily Kaldwin – Dishonored 2 Gameplay
At a recent media event in Los Angeles, we were able to take a huge spin of Bethesda and Arkane Studios’ upcoming sequel, Dishonored 2. During our playthrough, we decided to stick with Emily Kaldwin rather than Corvo Attano and see what new abilities she brought to the series. We played through the ‘Clockwork’ mission and when all was said and done the one thing we wanted was… more! Here’s a sneak peek of what’s on the way when Dishonored 2 releases.
In the demo, we played through the Clockwork Mansion, an ever-changing house created by the brilliant inventor Kirin Jindosh. It’s the perfect example to embody the idea of taking multiple routes since the physical level changes as you unravel its mysteries. What’s more, there isn’t a cut-scene or character lock while the house contorts in front of you; everything changes in real time, allowing you to slip between walls and opening pathways that maybe weren’t so obvious before. In talking with Harvey Smith, co-director for Dishonored 2, I learned that all of the levels featured in this game have some unique feature that is dialed up. “Things are bigger, wider, [with] fewer loads. Each one is its own mini-world,” he says in relation to the level design, “In the urban missions, there will be more streets and a larger area to roam. The motivation behind the level design is to foster creative ways to play.”
Keep it locked to COGconnected for more on Dishonored 2, including a full review, when the game releases.