David on 21/9/2022 at 08:26
It's now on Xbox Gamepass too, for both console and PC.
Supremcee on 22/9/2022 at 19:47
we will have Dana Nightingale as a guest again :) so feel free to ask her any questions about her work on Dishonored 1/2 and Deathloop (
https://www.ttlg.com/forums/showthread.php?t=149898) HERE IN OUR THREAD or directly under the YouTubeVideo
[video=youtube_share;i1O6cfoHoSM]https://youtu.be/i1O6cfoHoSM[/video]
Jason Moyer on 18/10/2022 at 19:03
Playing this finally, and it's really good so far. I wish it would be a little more signposted that there's no reason to faff around until you get Infusion (and that the game is basically a tutorial until then), because I wasted the better part of 8 hours getting to that point, but other than that it's been amazing so far. Feels a bit like an open world game, except that instead of exploring a pointlessly large map you're exploring the 4th dimension in slick, hand-crafted levels.
Aja on 18/10/2022 at 22:12
It occurred to me that Deathloop's levels are in a way more like old Thief's than most games in recent memory. They're nonlinear and they all have multiple starting points and multiple entry points to their important locations. I don't remember every level from Dishonored, but my sense is that in general they were more linear.
Thirith on 19/10/2022 at 14:46
Dishonored has some levels that are more linear, but by and large I would call their levels as nonlinear as Thief's levels. The multiple entry points you mention are definitely there with most Dishonored levels, and once you've entered a target building you generally can approach it in any order you like. The levels I remember right now that are more linear are the first and final ones.
Jason Moyer on 19/10/2022 at 21:20
I'd say the first Dishonored+DLC and maybe DotO probably have slightly smaller levels than Deathloop, but DH2 has pretty massive open-ended maps. Prey+Mooncrash are kind of linear in some ways, but the maps feel like they have natural entrance/exit points based on how a space station/moon station would be designed as opposed to something like Skyrim where the linearity of the dungeons seems super contrived.
On a side note, I've grabbed a couple unique weapons and no slabs at this point so I'm not very far into the game, but to this point the game has been fun as hell. It's not forcing me out my comfort zone, which I guess would be one "negative", but it's doing a good job of letting me play my usual ImSim style of sneaking around and isolating enemies to dispatch silently while occasionally using turrets and mines to set up ambushes. The AI is kind of dumb, but they have actually surprised me a few times FEAR-style where I thought I had covered all the entrances/exits to an area and they managed to avoid them and get behind me before I realized it.
Thirith on 20/10/2022 at 09:01
Are you playing with invasions?
Jason Moyer on 20/10/2022 at 14:44
No, from what I've seen the invasion stuff is kind of wonky. I may invade some other people's games then go back and enable it on a subsequent playthrough.
Honestly, between the number of times I kill myself and the times the game throws up something unexpected (just got murderized by the reactor) I find I'm dying just enough that it's annoying sometimes. And it always seems to happen on runs where I begin by killing Juliana, grabbing her power upgrade, then losing it because someone gets a lucky kill or I miss a ledge I'm shifting/jumping to later in the level.
Thirith on 20/10/2022 at 15:14
Yeah, I think that's what I did too. I enjoyed them, though I see how they can ruin a run in frustrating ways. But it's a cool concept for 1v1 combat that reminds me of some of the Jedi Knight LAN PvP I had fun with.
Aja on 20/10/2022 at 18:43
I recommend enabling invasions; they're some of the most tense and exciting gameplay you'll get. Yeah, sometimes you get screwed, but you have to take it in stride. The game is pretty heavily biased toward Colts anyway.