Game Informer

The Biggest Changes To Dishonored 2's Gameplay



Game Informer speaks with Dishonored 2’s lead designer Dinga Bakaba and creative director Harvey Smith about the changes to Dishonored’s gameplay for the sequel.

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22 Comments

  1. I am someone who likes having direction rather then being told to go find the fun parts of the game but i also like making my own fun way of carrying out the directions.Dishonored is a fantastic example of what I just stated and how cool that is to play.

  2. "Characters can follow you up to rooftops now" "Characters can detect you above them now"
    Me, who escapes every situation in games by climbing up: oh… shit

  3. Give me that no blue bar modifier. I want enemies to detect and pursue me to the ends of the earth, i want to have little to no health, very limited resources, and i want them to parry as much as they can and to have more damage. So i can use powers as much as i want, but if i get hit i'm dead. In my head, that would probably be the most fun.

  4. It's so refreshing to listen to a developer–in this case Dinga Bakaba–who is truly passionate about what he's doing. Compare this to an interview with a CoD dev. blabbering about "improvements to this, and uh, other stuff" and it's night & day. I'm so excited for this game; been playing the Definitive Edition, getting the trophies all over again!

  5. This is the kind of thing that I love to see and makes me look forward to the game even more, the creators are fans of what they are making.

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