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How does Dishonored 2 make failing interesting?

If you fail to kill a drunken whaler, you at least may be able to lure him and his friends into an improvised-yet-satisfying trap.

Bryant Francis, Senior Editor

November 16, 2016

1 Min Read
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One of the most positive comparisons for games like Dishonored 2 is that they can play out more like jazz than a straightforward song. If the player’s immersed in the game properly, they’ll become interested in trying to fiddle around and experiment with different powers and solutions, rather than trying to figure out the “correct solution” a scenario might require. 

Today, we decided to take a look at how Dishonored 2 contributes to this type of game (typically called “an immersive sim”) and chat about this week’s news from the game industry. We were able to talk about the Dishonored series’ take on morality, how the team at Arkane Studios has made small tweaks to help players make choices about who lives and who dies, and examine how the game uses repeating space to create a dynamic, natural-feeling environment. 

Be sure to subscribe to our Twitch channel for more gameplay commentary and regular developer interviews, and check out last week’s interview with the developers of Owlboy

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2016

About the Author

Bryant Francis

Senior Editor, GameDeveloper.com

Bryant Francis is a writer, journalist, and narrative designer based in Boston, MA. He currently writes for Game Developer, a leading B2B publication for the video game industry. His credits include Proxy Studios' upcoming 4X strategy game Zephon and Amplitude Studio's 2017 game Endless Space 2.

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