You do realise that the Deus Ex fanbase pretty much hold Harvey Smith responsible for ruining the Deus Ex franchise with his design choices for Deus Ex: Invisible War, right?

And he haven't done a single good game since then.
Dishonored do look very interesting, though

And Arkane made some excellent games in the past, I've lost count how many times I've played thru Dark Messiah!
Harvey Smith made some bad decisions on DX:IW. Blacksite was a mediocre game. However, his work at Arkane Studios was pretty good. Arx Fatalis had low production values but was a great RPG none-the-less. Dark Messiah of Might and Magic had excellent linear fantasy action/gameplay, but had a horrible story-line and poor RPG mechanics.
It sounds like Dishonored is trying to re-acquire what made Deus Ex so great; granted, we don't know much yet, but that snippet that they provided really caught my interest.
“Dishonored is the antithesis of a edge-of-your-seat roller-coaster ride. It's a game about assassination where you don't have to kill anyone. It's a game about infiltration where you can set up traps and slaughter the entire garrison of an aristocrat's mansion rather than sneak in. It's a game about brutal violence where you can slip in and out of a fortified barracks with nobody ever knowing you were there. It's a game about morality and player choice where the world you create is based on your actions, not navigating conversation trees.”
Tell me that doesn't sound awesome?
For someone (like me) who absolutely loved Half Life 2, STALKER, Deus Ex, and Hitman... this sounds like a dream come true.
"Playing the story" = is a term we use to describe a game where the player navigates the narrative and story not through gimmicks like conversation trees, but by making choices through the same actions he uses to play the game. This was what Deus Ex did.
There was no break in the immersive simulation. The most poignant example of "playing the story" is the infamous "Paul in the apartment" choice. The player can save Paul, not by saying, "Paul, I'll save you", but by staying with Paul and helping him fight out the front door. If the player goes through the window as Paul suggests, then Paul dies; not because the player said, "Paul, I'm going to leave you to die.", but because, for whatever reason, thinking whatever, the player decides to go through the window and leave Paul behind... perhaps even unaware that that is what he was doing (like me on my first play through.)