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Anton Sokolov is alive! Today at The Edison in Downtown LA, I was able to get some hands-on experience with the mission “Clockwork Mansion” in Dishonored 2.
After not so patiently waiting to go down the stairs and play I was able to look around and embrace what they had done. The Edison was turned into a lounge you would see right out of the game. Everything down to posters lining the alley leading to the front door which read “All hail the Empress”.
“Clockwork Mansion” takes place around the middle of the story and features a massive puzzle- like mission. There were two objectives, the first being to rescue Anton Sokolov who is being held prisoner by Kirin Jingoish. The second objective was naturally to locate Kirin and handle him in whatever way we saw fit. Much like Dishonored, the game has beautiful architecture, specifically within this mission the fact that levers where spread throughout the house. Each lever would completely transform the room and reveal new pathways. Gears shifted, floors dropped down and new ones came up, and walls spun turning a bedroom into a workshop.
To start off we were all given access to Emily and a few of her powers already unlocked for us. Her powers worked flawlessly. Domino allowed me to link two enemies together to then assassinate one while killing both. Emily’s abilities seem to be more aimed at stealth approaches. Her ability to teleport behind enemies made stealth kills that much more satisfying. Not to say Corvo doesn’t take a masterful stealth approach, he features the same abilities as the previous installment with a little added upgradability through the new upgrade system.
A big change from Dishonored is the fact that powers now have a new upgrading tree system, powers are upgraded and can be focused on what the player wants as opposed to just upgrading Far Reach to go farther. Harvey gave an example that players wishing to use Swarm Flies can upgrade from one swarm to two, then the swarms can be changed to be larger, or even a swarm that follows you. For a full list of abilities click here.
After having playing “Clockwork Mansion” I was able to have a sit down with Co- Creative Director Harvey Smith and talk about changes to the game, features, and Emily and Corvo’s powers.
Harvey even talked about watching live streams and how were able to watch and see what players liked and utilized more and what could be left out. Instead of focusing on just one type of player, the development team sat down and really talked about what kind of game Dishonored 2 would be. Giving a little bit of everything to appeal to all different types of gamers.
The story does not change if one character is chosen over another, the same missions apply to both. The only real difference between them, other than voice lines, are their powers and fighting animations. All assassination animations will be Corvo or Emily specific. In the interview Harvey stated that in any given play through, even if you play Emily twice, you can’t upgrade all the powers. So if you take Mezmorize and Shadow Walk, and you play with those mechanics, then play with Domino and Far Reach you will end up with an entirely different play through.
When asked about whether the game was linear Harvey made it clear that it is indeed “pretty non linear”. For the playable mission “Clockwork Mansion” there is two different urban areas before you get to the actual mission start. Each one will be like a mini open world allowing players to explore before each mission. Harvey noted that the missions do have to be played in order yet still be able to return to a previously traveled area.
In most of these urban areas there will be a new feature called black market shops. Players will have to follow signs on the walls to find them, however, once there you’ll be able to buy new gear. Each Black Market shop will even have its own robbery mission for players to complete, Harvey did not go into detail as to any benefits that would provide the player.