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QuakeCon

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Try not to rip off any arms in anticipation
As we reported earlier today, attendees of QuakeCon last week were treated to a sneak peak of id Software's upcoming interplanetary demon slaughterfest, simply title Doom. Word came in from Doom publisher Bethesda that the l...

Id & Doom (& abs) photo
Id & Doom (& abs)

Don't expect to see any Doom until 2015


QuakeCon footage just meant to appease fans
Jul 21
// Steven Hansen
QuakeCon attendees got to see some Doom footage. Anyone streaming was said "good-bye" to as the stream cut out. Bethesda Softworks VP of PR and Marketing Pete Hines told PC Gamer that the new Doom just isn...
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Doom

We can't see the new Doom yet, but it sounds like a return to form


'A demon just ripped the player's arms off and beat him to death with them'
Jul 17
// Jordan Devore
Bethesda said its big reveal of Doom -- that is in fact "Doom," not "Doom 4" -- at QuakeCon would be for attendees only, not for us Internet ne'er-do-wells, but I still watched the QuakeCon stream like a sucker, anyway. When ...
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QuakeCon

Dishonored is $4.99 in the yearly QuakeCon Steam sale


The Elder Scrolls Online is also making its Steam debut
Jul 17
// Alasdair Duncan
The horribly cynical part of me is wondering what's going to actually happen at this year's QuakeCon; now that John Carmack is gone from the company and Doom 4 still just exists as a trailer, is there much to look forward to?...
The Elder Scrolls Online photo
The Elder Scrolls Online

The Elder Scrolls Online is coming to Steam today


Announced at QuakeCon 2014
Jul 17
// Dale North
Announced at QuakeCon 2014 as a kick-off announcement, The Elder Scrolls Online is coming to Steam. Today. Both the Standard Edition and the Imperial Edition will be available for purchase later today.  It sounds like ev...
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Blood drive

QuakeCon to host a blood drive inspired by The Evil Within


Blood, blood, gallons of the stuff
Jul 08
// Brett Makedonski
What are some of the pleasant activities you picture when you think of going to a gaming convention? Getting a first glimpse at a game that few have seen before? Collecting enough swag to double your luggage size? Donating bl...
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Doom

Upcoming Doom sneak peek is only meant for QuakeCon attendees


We'll see about that
Jul 02
// Jordan Devore
The teaser trailer for Doom (4) didn't do much for me, but I'm looking forward to the long-awaited reveal. We'll see more of the game at this year's QuakeCon, set to take place in Dallas, Texas from July 17 - 20, or so I thou...
QuakeCon photo
QuakeCon

Here are your QuakeCon 2014 tournaments and trials


Go forth and frag
Jul 02
// Brittany Vincent
Quake Live players from all over the world will be competing for money and ego at QuakeCon 2014. The event is being held at the Hilton Anatole in Dallas, Texas. Players will be competing from a prize pool of more than $40,000...
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QuakeCon 2014: pre-registration opens March 5


Seating packages to roll out this month
Feb 26
// Dale North
Are you thinking about going to QuakeCon? If so, we have the first details on registration for the July 17-20 event, set to take place in Dallas, TX. There are a few packages that will become available at the registration sit...
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QuakeCon

QuakeCon 2014 dates set for July 17 - 20


Room reservations are open
Jan 30
// Jordan Devore
One of the year's great LAN parties returns to Dallas earlier than normal. ZeniMax has confirmed QuakeCon 2014 will take place from Thursday, July 17 - Sunday, July 20 at the Hilton Anatole Hotel. As a result of the date chan...
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Extended demo from QuakeCon
During the second day of this past weekend's QuakeCon, Bethesda gave an extended look at its upcoming MMO, The Elder Scrolls Online. With such a well-known license behind it, the hype is understandably palpable, even from pe...

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RAGE

Well, yeah: RAGE as a franchise isn't 'dead'


Would you want more?
Aug 05
// Jordan Devore
In what should come to the surprise of exactly no one, id Software's Tim Willits tells Polygon that RAGE is something the studio would like to return to eventually. "The franchise is not dead, and we built the game in such a ...
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15,000+ cans of energy drink consumed at QuakeCon 2013


*jitters*
Aug 05
// Dale North
Have you ever been to QuakeCon? It's fantastic. I missed it this year, and an infographic that Bethesda sent along shows me exactly what I missed.  Take the jitters. It's a reality for this 24-hour-a-day event, located i...
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Everquest Next, Arkham Multiplayer & Xbox GPU Upgrade


The Destructoid Show sleeps through its alarm sometimes
Aug 02
// Max Scoville
Hey everybody! I'm wearing a really stupid shirt, it must be Friday! Suddenly, there are two new Everquest Next games on the horizon, and they look really cool. Quakecon is happening right now, and there's some Bethesda news...
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Here's the full QuakeCon livestreaming schedule


Watch talks and tournaments right on your computer
Aug 01
// Hamza CTZ Aziz
QuakeCon kicks off today! The giant convention and tournament is held in Austin, Texas and this year we can see some of the convention from the comforts of our own homes. Today you'll be able to watch the welcome keynote host...
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Every Bethesda and id game is on sale on Steam right now


Skyrim, Fallout, Quake, and so much more
Aug 01
// Hamza CTZ Aziz
[Update: I somehow missed this earlier, but ALL the games on sale here can be yours for $89.99 in the QuakeCon pack. That's 44 games, folks!] QuakeCon is happening down in Texas this week! For those of you that can't make it,...
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Play Wolfenstein and the Dishonored DLC at QuakeCon


Plus The Edler Scrolls Online will be playable
Jul 12
// Hamza CTZ Aziz
QuakeCon kicks off next month on August 1, and Bethesda has revealed what we can expect to see at the show. The Elder Scrolls Online, Wolfenstein: The New Order, and Dishonored: Brigmore Witches will all be playable. Plus the...
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QuakeCon 2013 pre-registration opens next week


Premium packages available
Apr 11
// Dale North
QuakeCon 2013 is right around the corner. Pre-registration for the event opens next week, on April 15. While admission is always free for attendees, premium packages will be offered on a first-come, first-serve basis for thos...
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QuakeCon 2013 dated August 1-4


Back in Dallas
Feb 26
// Dale North
QuakeCon is back this year, coming back to Dallas, Texas this August 1-4. As always, attendance is free, thanks to id Software and Bethesda Softworks. The latter will be showing of upcoming games for the first time there, the...
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So long and thanks for all the man sweat, QuakeCon 2012


Aug 06
// Allistair Pinsof
Despite being 100+ degrees outside in Dallas, Texas all week, we somehow survived QuakeCon. Maybe having amazing A/C in the Hilton had something to do with it. I had low expectations going to QuakeCon this year, but was surpr...
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So much Bawls in this QuakeCon 2012 image gallery


Aug 05
// Allistair Pinsof
QuakeCon is over, but we haven't left without some memories: Stressing over a lost laptop, eating some amazing food (not P'zolos), and chugging some warm, disgusting 5 Hour Energy. Here's our photographic proof that QuakeCon ...

QuakeCon: This is the Rise of the Triad that you remember

Aug 05 // Allistair Pinsof
[embed]232549:44608[/embed] Rise of the Triad (PC)Publisher: Apogee SoftwareDeveloper: Interceptor Entertainment Release: Fall 2012MSRP: $14.99 If the multiplayer demo of ROTT was pre-alpha, the single-player demo was pre-delta. The game played under the framework of the multiplayer, including a time counter and a kill count at the top of the screen. Despite the demo being ghetto-rigged, it gave me a good impression of how far the single-player campaign will deviate from the original. As in, not very. Though I only saw the first level of the game, I get a sense that for every room of a ROTT level you recognize there will be one that you don't. Interceptor is taking the original levels as a blueprint and consulting Joe Seigler, who was a level designer on the original, but they aren't limiting themselves entirely to the original maps. The same is true of the bosses which will find familiar faces who will have new advantages on the player. These encounters will come down to a lot more than just "shoot the guy in the face." It will be more like "shoot those two generators while dodging obstacles and then shoot the guy in the face." Though nostalgia is key to the project, Interceptor are trying to do something more than a pixel-by-pixel recreation. Some changes are for the better while others are just kind of neat. The flamewall is now consistently confined to an area, instead of stretching across any space. Don't worry: You can still mow down enemies with it and cause other players to swear like sailors online. Coins are still collectable and make an appropriate arcade-like sound when picked-up. The developer is working on a novel multiplayer mode where players retrieve coins for their team but drop them all (a la Sonic the Hedgehog) when hit. The wonderful quirks that defined the original ROTT will return. Maps will still be filled with secrets, you can play the game on holidays for Easter eggs, and enemies will beg for their lives. And, yes, the game is still full of jump pads but they have been redesigned by an electrical propulsion engineer who is friends with the developer. As a result, they look a lot less silly even though their application and placement remains nonsensical. At the start of the game, you can choose between five characters that each have their pros and cons. For example, one character may be able to sustain more damage but will be slower, making him a poor choice for speed runs. The cheesy one-liners of the original will remain, but there will also be contextual dialogue inspired by Uncharted. You can toggle between the original's sound and music or the new re-imagined version at any time. Considering it took the developer five months to get to this point, I think it will take nothing short of a miracle for them to make their Fall 2012 release window. Nevertheless, the developer isn't shy about talking DLC. Free DLC that is, including various weapons packs. There will also be an expansion pack based on The Hunt Begins shareware. The game will also be fully moddable via Steamworks. Interceptor are some crazy dudes and not just due to this remake. It goes much further than that and you can read about it all in a feature in the coming week. They may just be crazy enough to make this reboot work. Even though there was no Dog mode or boss fights to be found in this demo, they will be in the final version along with everything else great about the original. Although I'm not convinced there is still a market for such a specific nostalgic trip, I'd love to be proved wrong. The game is still slated for a Fall 2012 release via Steam, but a console release hasn't been ruled-out. The Unreal Engine 3 makes a port feasible and the developer has interest, so keep your fingers crossed.
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[Destructoid is grabbing its rail gun and heading to Dallas, Texas this weekend for QuakeCon. Stay posted for game news, previews, and strange happenings from the infamous LAN room.] I drove up to QuakeCon expecting a great D...

Top five PC rigs of QuakeCon 2012

Aug 05 // Allistair Pinsof
5. Nuka-Cola Though it's not the flashiest tower of the show, the graphic design and lighting make this Fallout-themed PC stand-out on the show floor. If Nuka-Cola did make PCs, I have a feeling they wouldn't look this good. 4. The Next Level Of all the beefy, over-the-top rigs of the show, this one has to be my favorite. Between its chrome casing and intricate lighting (visit gallery for more images), I walked away rather impressed despite the douchey name given to it by its maker. 3. Trifecta It's funny how some people bring the biggest PCs with the biggest monitors to QuakeCon, while this guy powers three small connected monitors off a tiny box you can't even see. It's about the size of a laptop's power brick. The guy seemed rather humble too, but maybe that's because he was busy kicking ass in Left 4 Dead. 2. Vault PC Just look at that thing! Now that's some serious fan service. If you look closely you can see the paint job isn't great and if you touch it you can feel its made mostly of Styrofoam, but these things hardly dull the effect of this amazing Fallout 3 rig. 1. The Hulk While I can't say for sure this is made by the winner of our top ten list last year, it wouldn't surprise me in the slightest. It shares the use of figurines (Marvel action figures, this time), a similar aesthetic, and is stationed on a raised platform in the aisle instead of of placed on the table. This guy clearly puts some time and effort into being the best of QuakeCon so who are we to deny him that? See you next year, I guess? For more pictures of the above rigs, visit our gallery.
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[Destructoid is grabbing its rail gun and heading to Dallas, Texas this weekend for QuakeCon. Stay posted for game news, previews, and strange happenings from the infamous LAN room.] One of my favorite things to do at QuakeCo...

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These new Dishonored screens will disturb you


Aug 05
// Allistair Pinsof
We got hold of some new images for the upcoming Dishonored, including some rather disturbing ones from the Lady Boyle mission I recently previewed. That baby mask is really something. I'm glad I didn't come across it during m...

QuakeCon Preview: Falling through the TV with Oculus Rift

Aug 04 // Allistair Pinsof
What we got our hands on is only a prototype and not the finished model being funded through Kickstarter, but it did give us a glimpse into the future of immersive games. The awful memories of heavy, whiplash-inducing headsets and lagging, ugly visuals become a distant memory once you put these goggles on. Even though you are looking at an aging game (Doom 3) with hardware literally taped together, you can’t help but smile at the future that Carmack is building. This is 2012’s curved hallways: A gaming innovation so simple in concept but has long been so hard to achieve for all except Carmack. The hype around this technology is deserved, but it did sour my first experience with Rift due to high expectations. While Oculus and Carmack are building the future, they haven’t built it quite yet. The first two things I noticed upon wearing the VR set was the low resolution and limited 90-degree view. Carmack stressed that these are both minor issues that will be addressed in time, but they proved to be noticeable obstacles in becoming fully immersed in the game. I felt like I was staring point blank at a CRT -- a jarring experience in the 1080p-era. Once I got past this complaint, I started to realize how fluid the visuals were and how I felt my presence in the game’s world. Believe me when I say this is not hyperbole: I felt a keen sense that I could take a literal step back into the game’s world. I could turn my head to see what is behind me and look up toward the ceiling. Where the experience lost me a bit was in the motion controlled gun. My head movement mapped to my aiming, so I could very slightly alter my view to raise and lower my gun. For the VR demo, Carmack removed all HUD elements which made for a rather miserable playing experience since I had no way to aim my gun The red laser on Doom 3’s machine gun is there for visual flair and will actually lead to inaccurate shots if you aim by it. Carmack thinks new players will find aiming through VR sets easier than a game controller. This may be so but Carmack’s demo didn’t help sell me on this point. Carmack and Oculus are doing what arcades and even the military could never achieve. Though Carmack isn’t planning on touching feedback vests and smell-o-vision, he is taking one dream-turned-laughing-stock of ‘90s gaming and making it into the reality we all wanted twenty-something years ago. This QuakeCon demo may not have sold me on this being the future -- who wants to stand to play a game or turn their head constantly in a heated multiplayer match? -- but it’s interesting to see how far Carmack has brought this technology. As of right now, Oculus Rift isn’t for journalists and gamers but developers who share the same dream that Carmack does. Together they may build new experiences we can’t even conceive right now. Considering that, maybe it’d be better to hear what developers think of Carmack’s new tech toy? Stay tuned for an upcoming feature where we ask developers what they think of the Oculus Rift.
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[Destructoid is grabbing its rail gun and heading to Dallas, Texas this weekend for QuakeCon. Stay posted for game news, previews, and strange happenings from the infamous LAN room.] Leave it to id Software mastermind John Ca...

QuakeCon Preview: Going to hell in Doom 3's Lost Mission

Aug 04 // Allistair Pinsof
[embed]232545:44598[/embed] Doom 3: BFG Edition (PC [previewed], Xbox 360, PlayStation 3)Developer: id SoftwarePublisher: Bethesda SoftworksRelease: October 16, 2012MSRP: $39.99Whether out of curved expectations or improvements made to an eight-year-old game, I was surprised to find myself thoroughly enjoying Lost Mission. Though the game still lacks the open space, high enemy count, and ridiculous speed that defined Doom 1 & 2, this new environment brings Doom 3 a bit closer to its heritage. Instead of creeping down dark corridors with a flashlight in hand, I strafed past enemy projectiles while filing the screen with rockets. I didn’t play Doom 3 until 2008 but I was still impressed with its visuals on a PC with max settings. BFG makes the game look even better with a redesigned lighting system and impressive 3D capabilities (for those with the proper hardware to use it). The game looks better than many current releases, yet doesn’t seem all that different than I remember. That’s pretty much all you can ask of a HD re-release. As Jim Sterling said in his E3 preview, BFG Edition makes some minor changes to the combat. Most noticeably, the flashlight is now accessible while carrying a weapon. However, the flashlight has a battery that drains quickly. I personally was a fan of the flashlight in the original, since some memorable moments came from it. One moment had the player defending moving cargo on a track in a pitch black room. The tension between shooting enemies and seeing where the track extends to was unreal. I am worried how this new mechanic will affect that amazing scenario and others like it. Though changes were made, BFG Edition isn’t perfect. One thing that really irked me is the infuriatingly slow reload speed on the double-barreled shotgun. It rendered Doom 2’s defining weapon useless which is a real bummer as a series fan. There are a less lost souls, closet spawns, and other annoying features of the original Doom 3 but this is largely the same game. Well, except for Lost Mission. Lost Mission can be accessed at any time from the main menu. It takes place in Hell and is centered around killing hordes of enemies until the path forward unveils itself. It’s nothing groundbreaking but its the sort of cathartic, violent release that Doom 3 largely neglected to offer the player. It was a real shame too because the game has such amazing gun and enemy design that it begs for these big bombastic battles. Lost Mission gives the player a couple hours worth which may merit the return for some Doom fans. Though this expansion has no new weapons, it does contain modifications of established Doom 3 enemies, including a boss. It's also quite difficult, designed for players who have already mastered the game and its previous expansion. Doom 3 BFG Edition will come with the Xbox Live arcade ports of Doom 1 & 2, Resurrection of Evil expansion, and a revised, visually updated Doom 3. No word on whether the co-op mode exclusive to the Xbox port will be part of the package but one can hope. Though I don’t look forward to going through the slow start of Doom 3, there is still a lot to love about this re-imagining of a bold but flawed shooter. If nothing else, BFG stands as a definitive collection of the series highs and lows, all while trying to make its rough moments a bit more smooth.
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[Destructoid is grabbing its rail gun and heading to Dallas, Texas this weekend for QuakeCon. Stay posted for game news, previews, and strange happenings from the infamous LAN room.] In 2004, Doom 3 was a disappointment. It n...

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The DTOID Show: Zynga, Dishonored, and QuakeCon 2012!


Aug 03
// Tara Long
Happy Friday, lovelies! We've got a jam-packed show today, full of all the QuakeCon and copyright infringement news you can handle! We've also got footage of Assassin's Creed III's AnvilNext engine, a list of famous people l...

QuakeCon Preview: Murdering the homeless in Hotline Miami

Aug 03 // Allistair Pinsof
[embed]232500:44588[/embed] Stallions in America, Stench Mechanics, SeizureDome, Burn the Trash, God Came to the Cave, Keyboard Drumset Loving Werewolf. If a Cactus game doesn’t sound like the latest street drug, it at least sounds like a title made under the influence of one. A typical Catcus (Jonatan Soderstrom) game stretches the definition of “ludicrous” to its breaking point, is made in 7 hours, and has crude graphics that would make the Atari 2600 blush. Soderstrom may have a rabid sense of imagination, but Hotline Miami is his first attempt at trying to focus on a project for more than a day. The results are … interesting. Hotline Miami will draw a lot of comparisons to Retro City Rampage due to its Game Boy Color visuals, top-down perspective, and points-based combat, but it couldn’t be more different. Where RCR is a homage to videogames of the ‘80s and ‘90s, Miami pulls its influences from music and film, mainly David Lynch and twitchy, gloomy electronic music. The game has a strange aesthetic but it suits the story that begins with an owl and horse asking you to kill people. Sometimes the homeless. If Retro City Rampage is all about causing havoc in open spaces, Hotline Miami is all about controlled mayhem in small areas. You control your character with keyboard and mouse, but there is a lot of nuance to your approach. Enemies can kill in one shot, so you’ll need to keep quiet and be fast when dealing damage. For a retro asthetic, Miami sure is a brutal game. You’ll slit throats, filling the air with pixelated blood. You’ll beat guys to death on the ground with your bare fists. And none of these thugs have a problem returning the favor. As bizarre and fantastical as the story becomes, the missions remain grounded in reality. You’re always a couple steps away from dying, you can’t kill attack dogs without a weapon, and enemies will spray machineguns at the first sight of you. As a result, you’ll need to use some strategic planning before your approach a mission. By holding down Shift, you can get a view of the area before you approach. The game starts off simple enough, letting you get by on brute force and good timing. Soon, you’ll need to plan out assaults and perfect your approach. Throughout the game, you’ll acquire masks that act as buffs. Some will make you stronger, while others will make you faster. There is even a Fish Mask that turns all the dialogue to French in honor of French-Canadian Phil Fish. There is also an elaborate points system that judges your play on approach, timing, and other details most games don’t take into account. If you run into a room, you’ll score points for “boldness.” If you use a variety of weapons, you’ll score points for “flexibility.” Like everything else about the game, it’s a very strange thing. Like previous Catcus games, Hotline Miami has a strong aesthetic that resembles little else on the market. It’s trippy, haunted depiction of 1980s Miami that needs to be seen and heard to be fully appreciated. The brutal difficulty matches the violence, but like Super Meat Boy it is locked into such a quick start-and-restart cycle that you won’t be bothered much by it. Between its twisted narrative (which we can’t really go into here) and unique approach to top-down action, Hotline Miami is shaping up to be a surprisingly fun and accessible game from a developer who is known for making games that often rebel against those common developer goals. Whether this is an artistic compromise or a maturation is something we’ll find out when the game comes to downloadable services this fall.  
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[Destructoid is grabbing its rail gun and heading to Dallas, Texas this weekend for QuakeCon. Stay posted for game news, previews, and strange happenings from the infamous LAN room.] Russian text, a neon colored flickeri...

QuakeCon Preview: Dishonored is still amazing. Who knew?

Aug 03 // Allistair Pinsof
[embed]232470:44584[/embed] I’ve been talking up Dishonored since I first laid eyes on it during its big reveal at QuakeCon a year ago. I love the developer, the art direction, the world, and the ideas behind the game. Though, I worried Arkane wouldn’t be able to pull it altogether, making another heavily flawed classic like its previous release Dark Messiah of Might and Magic -- a game few love but the few that do love it dearly (I include myself in that group). Unlike the E3 demo, this new QuakeCon preview had higher stakes involved, more narrative elements, and worked as a great display for the lavish lives of Dishonored’s wealthy citizens. Halfway through the game you need to enter the estate of Lady Boyle and assassinate her, while guests and friends party below. You can either masquerade and find Boyle through dialogue and other clues or you can brute force your way, killing everyone on sight.  Though Dishonored is a linear game in a narrative sense, each missions gives the player numerous ways of approach and side goals to satisfy. Right from the start, I needed to make a choice as I stood on top on a boat in a canal far away from the party: Do I teleport from rooftop to rooftop, do I take to the shadows of the streets, or do I become a fish? Becoming a fish isn’t the most obvious option but I’ve seen enough Dishonored preview videos at this point that its advantages were clear enough for me. Through this method, I entered the party with minimal conflict. Those two maids? Don’t worry: I sent a horde of rats to eat them alive. I was later told it wasn’t necessary. Oops! Once within the party, I went to the courtyard to meet a contact and deliver a letter (an optional side objective). Turns out that letter was an invitation to a duel … with me. Being the savvy Dishonored player I’ve become, I used the Bend Time ability to slow time and get an unfair advantage in the pistol duel. The contact’s cronies shouted “witchcraft!” but weren’t hot-headed enough to fight me after killing their “friend.” They just kind of talked a load of crap about the recently deceased. It’s a small thing but this bizarre side quest and its outcome tells you a lot about the brutal world of Dishonored, where no man is in control for long. That includes me. Oh, did I forget to mention how I set off alarms at the party and repeatedly died in battle with the guards? Well I did, so returning to the interior of the building was no cakewalk. I made a hot mess of the situation. I would have reloaded to the beginning if this weren’t a scheduled demo, but I’m glad I didn’t. In other games, you’d be stuck in this awful situation, forced to make the most of a stealth game’s sub-par combat. Not the case here. Taking down the horde of guards wasn’t completely unreasonable, though it made the “normal” difficulty I chose feel like “very hard”. By blocking with my sword, throwing grenades, and firing my pistol, I was able to kill a good number of them but even that wouldn’t get me upstairs -- where Lady Boyle, my target, now cowered. After growing tired of dying, I changed my plans. I would enter the building, quickly teleport out of enemy sight, and possess a guard which let me walk past all barriers without setting off an alarm or being electrocuted. It worked. Now upstairs, I was free to loot the rich for coin, notebooks (some of these are lengthy, recalling Skyrim), and potions. The real goal was finding Lady Boyle, which wasn’t hard to do with my ability to see through walls. A couple minutes later, I killed my target in a brutal scene that was hard to watch. My mission had been done, now all I had to do was use the secret bedroom passage to leave the area and get back to my boat. Though a lot of this demo is missing context, there was still much to appreciate. The art direction, dialog, and presentation are of a caliber you rarely see in games. Most developers rather focus the time it takes to build a truly original world on making a multiplayer component. Most developers aren’t willing to show off demos that offer so many possibilities -- so many ways to screw yourself over. Arkane isn’t like most developers and Dishonored isn’t like most games. It will be an uphill battle convincing the mainstream that the game becomes approachable in time, but for us core gamers, we are in for a rare treat that blends action and stealth in a way we’ve never seen before. 
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[Destructoid is grabbing its rail gun and heading to Dallas, Texas this weekend for QuakeCon. Stay posted for game news, previews, and strange happenings from the infamous LAN room.] For a game as rich with ideas and exc...







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