Dishonored is played from a first-person perspective, with an emphasis placed on stealth action and the use of gadgets and the environment to eliminate opposing forces. The game world is a series of self-contained, mission-focused sandboxes designed for multiple avenues of exploration in terms of in-game movement and powers.Between missions the player is taken to a central hub; the Hound Pits pub. In the pub Corvo can meet with his allies, receive mission briefings, alternate objectives, and convert recovered loot into new equipment and upgrades. In-game areas include loading docks, royal estates, poverty-stricken streets, and a bathhouse.The game features the ability for the player to save anywhere and also includes a checkpoint save system. Both methods are disabled during combat. There are four difficulty levels which modify the effectiveness of health and mana potions, as well as enemy awareness, damage delivered, and responsiveness. The easy difficulty also enables health regeneration
Dishonored features role-playing game elements such as the ability to upgrade powers and moral choices with focus on non-linear consequences. The game is designed to allow the player to complete it without killing any non-player characters (NPC), including boss characters and mission targets. An example of a non-lethal situation given by co-creative designer Harvey Smith involved the player completing a side mission for a character which was rewarded with the mission targets being kidnapped and enslaved in a mine. Each mission contains multiple avenues of exploration and reaching targets, with traversal and exploration of levels designed to support the array of abilities at the player's disposal, rather than specific paths that are aimed towards a particular gameplay style such as hacking or sneaking. Specific elements of missions are also randomised such as altering the color of a target's clothing and mask in one mission, requiring the player to explore the game area to locate the intended target each time the mission is played.
Actions committed by the player are not judged to be of a good or evil morality, but instead are tracked by a "chaos" system that records how much collateral damage, violent actions and deaths are caused by the player. The game world is modified by how little or much damage is caused, affecting story decisions while not punishing the player or forcing them to choose one style of play over another.
System Requirements :
Processor : Core 2 Quad
Ram : 4 GB
Graphic Card : 1 GB
Hardisk : 10 GB
Operating System : Win 7
Direct X : 10
Screens :
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