Παιδιά το παιχνίδι αυτό θα είναι απίστευτο....
Και μόνο από αυτά τα ολίγα που μας έχουν δείξει ως τώρα, νιώθω υπερκαλλεμένος
σε θέματα gameplay και ατμόσφαιρας και θεωρώ ότι το ζήτημα πλέον είναι ένα
σωστά δομημένο και ενδιαφέρον σενάριο που θα κορυφώσει τον τίτλο...
Το βίντεο απ' το golden cat mission με κράτησε προσηλωμένο μέχρι το τέλος του, δεν λέω τίποτες άλλοο..
- Τώρα είναι 08 Ιούλ 2025, 10:17 • Όλοι οι χρόνοι είναι UTC + 2 ώρες
Dishonored
ner0 έγραψε:Παιδιά το παιχνίδι αυτό θα είναι απίστευτο....
Και μόνο από αυτά τα ολίγα που μας έχουν δείξει ως τώρα, νιώθω υπερκαλλεμένος
σε θέματα gameplay και ατμόσφαιρας και θεωρώ ότι το ζήτημα πλέον είναι ένα
σωστά δομημένο και ενδιαφέρον σενάριο που θα κορυφώσει τον τίτλο...
Το βίντεο απ' το golden cat mission με κράτησε προσηλωμένο μέχρι το τέλος του, δεν λέω τίποτες άλλοο..
Eχεις δικιο ειναι πάρα πολυ καλο !! αν και δεν θελω να το ματιασω ας το παρω στα χερια μου πρωτα οταν ερθει με το καλο και μετα θα κρινω ...
Καμιά φορά την πατάς αλλα περιμένεις και αλλά ερχονται.

http://www.facebook.com/AUTONISSANLougiakis
http://www.lougiakis.gr

http://www.lougiakis.gr

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LIONHEART - Δημοσιευσεις : 1193
LIONHEART έγραψε:Eχεις δικιο ειναι πάρα πολυ καλο !! αν και δεν θελω να το ματιασω ας το παρω στα χερια μου πρωτα οταν ερθει με το καλο και μετα θα κρινω ...
Καμιά φορά την πατάς αλλα περιμένεις και αλλά ερχονται.
Το παίρνω πάνω μου για το συγκεκριμένο...Άμα βγει πατάτα(now that's a blasphemy) το πολύ-πολύ κερνάω μπύρες όλο το enternity γιατί είμαι και φραγκάτος εκτός των άλλων

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My heart is black and my lips are cold,
Cities on flame with Rock'n'Roll

My heart is black and my lips are cold,
Cities on flame with Rock'n'Roll
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ner0 - Δημοσιευσεις : 155
Dishonored: seven amusing ways to fail completely and die
It's often claimed that the best games are those which give you multiple ways to succeed, letting you experiment with their systems rather than asking you to jump through hoops. A strange kind of over-compensatory mindset results, disdainful of simple solutions. Don't just open that door, damn it - pick the lock, phase-jump through the wall or convince the door to open itself, using your Codpiece of Speechcrafting. Do the obvious bloody thing, and you might as well be playing Drawl of Shooty.
I've always found this idea troublesome. One does not gauge a man's worth by how he performs in times of prosperity, and the same must apply to videogames. The best indication of a title's quality isn't how it's possible to win, surely, but how it's possible to lose: any specimen of the craft that makes failure and (generally by extension) death consistently entertaining is a definite cut above. That's why I like Dark Souls so much, I guess. I certainly gave it time to shine.
Click to view larger image
Bethesda and Arkane's steampunk opus Dishonored is so many cuts above it's in serious danger of slicing its own arm off. Set in a sort of post-industrial-revolution Tamriel where despotism is the norm and whale grease the commodity of choice, it sees you deploying magic, gadgets and ninja athleticism to hunt down and slaughter various well-defended bigwigs.
I went hands-on with the game yesterday for 45 minutes, and took the opportunity to put my patented "failure = success" theory to the test. Repeatedly. Thanks to PR man "Nick" for at no point saying anything remotely along the lines of: "You suck at this game more than any man has ever sucked at anything to which 'sucking' is an applicable verb. You must never, ever be allowed to play it ever, ever again."

It's often claimed that the best games are those which give you multiple ways to succeed, letting you experiment with their systems rather than asking you to jump through hoops. A strange kind of over-compensatory mindset results, disdainful of simple solutions. Don't just open that door, damn it - pick the lock, phase-jump through the wall or convince the door to open itself, using your Codpiece of Speechcrafting. Do the obvious bloody thing, and you might as well be playing Drawl of Shooty.
I've always found this idea troublesome. One does not gauge a man's worth by how he performs in times of prosperity, and the same must apply to videogames. The best indication of a title's quality isn't how it's possible to win, surely, but how it's possible to lose: any specimen of the craft that makes failure and (generally by extension) death consistently entertaining is a definite cut above. That's why I like Dark Souls so much, I guess. I certainly gave it time to shine.
Click to view larger image
Bethesda and Arkane's steampunk opus Dishonored is so many cuts above it's in serious danger of slicing its own arm off. Set in a sort of post-industrial-revolution Tamriel where despotism is the norm and whale grease the commodity of choice, it sees you deploying magic, gadgets and ninja athleticism to hunt down and slaughter various well-defended bigwigs.
I went hands-on with the game yesterday for 45 minutes, and took the opportunity to put my patented "failure = success" theory to the test. Repeatedly. Thanks to PR man "Nick" for at no point saying anything remotely along the lines of: "You suck at this game more than any man has ever sucked at anything to which 'sucking' is an applicable verb. You must never, ever be allowed to play it ever, ever again."


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game over - Δημοσιευσεις : 1789
Dishonored’s world is “not about quantity but quality”
News: Over three years were spent in pre-production for the architecture of Dishonored’s central city Dunwall, more than any movie ever, the team behind the game’s astonishing visual design have revealed.

“Very rarely in the life of a developer do you get to start a brand new IP. Mostly everything successful is a sequel today,” said Viktor Antonov, Visual Design Director for Zenimax as he introduced an astonishing presentation on the visual work that went into creating the world of Dishonored.
They focused in on the city of Dunwall itself, Antonov says, because “there are not enough science fiction places done properly these days,” and he cited the films Metropolis and Blade Runner as key influences in their city-building.
But their efforts to create an entirely convincing world from scratch went far beyond any film, with Dishonored being “probably the biggest pre-production of architecture in any game ever, and bigger than any film I have heard of.”
When searching for architectural influences, the Arkane Studios team first asked: “How can we make something that is contemporary and cool, but also a period piece?”
This led them to focus in on London: “It had to be Europe. London had Jack the Ripper, a lot of Steampunk and had a lot of science fiction associations, but hadn’t been used much recently. London is both exotic and familiar to Americans and Europeans.”
Dishonored’s strict focus on the city setting rather than a larger world to explore was deliberate, Antonov said, with Dishonored being “not about quantity but instead quality and density of experience.”
“We have a world that is handcrafted,” Antonov said, rightfully proud of an astonishing design effort. “Every detail, every smokestack, every light would have a meaning and a story to it. They all obey the rules of the God that is the game world.”
News: Over three years were spent in pre-production for the architecture of Dishonored’s central city Dunwall, more than any movie ever, the team behind the game’s astonishing visual design have revealed.

“Very rarely in the life of a developer do you get to start a brand new IP. Mostly everything successful is a sequel today,” said Viktor Antonov, Visual Design Director for Zenimax as he introduced an astonishing presentation on the visual work that went into creating the world of Dishonored.
They focused in on the city of Dunwall itself, Antonov says, because “there are not enough science fiction places done properly these days,” and he cited the films Metropolis and Blade Runner as key influences in their city-building.
But their efforts to create an entirely convincing world from scratch went far beyond any film, with Dishonored being “probably the biggest pre-production of architecture in any game ever, and bigger than any film I have heard of.”
When searching for architectural influences, the Arkane Studios team first asked: “How can we make something that is contemporary and cool, but also a period piece?”
This led them to focus in on London: “It had to be Europe. London had Jack the Ripper, a lot of Steampunk and had a lot of science fiction associations, but hadn’t been used much recently. London is both exotic and familiar to Americans and Europeans.”
Dishonored’s strict focus on the city setting rather than a larger world to explore was deliberate, Antonov said, with Dishonored being “not about quantity but instead quality and density of experience.”
“We have a world that is handcrafted,” Antonov said, rightfully proud of an astonishing design effort. “Every detail, every smokestack, every light would have a meaning and a story to it. They all obey the rules of the God that is the game world.”

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game over - Δημοσιευσεις : 1789
Arkane provides a look at Dishonored’s UI options
Those interested in the look of the UI and the options available in Arkane Studios’ Dishonored, should know there will be a full slate of interface options you’ll be able to enable and disable individually in all versions of the game with some PC-specific features included as well.

In addition to general gameplay options, there will also be multiple options, such as the crosshair style as well as the Health/Mana gauges and many other options.
In the screenshots below, you’ll notice: options where the interface is fully enabled; stance icons that change when in stealth mode; an icon pointing to the next objective, context-sensitive icons for when you approach enemies, doors and other objects you can interact with; health and mana status; and currently equipped power or gadget. You’ll also notice how it looks with the UI elements disabled.
The PC-specific “shortcut” bar appears when you hit one of the shortcut buttons and will fade out quickly, so you will have a more familiar interface to “select your powers and gadgets.”
You’ll still have the option to use the standard Quick Access Wheel, which defaults to “mouse wheel click” on PC and the game also supports a gamepad.
Here’s a list of UI options available which are not depicted in the screenshots:
- The FOV slider for changing your field of view.
- Controller and mouse sensitivity options, as well as four different options related to auto aim strength and aim assist.
- The mouse smoothing/acceleration slider and enable/disable options. (PC only).
- Graphics options for the full spectrum of monitor resolutions, anti-aliasing, and various other graphical toggles. (PC only).
http://images.vg247.com/current//2012/07/7562101814_3ff7103dcd_o.jpg
http://images.vg247.com/current//2012/07/7562103516_7022f79aff_o.jpg
http://images.vg247.com/current//2012/07/7562405214_8a85913eb4_o.jpg
http://images.vg247.com/current//2012/07/7562405368_fc61d60604_o.jpg
http://images.vg247.com/current//2012/07/7562405564_f0af1b0e3a_o.jpg
Those interested in the look of the UI and the options available in Arkane Studios’ Dishonored, should know there will be a full slate of interface options you’ll be able to enable and disable individually in all versions of the game with some PC-specific features included as well.

In addition to general gameplay options, there will also be multiple options, such as the crosshair style as well as the Health/Mana gauges and many other options.
In the screenshots below, you’ll notice: options where the interface is fully enabled; stance icons that change when in stealth mode; an icon pointing to the next objective, context-sensitive icons for when you approach enemies, doors and other objects you can interact with; health and mana status; and currently equipped power or gadget. You’ll also notice how it looks with the UI elements disabled.
The PC-specific “shortcut” bar appears when you hit one of the shortcut buttons and will fade out quickly, so you will have a more familiar interface to “select your powers and gadgets.”
You’ll still have the option to use the standard Quick Access Wheel, which defaults to “mouse wheel click” on PC and the game also supports a gamepad.
Here’s a list of UI options available which are not depicted in the screenshots:
- The FOV slider for changing your field of view.
- Controller and mouse sensitivity options, as well as four different options related to auto aim strength and aim assist.
- The mouse smoothing/acceleration slider and enable/disable options. (PC only).
- Graphics options for the full spectrum of monitor resolutions, anti-aliasing, and various other graphical toggles. (PC only).
http://images.vg247.com/current//2012/07/7562101814_3ff7103dcd_o.jpg
http://images.vg247.com/current//2012/07/7562103516_7022f79aff_o.jpg
http://images.vg247.com/current//2012/07/7562405214_8a85913eb4_o.jpg
http://images.vg247.com/current//2012/07/7562405368_fc61d60604_o.jpg
http://images.vg247.com/current//2012/07/7562405564_f0af1b0e3a_o.jpg

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Dishonored’s missions are similar to the ones found in the Thief and the Deus Ex series
http://www.dsogaming.com/news/dishonoreds-missions-are-similar-to-the-ones-found-in-the-thief-and-the-deus-ex-series/
http://www.dsogaming.com/news/dishonoreds-missions-are-similar-to-the-ones-found-in-the-thief-and-the-deus-ex-series/

My Street Fighter 4 FanFiction Project: fav.me/d3k2f2f
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