There are a lot of choices available to players in Dishonored. At every player's disposal is an impressive array of weapons, gadgets and abilities, each offering a different way to tackle a given situation. Take the simple assassination mission I played at Gamescom, which just so happened to be the same mission we detailed earlier this month at QuakeCon. Tasked with infiltrating a posh party at a lavish mansion, freelancer Britton Peele chose to walk right through the front door. Me, I possessed a fish, swam into the sewers and worked my way into the mansion via the cellar. That's only two of many possible choices.
Allowing players that much freedom - the freedom to potentially break the game - must be a nightmare for quality assurance, I tell Arkane Studios' co-creative director Harvey Smith. "It's not just a nightmare for QA," he says, "it's a nightmare for us as well."
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