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meglosthegreat · 2 days
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If Dishonored 1's element is water, Dishonored 2's element is air. Karnaca is described as a city "at the edge of the world", and is defined by its elevation, its towering trees, and the wind currents that provide the city its power. Almost every map in the game has you climbing upward, away from the water that is your home and haven, until you reach the Dust District where the clouds blowing through obscure it completely. Bloodflies are the game's primary environmental hazard, replacing the river krusts and rats of Dishonored 1.
The wind is a double-edged thing in the story. It brings prosperity, allowing Karnaca to escape the need for whale oil in the face of rationing. But that prosperity does not extend to those facing the brunt of its effects; those condemned to toil in the silver mines and live in the district poisoned by their exploitation. The wind powers homes; it also powers the devices used to exert control over the city's population. In short, the wind is like the Empire - as easily put to harm as it is to good. All it took was one Empress deposed by another, and those forces shifted with all the fickleness of a breeze.
Even the Void changes from the serene, underwater-like place in Dishonored 1. It becomes a wasteland of howling emptiness and tall, jagged spires. Shindaerey Peak is the place where the Void meets the world, and the gulley connecting it to Karnaca is where the city's wind currents originate. It is a city at the edge of the world not just in the physical sense - it also lies at the boundary between this world and the Void.
When you leap from Coldridge Prison at the beginning of Dishonored 1, the water is there to greet you. But in Dishonored 2, the water is withheld. When you fall, there is only empty, unforgiving air. Which makes it all the more compelling when the Outsider reaches out to catch you.
(Also, I should point out that there are two more Isles yet to be featured in a game and two more elements yet to be thematically implemented...)
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grimvestige · 1 day
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corvo doodle since I've been replaying dishonored 1 and I love this goth dad
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melis-writes · 3 months
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DISHONORED: DEATH OF THE OUTSIDER (2017) | Dev. Arkane Studios.
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refinedstorage · 9 months
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Mindy my beloved!
My piece for last year's @10yearsofdishonoredzine celebratory Karnaca Nights fanzine
Also available on my INPRNT and RedBubble!
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gamerism · 1 year
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↳ DISHONORED 2: ROYAL CONSERVATORY
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stonemasons · 1 month
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MONDAY, MARCH 15 2032
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vendriin · 1 year
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Brigmore Manor -
Dishonored: The Brigmore Witches (2013)
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presiding · 4 months
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While browsing Vogue magazine, Sébastien Mitton found a photograph of Ruby Aldridge from the Céline Fall 2011 fashion show. He said, “Boom! We have the direction!” Her beauty and her unsettling gaze drove the first concept art for Emily.
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nosnexus · 11 months
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Break the Loop AGAIN
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desakuro · 3 months
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Just before going to sleep, I had an idea for a crossover between two of my favorite games. The Outsider could easily fit into all the paranormal stuff that Remedy came up with. And I also like the idea of coming up with something involving Tom Zane and The Outsider. And Darling! Casper must definitely be included!"
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meglosthegreat · 5 months
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Can we just take a moment to appreciate the genius design decision of having Corvo's health potions be the literal elixirs that prevent the rat plague?
It takes what could've been a simple gameplay mechanic that nobody would've thought twice about and grounds it in the world and the lore. It explains why Corvo is never at risk of contracting the plague, despite coming in closer contact with it than the vast majority of people - he's chugging these things multiple times a day. It also explains why random people would keep these things stashed everywhere - it's not just loot for you, the player, to be rewarded with, it's their actual supply of life-saving medicine.
And when you think about it that way, it makes every moment you casually snatch an elixir from someone's nightstand a little more impactful. You're not just topping up on health potions, you're literally stealing the only method by which people can be kept safe from the plague. In low chaos, you'll end up not needing most of the ones you come across by the end of the game, because you'll be staying out of combat. But in high chaos, you'll be taking them a lot more. Which means less elixir to go around, and therefore, more people dead from the plague.
I used to think that the increase in weepers in high chaos was mainly down to Corvo leaving more dead bodies lying around. But I think that this is an even more potent explanation. Because of course going around and hoovering up all the elixir in the city would have consequences. And who are the people who have the least access to elixir to begin with, from whom stealing it would take the greatest toll? The poor, obviously. Who you most often see becoming weepers. What a game.
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taco-pal · 6 months
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the main takeaway from the Dishonored series is that the whole of Europe and specifically the UK is a diseased shithole on a crumbling castle full of corruption from top to bottom built atop the corpses of the oppressed while the gutters flow with their blood. This is also the case for Bloodborne. In this essay I will-
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melis-writes · 2 months
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DISHONORED (2012) | Dev. Arkane Studios.
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jauffre · 1 year
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PREY (2017)
↳ SCENERY
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gamerism · 6 months
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DISHONORED 2: THE CLOCKWORK MANSION ⇢ Carriage Station
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madame-helen · 5 months
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