At E3 2015, Bethesda revealed that Dishonored 2 will allow players to choose between playing as Corvo Attano and Emily Kaldwin, each of them offering a unique experience. Although players won’t be able to switch between the two, both characters will bring with them their own set of powers, weapons, and tools. However, those who choose to play as Emily will be in for an “all new” experience, according to Arkane Studios’ Harvey Smith. In contrast, playing as Corvo will be more of the “classic stuff.” In an interview with The Guardian, Smith said:
If you play as Emily it’s all new – she has her own set of powers, her own assassinations and animations, so she feels different, she feels like a finesse character.
Just on a video game level, moving through the world feels different. But if you play Corvo, it’s all this classic stuff, it’s the rat swarms, it’s possession, it’s stopping time – he feels more heavy and brutal, he’s an older guy.
In order to develop Emily’s character, Arkane imagined what the “little girl” would be like as a 25-year old adult who went from being an empress to an outlaw.
So it felt like, what happened to that little girl?. She was born into privilege, she was marred by this terrible tragedy, and then after that she was raised by Corvo. What would she be like as a 25-year-old adult – as an empress and then an outlaw? It was effortless to find that part.
Speaking about first Dishonored game, Smith said that it was a bit of a “mish-mash” but that it feels good to work on the sequel with a proper grasp on the in-game map, calendar, religion, and culture.
Dishonored was a mish-mash. We wanted to make a first-person immersive game in a fantasy world with some stealth features; it was a homage to games we’d made before or loved. But, halfway through, we were only just figuring out what it was. The map, the calendar, the religion the culture – it felt really good starting the new project just knowing that stuff. On top of that we were thinking, well, our swordfighting could have been a little deeper, our stealth could have been more reliable with better feedback, and our UI was slapped together at the last minute. Just at every level there was something to deepen or extend or think about longer.
[Source: The Guardian]