Dishonored 2's best level took inspiration from BioShock 2's time-traveling story moment: "We wanted to push that idea a bit more"
Past, present, and future
Dishonored 2 is filled with interesting level design, but its A Crack in the Slab mission in particular owes a lot to BioShock 2, according to designer Thomas Boucher.
In an interview with PC Gamer, Boucher says "In BioShock 2 there is one level where you can travel between the past and the present. For A Crack in the Slab, we wanted to push that idea a bit more, use it as a gameplay tool this time. We asked ourselves, what can we offer players with this mechanic that other games have never tried to?"
Bioshock 2 used this trick to show the stark contrast between the extravagance of the past, and the dilapidation of the present day. However, you weren't able to directly switch between the two versions.
Arkane gave players the direct ability to hop between the past and present in A Crack in the Slab. This allowed for exploration and crafty puzzle solving. Of course, creating such a level requires a few development tricks, which Boucher also explains: "It is a little trick, which is basically to build multiple maps within a level. One map for the present, and one map for the past, for example, with us then teleporting the player from one to the other."
While it is designed to feel like you're hopping between the same map, it's actually two separate levels and the game is just moving the player between the two individual maps Arkane had created to pull this off. While Bioshock 2 put out the idea out there, Dishonored 2 decided to take it even further. Inspirations come from all over and it's how the genre evolves over time.
If you're a fan of Dishonored 2 and other immersive sims, check out the new indie stealth game Ereban: Shadow Legacy
Sign up to the GamesRadar+ Newsletter
Weekly digests, tales from the communities you love, and more
Jesse is a freelance games journalist with almost a decade of experience. He was the Associate Editor at Prima Games for three years and then moved into the world of freelancing where you might have seen his work at the likes of Game Informer, Kotaku, Inverse, and a few others. You can find him playing the critically acclaimed MMORPG Final Fantasy XIV or whatever hot new multiplayer game his friends are playing.
Hideo Kojima originally had "no plans" for a character like Metal Gear Solid's Cyborg Ninja until Yoji Shinkawa's art had him saying "hell yeah, a ninja cyborg!"
Death Stranding and Metal Gear Solid lead Hideo Kojima once said "everything I make ends up feeling somewhat like a movie" because he'd "grown up with them"