7 Secrets Of Dishonoured 2's Development

3. Tenderness For Time Travel: Embracing Geek Culture

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Bethesda

Christophe Carrier, Arkane’s chief level designer, is a self-confessed geek. It’s not a shy confession from the level designer either; he wears it proudly on his gaming sleeve.

He enthused in-depth about his “tenderness” for geek culture and its clichés, one being time travel, which makes an appearance in the Crack in the Slab level. Elements of classic geek culture tropes lie in the levels of Dishonoured 2 just as ancient European mythologies thread themselves with Dishonoured’s in-depth lore. Carrier discussed how Crack in the Slab was his favourite part of the entire game, simply because time travel is something very exciting and yes – entirely nerdy.

The level designer also enthused about the Clockwork Mansion level. Surprisingly, the team aimed to craft the mansion as if it were an actual blueprint. Arkane wanted to realistically (or as realistically as they could) craft the moving, spiralling interior contraption as if they were the architects of it in real life.

Well, if Prey doesn’t work out well meeting its projected sales targets, at least Arkane know they can nab a job building fancy new apartment blocks for tyrannical inventors like Karin Jindosh.

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I like video games (obviously, mate), films and Bruce Springsteen. Championships are won on empty stomachs.