Expectation (outro) by Tame Impala from my crazy ass Melbourne trip a few weeks back. I still can't believe I witnessed one of my fav songs live. Most of the audience had no idea. Innerspeaker is legendary, crunchy psychedelic bliss. #tameimpalatwt 💚
@mitmitman@DBakaba@ArkaneStudios Such a deeply important game to me and so many. You can really tell when something was made with true love and passion for the craft. I see Karnaca so vividly still in my moments of stillness.....I hope we get to experience many more like it from the brilliant minds at Arkane.
Ten years ago, on November 11, 2016, you discovered a new latitude on the map of the Empire of the Isles: Karnaca. Leaving the fog of Dunwall for the light of Serkonos was far more than a change of scenery: it was an aesthetic, technical and playful gamble.
At @ArkaneStudios , we work like a workshop of craftspeople. For Dishonored 2, we turned away from cold photorealism in favor of imperfect, vibrant textures, nourished among other things by nineteenth-century Russian and French realist painting. Our artists are passionate about unusual objects, sculptures, volumes and soundscapes, and know how to make light speak. They work like the tailors of old: bespoke, every piece cut, fitted and sewn for its character, its place and its story. But this art direction was never just a coat of paint. It is inseparable from game design, level design, narrative and programming. The urban canyons of Karnaca, the modularity of Jindosh’s Clockwork Mansion, the back-and-forth between past and present in Stilton Manor: all of it was born from a constant dialogue between form and function. Every ledge, every sound, every texture was designed so that the art serves the pleasure and flair with which you use your powers. We talk about immersive sims because, in our hearts, Karnaca is above all a theater of systems, where the setting tells the story and where the unexpected surprises you at every turn. Our greatest reward is watching you play and replay creatively: combining powers, alternating between stealth and brute force, delicacy and daring, all while taking the time to notice the attention we pour into the smallest details.
Ten years later, this way of thinking about space and putting control back in the player’s hands remains our compass. We carry that legacy into the worlds we are building today, with the same rigor and the same desire to surprise you.
Thank you for exploring Karnaca over these past ten years.
Sébastien Mitton
Art Director & Co-Creative Director, Arkane Lyon
(Artist: @JulesAuger )