born joined at the hand to his twin during the Month of Darkness. a knife severed their physical bond, but not the bond that runs deeper.
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@highchaoslowchaos
born joined at the hand to his twin during the Month of Darkness. a knife severed their physical bond, but not the bond that runs deeper.
custis, morgan and the postulate child
you ever think about how much drop assassination involves corvo straddling other men because i did not, previously. but i will now. forever.
POV: Corvo is getting creative with his thirst traps
You are forced to pick ONE of these utterly horrid Dishonored men to blorbify. Who do you pick?
Bundry Rothwild
Hiram Burrows
Luca Abele
Thaddeus Campbell
Poll based off this post.
You know how DH1 has shrine cutscenes that cut to the Outsider floating in a black void whenever he talks to Corvo?
Have you ever managed to find out if the void the DH1 shrine cutscenes are hidden under or above the map somewhere? Or if the Outsider is kept somewhere off-map as an idle NPC until he's needed for the shrine cutscenes?
I know that's been the case with some of the other NPCs, but I've never managed to figure it out and was always curious about it. I just wanna know *where* the Outsider and Void are kept when not in use, if that makes sense?
oh yeah for these the Outsider actually appears in the world - sometimes it's in the dedicated Outsider Space TM above the Shrine just as he actually in-universe would, sometimes it's somewhere else in the vicinity because the Outsider Space just didn't cut it (the one case I have in mind is - I think - because there was a ceiling too close and he'd have to stoop down to fit under it). You can usually get a glimpse of where he exactly is when the camera zooms out at the end of the cutscene.
He's not really kept anywhere before or after these scenes - he has a dedicated spawner that spawns him in that is only activated when the scene plays, and once the cutscene is over he's (quote) "destroyed", ie he just stops existing entirely. I wish I could at least show you him T-posing in his spawn location but unfortunately he always spawns in invisible and I still have no idea where the switch to make him visible is. In the case of Granny Rags' shrine though, the spawn in location was just exactly where he ends up floating during the cutscene. I did make him stop despawning in the Void and then bullied him for a while (knocked him unconscious etc) a great many years ago, that footage is. somewhere on this blog.
I took some shots of the Campbell mission cutscene with most of the effects turned off to show you where he is during this cutscene in particular since it's a pretty good example:
Normally during gameplay, he has this whole galaxy (a literal galaxy, that's what the texture is) behind him that makes it look like he's floating in a black void, mostly concealing that he's actually really there in real life for real. Kind of interesting that they chose to disguise his positioning like this given that the space above the shrines was from the start designed to be where he appears in-universe - maybe it's just to make him look cooler. It does make him look more otherworldly.
Just for fun I took the opportunity to wander outside the cutscene a bit. I always assumed the rest of the world just stops rendering during those cutscenes but it turns out that life continues to go on as normal even when you're locked into a cutscene. This guy's just walking down the street scratching his nose minding his business completely unaware that God is appearing in the flesh a few houses down. (The Outsider and Corvo both get rendered on the topmost layer so you can see them in the bottom right corner here.)
Ah screw it, I went and grabbed some images of the other scene I was talking about, the one where I know he does not show up directly above the shrine but in its vicinity - it's the Boyle mission cutscene. He shows up on the opposite end of the room to the shrine. I think you can see how low the ceiling above the shrine is here - I really do think they moved him because he wouldn't have fit under the ceiling.
Here you can see just how big the galaxy effect is that is responsible for most of his black background:
Whenever the Void actually needs to be rendered instead of just the Outsider popping in for a quick chat, the devs just plopped it in a little bubble somewhere. ie here it is under the Greaves Refinery during the intro sequence to the Flooded District:
also i tripped and accidentally took a bunch of beautyshots of the bestest most specialest boy in the universe im sorry i cant help it i think the boyle mission cutscene lighting is the best of all of his lighting, i've used it for screenshots i've used it for gifsets i have used it to ogle him and i will do it again
If there's any cutscenes you'd like to see some different angles of in particular, let me know! Capturing a whole cutscene on video from a different angle doesn't look great because he's set to always look at the camera, ie if we decouple the camera and move it somewhere else he starts getting bendy to try to look at it. But pausing time and taking screenshots is, as you can see, fully within my power :D
DISHONORED'S MOST UNBLORBOABLE: ⮑ 𝓛uca Abele, 𝓣haddeus Campbell, 𝓑undry Rothwild, 𝓗iram Burrows
"...𝓦hen you're developing a game, if you use (a trope) that is classic, or known, a common narrative beat that people get behind, (such as) being falsely accused of killing the person you love...(and getting) revenge, there's always somebody in the room who's like, 'oh, God, this cliche again.'
And it's like, dude, you have to tell stories that resonate with people, (stories) that they understand.
So many times, people start with a super convoluted story that doesn't actually pay off in terms of justice, or understanding people's archetypes, and it's almost always stronger if you (start with a recognizable archetype) and put the depth somewhere else."
-[Harvey Smith via The Creators Play Dishonored]
christy turlington for anne klein (1992) jessamine kaldwin concept by cédric peyravernay christy turlington for versace (1992)
She was a strange one. Stranger, I think, than you ever knew.
OH MY GOD DESIGN DETAILS FOR JESSAMINE'S FLAG
THE "J K" REALLY DID STAND FOR JESSAMINE KALDWIN AND THE SWANS REALLY DO SYMBOLIZE HER OH MY GODDDDD
PROOF OF CONCEPT: ADDING NEW DIALOGUE TREE BRANCHES TO DISHO IS POSSIBLE
Last time I just edited the subtitles for an existing branch but this is a whole new branch that I added myself!!! I used Callista's rats line because it was super short which was great for testing. Next: importing audio, which I know is a bitch because I already messed around with the file format for someone some time ago and never actuallly could get it to work. Also haven't managed to let the normal branch play after this one but my sleep meds have kicked in so it'll have to wait until the next session.
The amount of relief and pure joy I felt surge through my body when this old game didn't force me into an "escort the extremely fragile and easily kidnappable and spottable and etc. child" mechanic based quest. They just had the kid be competent, already having escape plans before your arrival that had been thwarted and knowing how to get where she needs to go without your assistance. Revolutionary.
Hey! I just saw your recent DH edit of the gazebo scene and realized that Jess's face is pretty blank during the assassination scene in DH1 (prob bc the player can barely see it closely), but I noticed they made her more expressive during the POV scene for the TKoD opening.
Since you know how to play w/ the camera angles, I wanted to ask if you could do an aerial closeup view of Jess's face during the scene where Daud grabs/stabs her in TKOD? (if possible, but no rush)
Hi anon!! Sorry for taking a month to get to you, I had to rewrite a fair bit of my freecam to make this work because of just how hard it was to find angles that worked.
There's a ton of visual effects that tend to blur her too much if you move too far away from her, but she also moves a lot so you can't go in too close, and then if I want to directly compare the two scenes I need to pick a static angle instead of moving the camera to follow her... gah. Here's my best attempt at showing her face during her most expressive moments (in TKoD). I slowed the game down to 30% and additionally zoomed in at points. The aerial shot you requested is at the end but I was interested in seeing how they changed her facial animation overall during this scene so I included some other footage too :3
(See also: my earlier comparison of the scene from a more distant viewpoint - not exactly matched up like I did here because I didn't yet realize that the coordinates match 1:1.)
DISHONORED: DEATH OF THE OUTSIDER (2017) Dev. Arkane Studios.