Dishonored is “the sandbox of assassination” says creative director, Raphael Colantonio
James Pickard August 4, 2011 - 3:38 pmThe creative director of Dishonored, Raphael Colantonio, has revealed more details on the multiple approaches the player can take in the Arkane Studios and Bethesda FPS-RPG.

There’s a number of reasons why we should be interested in Dishonored. Not only does it have a unique setting and sound incredibly ambitious, but it also has Harvey Smith and Raphael Colantonio at the helm. The latter of the two has been talking up the game more, emphasising the game’s freedom of choice and morality systems.
In an interview with CVG, Colantonio explained how the game supports different playstyles when performing assassinations.
“This is the sandbox version of assassination,” he said, “we’re not talking about super scripted types of assassinations where everybody will assassinate people the same way.”
“In our game there is this simulation dimension, which is very important, which lets you do it the way you want.”
The example Colantonio gave was particularly sadistic, in which after an enemy has shot at you, you can freeze time, mind control the enemy, move him in front of the bullet, and then resume time to kill him with his own shot.
“This is how you can use the systems to your advantage and be very creative as a player to solve the situations.”
Group that with a morality system and a “Chaos” mechanic that changes the world depending on your actions and Dishonored sounds like a seriously enticing project.
It’s scheduled for release sometime in 2012 for Xbox 360, PlayStation 3 and PC.



