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Showing posts with label collectibles. Show all posts
Showing posts with label collectibles. Show all posts

Thursday, August 2, 2012

Dishonored: Death at a Dinner Party

I snuck up through shadows toward a table filled with collectibles, grabbed the man patrolling the area and choked him until he passed out. Among the items was a container of whale oil, so I picked it up and carried it around for a while, then tossed it. It exploded. Guards suddenly ran from behind buildings and fired pistols, armored foes on metal stilts emerged and shot explosive bolts at my position. What was once a quiet street had erupted into a warzone, all because I made a sound. I fled, sprinting wildly across the nighttime cityscape and using my blink skill to quickly flit between rooftops and rise above the din I’d inadvertently stirred. I hid on the rooftops and after a while began to feel a sense of calm. Thankfully my attackers couldn’t climb the walls.

Such is the constant tension of playing Dishonored, where one misstep can create a cascade of chaos. Playing as a magically gifted assassin named Corvo, I’m given mission objectives but never told exactly how to go about completing them. I could have sprinted directly at the whale oil’s guardian and hacked him up with my sword, or fired at him from a distance with a one-handed crossbow, or summoned a swarm of rats to his feet to devour him, then taken possession of a rat and escaped while the rest of the guards ran in to investigate. I could have ignored the whale oil altogether, turned around and focused only on my primary objective.

Playing Dishonored instills a strange mix of vulnerability and strength, where I’m given a superhero’s ability set but feel like I’m always one mistake away from death. Errors are severely punished by aggressive enemies, and because powers are tied to a limited mana resource, they can’t be spammed. I can’t simply blanket an area with rats. I can’t use my wind blast ability to repeatedly knock aside any that stand in my way. I need to be careful about timing, precision, and chaining abilities together in an effective manner.

Exploration is also rewarded. Opportunities for discovery are all over Dishonored’s fictional city of Dunwall, where a plague eats away at the poor and hardens the insularity of the ruling class. When I fled to the rooftops, for instance, I found an open window that led to a porch where a nervous looking man gripped the railing. I snuck up and choked him, then pulled a special item from a nearby pile of junk that I could use to augment my abilities.

There aren’t a huge number of abilities in Dishonored, and each can be leveled in ways that not only strengthen but alter functionality. The possession ability initially allows me to inhabit the bodies of rats and fish, sometimes to escape, sometimes to squeeze through small spaces to access alternate paths to guarded structures or enter otherwise locked treasure rooms. With an upgrade to the ability I can possess humans. Though the possession time isn’t long, that means I can more easily disrupt a patrol path or walk a guard to his doom. The wind blast ability initially knocks down enemies and shatters doors, but after an upgrade it can actually kill foes by slamming them into walls. By combining these active abilities with the different weapon types and passive enhancements, it seems like the number of ways to solve problems will only increase further on in the game, ideally leading to some outstanding climactic missions.

My mission in this particular instance was to infiltrate a party at a mansion and take out a target named Lady Boyle. Unfortunately three at the party shared the name, so another part of my mission was to discover the proper target. First I accessed the facility by blinking through an open hole in a sewer grate and breaking into the mansion’s basement. Then I reloaded and blinked over the front gate, where I plucked a fallen party invite from the ground and handed it to the guard, who promptly led me inside.

This mansion’s courtyard and interior were not hostile spaces – in fact most at the party seemed happy to see me and impressed with my menacing outfit. It was a costume party where all wore masks, which ranged from subtly unsettling to outright bizarre. One particularly uptight partygoer wore a full-head whale mask, and the woman he was talking to wore a moth mask complete with pluming antennae. When he left she turned to me and asked for a drink. I went back to the buffet table across which was laid a colossal glistening fish gutted open and steaming and scooped a cup of cider out of a fountain. She thanked me and in return revealed the identities of two of the Boyle ladies wandering around the party in identical outfits. I snuck upstairs past a guard and plucked a note from a desk to uncover the identity of the true target.

I didn’t have to do any of that. I could have walked into the mansion and shot the first innocent I saw. I could have moved between the rest of the terrified revelers and snatched their coin purses while slashing at any guards who got in the way. I could have tried to kill everything in the building instead of investigate. When I eventually did attack, the fights proved to be fast and unforgiving. Enemies shot guns and blocked and dodged and did seemingly everything they could to avoid taking damage while continuing to deal it.

A particularly striking element of the scene was how Arkane was able to hide threats in plain sight. Several characters standing around the party held what looked like sci-fi accordions and I assumed they were there to provide entertainment. But as soon as I plunged my sword into a guard’s neck they started playing and generated an anti-magic field that inhibited my abilities. Suddenly they’re the biggest threat in the room, whereas moments before they seemed a perfectly fitting part of the backdrop. Tricks like that work because Arkane built such a densely detailed dinner scene where everything seemed to be in the right place and appropriately extravagant.

Dishonored is so exciting to me not only because the gameplay rewards creativity, but because so much care was clearly taken to build a place with enough layers and moving pieces to give it a curious plausibility, to make it seem like every time you push it pushes right back.


Source : ign[dot]com

Tuesday, July 31, 2012

Kotobukiya Explores the DC Universe

Though DC Comics still has its DC Collectibles branch, we're seeing a number of other collectibles companies increase their focus on characters like Batman and Superman. Kotobukiya is one such company to increase their DC output in recent months, particularly through their Bishoujo line of PVC statues. The company provided us with new pics and details about some of their upcoming DC products.

Justice League ArtFX Statues

Koto first introduced the ArtFX+ format as part of their Star Wars line, and the heroes of the Justice league are the next to make the jump. Compared to the regular ArtFX format, ArtFX+ statues are smaller (1:10 scale or about 7.5 inches tall) and more affordably priced. Koto will focus on the New 52 Justice League first, with statues based on Jim Lee's artwork and character designs.

Superman and Green lantern will be the first two characters out of the gate. Both statues were sculpted by artist Atelier Bamboo. Both will cost $39.99 and are expected to hit stores in January 2013. Koto also had an unpainted Wonder Woman prototype on display at SDCC, so we expect to at least see the core seven League members included in this line.

Huntress Bishoujo Statue

The Bishoujo line continues to be one of Koto's more popular series, expanding to include everything from Tekken to Mass Effect to Star Wars. The next DC-themed Bishoujo statue after Harley Quinn (which we previewed here) will be Huntress. Like the other DC Bishoujos, Huntress is based on her classic appearance rather than the New 52 look. This statue was sculpted by Masahiro Takashi and measures about 9.5 inches tall. She'll retail for $64.99 and is expected to ship in December 2012.

Justice League X Korejanai Mini Figures

Koto's newest DC line is a bit more unusual. The Justice league X Korejanai figures are inspired by the "Korejanai Robot" illustration style. These heavily stylized figurines have limited articulation but can actually transform into cars by adjusting the limbs.

Each figure is about 2.5 inches tall and will retail for $5.99. The first series includes both regular and metallic variants of Superman, Batman, Wonder Woman, Green Lantern, and Flash. Series 1 is expected to hit stores in November 2012.

Jesse is a writer for IGN Comics and various other IGN channels. Follow Jesse on Twitter, or find him on IGN.


Source : ign[dot]com