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	<title>golden bolt &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Dishonored gamescom 2012 preview &#8211; Kaldwin&#8217;s Bridge</title>
		<link>https://gamingbolt.com/dishonored-gamescom-2012-preview-kaldwins-bridge</link>
					<comments>https://gamingbolt.com/dishonored-gamescom-2012-preview-kaldwins-bridge#comments</comments>
		
		<dc:creator><![CDATA[Jordan Garland]]></dc:creator>
		<pubDate>Mon, 20 Aug 2012 12:42:05 +0000</pubDate>
				<category><![CDATA[Previews]]></category>
		<category><![CDATA[Arkane Studios]]></category>
		<category><![CDATA[Bethesda]]></category>
		<category><![CDATA[Dishonored]]></category>
		<category><![CDATA[GamesCom]]></category>
		<category><![CDATA[golden bolt]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=105395</guid>

					<description><![CDATA[Since Dishonored was first announced only back in July 2011, I&#8217;ve been clamouring to get even a tiny smattering of gameplay under my belt. With a development team that looks more like a fantasy football collection of truly intimidating designers, combined with the starriest lineup for not only Bethesda, but arguably any game, ever, the [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Since Dishonored was first announced only back in July 2011, I&#8217;ve been clamouring to get even a tiny smattering of gameplay under my belt. With a development team that looks more like a fantasy football collection of truly intimidating designers, combined with the starriest lineup for not only Bethesda, but arguably any game, ever, the stakes are pretty high.</p>
<p>The cruel machanist of the hype machine hasn&#8217;t been kind in the past few years and a new IP of Dishonored&#8217;s calibre is bearing the weight of expectation like few before it. In Harvey Smith we have one of the brilliant minds behind Deus Ex and System Shock as Dishonored&#8217;s creative lead, with Viktor Antonov, former Valve employee and creator of the formidable City 17 from Half Life 2, as visual design director.</p>
<p>Going in to Dishonored I was scared. I wanted my expectations to be fulfulled, especially after reading about the excellent level design and combat, but simply didn&#8217;t want to wholeheartedly believe it just in case it didn&#8217;t deliver; that&#8217;s the state of game for me. Too often have the Hazes and Duke Nukem Forever left their permanent &#8216;Episode 1&#8217; magnitude scars as a permanent reminder of our collective psyche, but you&#8217;ll be more than pleased to know that Dishonored delivers, and I&#8217;m talking Royal Mail Special Delivery Next Day with Guaranteed Saturday Delivery.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2012/08/1716SneakAttack505thumb.jpg"><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-105452" src="https://gamingbolt.com/wp-content/uploads/2012/08/1716SneakAttack505thumb.jpg" alt="" width="505" height="198" srcset="https://gamingbolt.com/wp-content/uploads/2012/08/1716SneakAttack505thumb.jpg 505w, https://gamingbolt.com/wp-content/uploads/2012/08/1716SneakAttack505thumb-300x117.jpg 300w" sizes="(max-width: 505px) 100vw, 505px" /></a>Dishonored is a game that utilises genuinely clever design rather than just chasing you down a corridor with a broom or leaving you in the middle of the desert, it employs open levels with dozens of possible routes, through multiple stories, catering for virtually every style imaginable. In a preview like this, there&#8217;s almost no point at all in talking about story: two levels were played, from different parts of the game, entirely in isolation. The only way to even begin to appreciate Dishonored is a step-by-step description, so you can be shown just how much possibility exists within Dunwall.</p>
<p>Here is the first mission &#8211; Kaldwin&#8217;s Bridge.</p>
<p>I, Corvo, am tasked with abducting the royal physician and all-round bastard Anton Solokov given his vast medical knowledge.</p>
<p>I begin on the ground, ahead of me was but a bright light in front of a closed door,a smattering of cover and an alley on the right. Cautiously I approach, sticking to the shadows and peeking through rubble I spot a city watch officer on patrol. I don&#8217;t want to be spotted, swiftly possess a rat and skirt into the alley, unseen.</p>
<p>Nobody is around and upon first glance this alley is a dead end; I spot the roofs above me, just out of jumping range. I Blink and I&#8217;m there, teleporting upwards several times I find myself 50 feet above any danger, surveying Dunwall from where I stand. I dart across the rooftops towards Solovok&#8217;s house, guarded by two heavily armed city watch officers, inches from an alarm.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2012/08/1711Bridge505thumb.jpg"><img decoding="async" class="aligncenter size-full wp-image-105450" src="https://gamingbolt.com/wp-content/uploads/2012/08/1711Bridge505thumb.jpg" alt="" width="505" height="198" srcset="https://gamingbolt.com/wp-content/uploads/2012/08/1711Bridge505thumb.jpg 505w, https://gamingbolt.com/wp-content/uploads/2012/08/1711Bridge505thumb-300x117.jpg 300w" sizes="(max-width: 505px) 100vw, 505px" /></a>It looks like I have to engage them, something which I later find to be false. Dishonored cannily plays on the fact that contemporary gamers expect a fight and subconsciously seek out trouble; I did this, even though above me was another entrance to Solokov&#8217;s house. I was blinded by my own hubris.</p>
<p>I blink to a small ledge above the officers and quick as a flash, I jump upon the first and dispatch with with my blade, turning to face the second. I have mere seconds before the alarm is pressed and the full force of the Dunwall PD comes crashing down around me. I freeze time, sprint towards the guard, slit his through and loot him all before he hits the ground. I then confine both men to the bottom of the Dunwall deep.</p>
<p>I head inside, shutting the door behind me. I am certainly not alone in this place. Coming down some stairs is another guard, armed with a gun, to the right of him is an open space lightly seasoned with three more. The stairs is separated by pillars, I blink behind whilst the guard is on the other side and right up to the top of the stairs. They definitely don&#8217;t know I&#8217;m here, yet.</p>
<p>Atop the stairs, ahead of me is a Wall of Light &#8211; going through with literally disintegrate me &#8211; so I head right into a drawing room and am spotted by a maid. In my panic, I possess her, then it hits me; the Walls of Light only affect non-authorised personnel. I warily approach the barrier, having seen its sheer destructive power in a previous encounter, but pass through unharmed.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2012/08/1689Sokolov505thumb.jpg"><img decoding="async" class="aligncenter size-full wp-image-105445" src="https://gamingbolt.com/wp-content/uploads/2012/08/1689Sokolov505thumb.jpg" alt="" width="505" height="198" srcset="https://gamingbolt.com/wp-content/uploads/2012/08/1689Sokolov505thumb.jpg 505w, https://gamingbolt.com/wp-content/uploads/2012/08/1689Sokolov505thumb-300x117.jpg 300w" sizes="(max-width: 505px) 100vw, 505px" /></a>Now at Solokov&#8217;s door, I glance through the keyhole. He appears to be pre-occupied with his studies, muttering to himself as he fumbles with a test tube. At the back of his laboratory is a cage, large enough for a human. I open the door and seek cover behind some raised flower beds, a clear path to the back of Solokov now visible to me I pound, dash towards him and knock him out cold. A captive woman spots my heroism and begs for her freedom, raiding Solokov&#8217;s pockets I free her; I dread to think what she&#8217;s been through.</p>
<p>Solokov may be sleeping, but I still need to sling him over my shoulder and get to the canal beneath Kaldwin&#8217;s Bridge and send Anton on his way. Given the swathes of guards patrolling the floor, I figure height will provide me with a surefire advantage, but will I be able to make it all the way?</p>
<p>Across from Solokov&#8217;s are the buildings I first blinked from, and back I go onto a ventilation duct, blinking upwards at every given opportunity. Atop the highest building for several hundred feet I peer down towards my goal, obscured by the bridge itself; containing a handful of guards and a dreaded tall boy. I now have two options, leave Solokov and directly engage them, I have enough mana but why risk exposing myself when I&#8217;ve made it this far unseen? No, I am but a spectre and want to see this through.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2012/08/1694Tallboy_close505thumb.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-105446" src="https://gamingbolt.com/wp-content/uploads/2012/08/1694Tallboy_close505thumb.jpg" alt="" width="505" height="198" srcset="https://gamingbolt.com/wp-content/uploads/2012/08/1694Tallboy_close505thumb.jpg 505w, https://gamingbolt.com/wp-content/uploads/2012/08/1694Tallboy_close505thumb-300x117.jpg 300w" sizes="auto, (max-width: 505px) 100vw, 505px" /></a>To my left is a building in abject ruin, an exposed roof with just enough footing to support myself and Anton. Blinking downwards, I have but a slim passage to beneath the bridge. Timing is key, carrying a sinister scientistic fireman-style doesn&#8217;t lend itself to any particular fighting style; I hold my breath and blink, just short of cover and fear I&#8217;ve been compromised. With just enough mana left to blink again, I dart out of sight and under the bridge.</p>
<p>Nobody knows I was ever here and Solokov is in our custody. A job well done.</p>
<p>As you can see, this is bit a single rendition of countless possible play throughs in just this one level. The amount of choice and variation in just this one level is simply staggering, there are at least a dozen distinct, unique means of completing this level and it balances linear and open worlds with supreme precision and poise. Dishonored has the makings of a special game and even in its current state it would take a disaster of biblical proportions for it not to be a strong contender for game of the year.</p>
<p>Dishonored is also winner of our Golden Bolt award for Best Game at gamescom 2012.</p>
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