Dishonored 2 – Testers Playing the Game and Chaos System Detailed

This upcoming sequel to the hit stealth/action title Dishonored got a lot of information released recently and we will be covering it. Hope you all enjoy this information and we will be covering more on Dishonored 2 during this years E3 event.

The first bit of information that came out was the developers commenting on testers playing the game, with them using ability combinations in ways they did not intend. Full Quote Here: “Someone at Arkane came to me a while back with a question: ‘Should spring razormines be triggered by your doppelganger?’ Usually I don’t answer those questions except to say ’why do you ask?’ And he said ‘I summoned my doppelganger and I tried to place a mine nearby because I wanted to do a trap,but I actually put the mine on the doppelganger.’ So when the enemy arrives they run after her and – bam! When they catch up, they explode in gibs”.

This type of flexibility was in the original Dishonored, as shown with the below gif made by NeoGaf Member Crossing Eden.

Source: NeoGaf VIA Games Radar

 

 

 


We also learned about the games re-worked Chaos System. This was the moral choice system that was in the original game and it effected many elements of the game, such as what ending you would get at the end of the game.

Dishonored 2 (6)

Developers commented on this feature in the game, so here is their comments about the updated Chaos System:

“So chaos factors in that way. It also factors in how many blood flies infestations there are across the city, how thick the Grand Guard is in some places, some voice lines here and there. Also the tonal reaction of the protagonists, Corvo (Steven Russell) and Emily ( – their lines sometimes change based on that. We track three different states of chaos: low chaos, high chaos and very high chaos. We dynamically allocate, at the start of each mission, a morality to the characters around you; most of them are what you would call guilty and they’re worth a certain amount of chaos. A smaller set are sympathetic and they’re worth more chaos. Another small set aremurderous and they’re worth less chaos – some people just need killing. It’s a more nuanced approach, in response to players feedback, and yet at the same time we hold on to our values just saying “if you don’t murder everyone in the streets, you’re less disruptive to the world”. The ending uses a permutation system, so there are several different pieces of the ending that play and each one of those have, like, in some cases two states, in some cases five states, in others maybe a couple more than that. And then all of them have high/low chaos permutations, and in a couple of spots very high chaos permutations.”

This indicates that more depth and complexity was added into Dishonored 2’s morality system and it should be interesting how your actions affect the games world.

Source: NeoGaf VIA WCCF Tech

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