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"More systems in every types of systems"
I think most of those are rather commonplace anyway.
What was the biggest lesson you learned with Dishonored?The difference between complexity and depth. You can make games that are deep, yet and accessible at the same time. That’s a great win.
If given the opportunity I personally would design a game with no compromise outside of the no-brainer decisions, and then just cram objective markers, regen health, constant tips etc into the easy and normal modes towards the end of development. But hey, what do I know, I have no professional experience...I have designed amateur mini-games games with this approach though.
If it's a fake then probably by Arkane themselves to screw those "press sneak fucks".
The Shining image?