Dishonored 2 is finally out in the wild after four years of development, and if you were at PAX Aus 2016 you’d know about it. As advertisements and marketing material for the highly anticipated sequel adorned pillars and walls throughout the Melbourne Exhibition and Convention centres, dominating the weekend. It’s obvious Bethesda are pushing for Dishonored to be up there with their other major franchises, such as Doom, and the Fallout and Elder Scroll Series, in terms of popularity and quality.
Now that may sound like high praise and presumptuous for a series still young and growing, to be already aiming to hit the same heights and success as such prestigious franchises as Fallout and Elder Scrolls. But it shows Bethesda have faith in Arkane studios. In a development team, which saw great success in the release of the original Dishonored back in 2012. A title in which they showed, they are masters of creating realistic, thought out worlds, which challenge the player to explore and learn, rather than just move from point A to B.
During our time at PAX Aus this year, in a room hidden away from the hustle and bustle of the showroom floor, we caught up with Sébastien Mitton, the Art Director for the original Dishonored, and now the sequel. We chatted about how Arkane creates intricate worlds, what tough choices they had to make when cutting content in Dishonored 2, and a question which has been on my mind for a while, what their influences have been when creating the Dishonored series?