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Default Dishonored - Miscellaneous Roundup

June 16th, 2012, 19:11
Here's a bunch of Dishonored odds and sods, starting with the Bethesda Podcast:
Spontaneous discussions amongst the Arkane team lead to exciting and surprising Dishonored features. Learn more about the powerful Blink ability, and Corvo’s non-violent takedown options.
…and the first promised weekly community Q&A is available. It's short, so here are all three questions from this edition:
Q: How does mana work in Dishonored?
A: A small portion of the mana bar regens; just enough to use powers like Blink and Dark Vision, making them basically free. Beyond that, for the expensive powers like Possession or Bend Time, the player must rely on Piero’s Spiritual Remedy (mana potions).
Q: How many different powers will there be?
A: There are six major active powers and four enhancements (passive powers), in addition to weapons and gadgets; plus there are 40 bone charms in the game that grant small supernatural perks. But no one can have all of these things in one playthrough.
Q: How long will the game be?
A: Play-style matters a lot. Very direct players will probably get through the game in 12 or 14 hours. Explorers who eavesdrop a lot will take twice as long.
The Dishonored tumblr offers an animated .gif of the "tallboy" walkers and the Bethblog offfered new wallpapers a few days back. Lastly, here's a preview from Edge Online, with a snip about the art direction from Victor Antonov:
Metropolis and Blade Runner rank highly in Antonov’s inspirations, he explains, and Dunwall is very much in the vein of these dystopias. An iconic Victorian clock tower stands defiantly from its soft and vulnerable royal quarter, high above the sewers and far from the squalid embankment. Whatever government buildings dare to sit riverside do so from their own imposing fortresses, harking back to the smart barriers of City 17. To the west, meanwhile, the resistance hideout lies within a stone’s throw – or boat ride – of every place in the game.
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