Dishonored 2’s Harvey Smith reviews Inside
As Arkane Studios and Bethesda build towards the release of Dishonored 2 on November 11, another recent release gets dragged into the discussion.
The highly anticipated sequel to Dishonored is sneaking ever closer to its release date, andwhat we’ve seen thus far has been very excited. A new location (the port city of Karnaca), a new playable character (Emily Kaldwin, Corvo’s daughter) and a stack of new powers join the fun, with an even bigger emphasis placed on player choice. I was lucky to get an audience with Arkane’s co-creative director Harvey Smith, and we spoke across a number of topics, including the question of difficulty.
Dishonored 2 features four difficulty modes, but the player-driven, emergent nature of the gameplay means that the challenge is largely defined by the user as they play. It is your choice whether to kill everyone, or sneak everywhere. And to use normal weapons, or to use the mark of The Outsider and the special powers it bestows. In order to define how he approaches difficulty in a game, Smith chose to reference the recent indie release Inside, by Playdead. Here is how the conversation went:
Defining difficulty in a modern game is interesting because, as an audience, gamers have gotten older. For example, I’m now 37 with three kids, so a difficult game is the last thing I want as I don’t get the time any more to not be constantly progressing…
So we can safely say that Harvey Smith won’t be taking the lead on Super Meat Boy 2 anytime soon.
Just like old mate Harvey Smith, we absolutely adored Playdead's Inside when we reviewed it back in September.
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