Highest Rated Comments


InvariableSlothrop6 karma

Thanks for continuing the proud tradition of the immersive sim, I wanted to know how the team goes about creating such non-linear and explorable spaces, what design influences or priorities shape the level design? Did having to conform the game to a space station create any benefit or disadvantage in contrast to the more arbitrarily defined city streets of Dishonored?

For a more boring request, there's a sense from the demo that the player model weapon aims off-reticule due to its angle, can this be corrected post-release? It's such a small thing yet disproportionately awkward.

InvariableSlothrop4 karma

Can the developers speak at all, even obliquely, about their project with Take-Two's Private Division?