It's a proud and humbling moment to launch a game like Dishonored 2. Over the years, the kind words we've received from players have motivated and guided us. For Arkane Studios, making Dishonored 2 was a labor of love, and it makes us incredibly happy to craft this kind of experience for you - for our players. It's a privilege.
For the team at Arkane Studios, Emily Kaldwin was more than just a new playable character in Dishonored 2. “It became a bit of an obsession for us to see Emily and treat her the right way,” says Creative Director Harvey Smith. “How would she grow up? What would she look like? How would she carry herself?”
One game is set in a fantastical alt-Victorian world. The other takes place on a space station in a near-future that’s grounded in reality. Dishonored 2 and Prey are clearly very different games – yet they share one thing in common. They are both developed by Arkane Studios.
You find yourself aboard Talos I, a state-of-the-art R&D facility orbiting the moon, and you’re immediately thrown into a world of danger after an alien lifeform (known as Typhon) breaks containment. It’s up to you to combat the threat that has taken over the space station using your wits and any of the unique weapons and tools you find onboard the station, along with a host of mysterious abilities. This is Prey, Arkane Studios’ bold reimaging of the franchise.