me: i am fundementally opposed to the monarchy and the church as ruling powers. history is a record of their atrocities
my therapist: that's fair
me: but i love it when the enemies of the heiress to the throne are slaughtered by her loyal protector, his once-gentle ways pushed to the brink by the betrayal he has endured, so that she may ascend to the title that was stolen from her and right the wrongs of her predecessors
my therapist: who doesn't
my therapist: that's fair
me: but i love it when the enemies of the heiress to the throne are slaughtered by her loyal protector, his once-gentle ways pushed to the brink by the betrayal he has endured, so that she may ascend to the title that was stolen from her and right the wrongs of her predecessors
my therapist: who doesn't
A game that can be considered one of the Titans in the stealth-action and immersive sim genre. Dishonored shines with its fantastic level design and mechanics that gives players a lot of freedom to explore and pursue their own way of completing missions. In addition to the base game, it also has two great DLC that expands on the game design of the base. There are some clunkiness that can be attributed to the older game engine and it has a simple story and a weak chaos system. But the gameplay, the artstyle, the atmosphere, and the setting makes it stand out as one of the best of its genre. Plus, the current price of the base + DLC package being only $20 makes it a value package and the frequent Steam sales that it participates in makes it a fantastic purchase. This game gets a YAY from me
I can understand why people like this game a lot because there's a lot of room to play it however you want to with different builds and the level design is quite satisfying in that regard BUT I had fun playing this game like it was Neon White, which means I probably shouldn't have bought a stealth game (but it was on sale for a dollar!).
Since this was my first playthrough it also made me feel a bit like I was punished for playing the game like that given how the High Chaos ending feels sort of like a 'bad end' with all the characters punishing you or acting more callous towards you. Idk, I'm an assassin, sorry for killing everyone. The narrative isn't anything to write home about so I wasn't really attached to anyone beyond Corvo so I had no qualms just killing everyone, including Samuel, whom we are supposed to be attached to, or at least more attached to than I was. I ended up killing him so I was laughing over the shot in the ending montage of Corvo standing next to his grave instead of standing next to oh, idk, his dead sort-of-wife's grave.
My grievances aside I loved the world building and the lore of the game! It's really cool and incredibly unique. I'm a bit bummed the narrative of the game itself was as straightforward as it ended up being but I just know that fic writers are doing some crazy stuff and I actually feel compelled to go looking around for some of those stories because I think the world is just so interesting.
The game's morality is very 2010s, which isn't bad or good, it just reminds me of how people made games in this era, so again, I can really understand why it stood out to people so much at the time. I'm glad I played it especially since it was a dollar and was as short as it was, but I have no interest in playing it again for a Low Chaos run or checking out the DLCs unless I watch an LP.
Since this was my first playthrough it also made me feel a bit like I was punished for playing the game like that given how the High Chaos ending feels sort of like a 'bad end' with all the characters punishing you or acting more callous towards you. Idk, I'm an assassin, sorry for killing everyone. The narrative isn't anything to write home about so I wasn't really attached to anyone beyond Corvo so I had no qualms just killing everyone, including Samuel, whom we are supposed to be attached to, or at least more attached to than I was. I ended up killing him so I was laughing over the shot in the ending montage of Corvo standing next to his grave instead of standing next to oh, idk, his dead sort-of-wife's grave.
My grievances aside I loved the world building and the lore of the game! It's really cool and incredibly unique. I'm a bit bummed the narrative of the game itself was as straightforward as it ended up being but I just know that fic writers are doing some crazy stuff and I actually feel compelled to go looking around for some of those stories because I think the world is just so interesting.
The game's morality is very 2010s, which isn't bad or good, it just reminds me of how people made games in this era, so again, I can really understand why it stood out to people so much at the time. I'm glad I played it especially since it was a dollar and was as short as it was, but I have no interest in playing it again for a Low Chaos run or checking out the DLCs unless I watch an LP.
"đđŠ đąđđ đŽđ”đąđłđ” đžđȘđ”đ© đȘđŻđŻđ°đ€đŠđŻđ€đŠ, đŁđ¶đ” đ”đ©đŠ đžđ°đłđđ„ đđŠđąđ„đŽ đ¶đŽ đ”đ° đšđ¶đȘđđ”."
Ratos por toda parte.
Esse Ă© um jogo que te apresenta vĂĄrias alternativas em uma missĂŁo, isso constrĂłi uma narrativa bem flexĂvel. VocĂȘ pode ser matador ou misericordioso, porĂ©m isso acaba afetando as cidades e pessoas, instaurando ou nĂŁo o caos.
O caos funciona como uma espécie de sistema de karma. A estética do jogo é cartoonesca com um toque de bizarro que combina com o ambiente devastado, lembra animaçÔes de terror.
Gameplay satisfatĂłria e "moderna", vĂĄrias habilidades para usar e caminhos para seguir nos mapas, a ambientação e level design Ă© muito forte. Fiz uma run low chaos quase sem matar ninguĂ©m, mas existe uns personagens que vocĂȘ vai querer executar, por exemplo, o Torturador. NĂŁo sei se matar hostis influencia no caos.
Tempo de jogo: ~10 horas
Ratos por toda parte.
Esse Ă© um jogo que te apresenta vĂĄrias alternativas em uma missĂŁo, isso constrĂłi uma narrativa bem flexĂvel. VocĂȘ pode ser matador ou misericordioso, porĂ©m isso acaba afetando as cidades e pessoas, instaurando ou nĂŁo o caos.
O caos funciona como uma espécie de sistema de karma. A estética do jogo é cartoonesca com um toque de bizarro que combina com o ambiente devastado, lembra animaçÔes de terror.
Gameplay satisfatĂłria e "moderna", vĂĄrias habilidades para usar e caminhos para seguir nos mapas, a ambientação e level design Ă© muito forte. Fiz uma run low chaos quase sem matar ninguĂ©m, mas existe uns personagens que vocĂȘ vai querer executar, por exemplo, o Torturador. NĂŁo sei se matar hostis influencia no caos.
Tempo de jogo: ~10 horas
I feel like since this was the first entry in a series it wasnât gonna be the best.
The controls were clunky and some sections were really hard even by my standards.
The story was intriguing, I would probably play a remaster (this time not as chaotic).
I threw aside stealth in favor of killing anything that crosses my path.
The game wasnât too long so I could see myself playing another round.
The controls were clunky and some sections were really hard even by my standards.
The story was intriguing, I would probably play a remaster (this time not as chaotic).
I threw aside stealth in favor of killing anything that crosses my path.
The game wasnât too long so I could see myself playing another round.
They don't make games like Dishonored anymore, do they?
Arkane Studios' defining title was always a remarkably creative piece of gaming greatness. It was one of the first games in a short-lived (yet still fantastic) revival of the immersive sim family of games. It was a strong addition to the stealth genre, and a rare new original property that managed to both stand out and be rewarded for its accomplishments. And aside from its sequels, there's still isn't anything else quite like it nowadays.
Dishonored has a lot of things going for it, most notably its art direction and setting. Dunwall is a memorable backdrop to the game's events and levels, brought to decaying life with its muted color scheme, Victorian-era architecture and a surprisingly strong combination of period piece, steampunk and dark fantasy imagery. While far from a horror game, Dishonored successfully fills Dunwall's crumbling society and plague-infested threats with never-ending and oppressive dread. And heartbreak, the more you explore the tragic decline of a once-powerful cultural and technological center.
Dunwall is a horrible place to live in, but a fantastic playground for its greatest assassin. The various locations Corvo has to get through during his missions are impeccably designed with multiple routes and options to experiment with and explore. The maps are not outrageously big, instead focusing on carefully-placed alternate paths, secrets, side objectives and additional methods that make you feel clever or sneaky if you find and use them. There is a great, elaborate verticality to each stage, allowing Corvo considerable amounts of freedom to find the perfect spots for takedowns and preparations.
As every good stealth game, Dishonored offers a very useful set of tools at Corvo's disposal. Corvo has a sword, a crossbow with various bolt types, a gun and even mines and grenades for good measure. While his arsenal does skew a little too much toward more violent solutions, it still offers non-lethal options such as a choking takedown and sleep darts. All in all, there is a lot of thought put into maintaining the ability to both go as violently as one pleases, but also spare even your assassination targets from certain death. And of course, courtesy of Dunwall's mythical godlike-slash-diabolical Outsider, Corvo gets a slew of cool superpowers.
The most notable of those powers is Blink, which grants Corvo teleportation. But there are even more powers to unlock and upgrade, like time manipulation and even rat plague, and assuming you have the mana for it, you can use a lot of them in quick succession for your ends or amusement. It's also balanced pretty well, with the more potent and complex abilities demanding more mana, and the game is kind enough to replenish your mana meter with spare elixirs whenever you try to use some of those more energy-consuming feats.
Interestingly, the actual combat system is also fairly robust. There is a strong emphasis on parrying, and enemies are also smart enough to know when to counter your sword, pushing you to time your attacks accordingly. There is some clumsiness to it, but it's more than serviceable and functional enough to be a valid option to utilize from start to finish.
So, the art, world, level design and gameplay are all great. I guess if there's any notable issue with Dishonored is that it's narrative and characters largely fail to do Dunwall's fascinating history and culture much-deserved justice. They're pretty standard-fare as far as the genre goes. There are some fun standouts like the sleazy-yet-honorable Slackjaw, the proud and guilt-ridden assassin Daud and the eccentric and philosophical Sokolov, but for the most part, both the allies and villains you meet across the way are there to fill roles, little more. This also goes to the Outsider who is a rather generic otherworldly benefactor, and Corvo himself, who is merely the player's avatar.
There is also this whole binary morality thing like we've seen in Bioshock and Infamous. It's pretty boring and limiting, but eh, nothing deal-breaking.
I do want to point out that despite the story's banality, the world is still very interesting and there are a lot of background bits to enrich the narrative. And Arkane's animators also did a great job in little bodily expressions to convey better emotion than what the dialogue could offer. Even Corvo - his little weapon swirl whenever he takes out or puts back his gear is a nice little demonstration of his skill and confidence. And while a rather contested point for some, I generally like the character designs. Yes, they can get rather ugly or disheveled, but this feels like a deliberate choice through and through, and even years after its original release, it's still refreshing to see a major AAA game rejecting conventional character designs for something so crude, yet stylized and believable at the same time.
It's not a particularly long game, but this only enhances Dishonored. This is game built for multiple playthroughs with so many scenarios to play out, and its true strength as a versatile slice of stealth-action can be seen as it adapts itself to the player's whims.
Excellent sound design completes an extremely strong package. The voice acting can be a little wooden but it does its job well enough, and every object and footstep can be clearly heard both and used both for advantage and disadvantage.
Dishonored was and remains a triumph of game design. It boasts one of the coolest settings in the medium and despite a thin narrative it's thriving with a personality of its own that both honors its spiritual predecessors such as Thief and System Shock, and modernizes their ideas for new generations. It's a reminder that AAA games can be more than just tedious mechanical kitchen sink, and even a decade later, I hope more studios will get the chance to create more unique, memorable games like this.
Arkane Studios' defining title was always a remarkably creative piece of gaming greatness. It was one of the first games in a short-lived (yet still fantastic) revival of the immersive sim family of games. It was a strong addition to the stealth genre, and a rare new original property that managed to both stand out and be rewarded for its accomplishments. And aside from its sequels, there's still isn't anything else quite like it nowadays.
Dishonored has a lot of things going for it, most notably its art direction and setting. Dunwall is a memorable backdrop to the game's events and levels, brought to decaying life with its muted color scheme, Victorian-era architecture and a surprisingly strong combination of period piece, steampunk and dark fantasy imagery. While far from a horror game, Dishonored successfully fills Dunwall's crumbling society and plague-infested threats with never-ending and oppressive dread. And heartbreak, the more you explore the tragic decline of a once-powerful cultural and technological center.
Dunwall is a horrible place to live in, but a fantastic playground for its greatest assassin. The various locations Corvo has to get through during his missions are impeccably designed with multiple routes and options to experiment with and explore. The maps are not outrageously big, instead focusing on carefully-placed alternate paths, secrets, side objectives and additional methods that make you feel clever or sneaky if you find and use them. There is a great, elaborate verticality to each stage, allowing Corvo considerable amounts of freedom to find the perfect spots for takedowns and preparations.
As every good stealth game, Dishonored offers a very useful set of tools at Corvo's disposal. Corvo has a sword, a crossbow with various bolt types, a gun and even mines and grenades for good measure. While his arsenal does skew a little too much toward more violent solutions, it still offers non-lethal options such as a choking takedown and sleep darts. All in all, there is a lot of thought put into maintaining the ability to both go as violently as one pleases, but also spare even your assassination targets from certain death. And of course, courtesy of Dunwall's mythical godlike-slash-diabolical Outsider, Corvo gets a slew of cool superpowers.
The most notable of those powers is Blink, which grants Corvo teleportation. But there are even more powers to unlock and upgrade, like time manipulation and even rat plague, and assuming you have the mana for it, you can use a lot of them in quick succession for your ends or amusement. It's also balanced pretty well, with the more potent and complex abilities demanding more mana, and the game is kind enough to replenish your mana meter with spare elixirs whenever you try to use some of those more energy-consuming feats.
Interestingly, the actual combat system is also fairly robust. There is a strong emphasis on parrying, and enemies are also smart enough to know when to counter your sword, pushing you to time your attacks accordingly. There is some clumsiness to it, but it's more than serviceable and functional enough to be a valid option to utilize from start to finish.
So, the art, world, level design and gameplay are all great. I guess if there's any notable issue with Dishonored is that it's narrative and characters largely fail to do Dunwall's fascinating history and culture much-deserved justice. They're pretty standard-fare as far as the genre goes. There are some fun standouts like the sleazy-yet-honorable Slackjaw, the proud and guilt-ridden assassin Daud and the eccentric and philosophical Sokolov, but for the most part, both the allies and villains you meet across the way are there to fill roles, little more. This also goes to the Outsider who is a rather generic otherworldly benefactor, and Corvo himself, who is merely the player's avatar.
There is also this whole binary morality thing like we've seen in Bioshock and Infamous. It's pretty boring and limiting, but eh, nothing deal-breaking.
I do want to point out that despite the story's banality, the world is still very interesting and there are a lot of background bits to enrich the narrative. And Arkane's animators also did a great job in little bodily expressions to convey better emotion than what the dialogue could offer. Even Corvo - his little weapon swirl whenever he takes out or puts back his gear is a nice little demonstration of his skill and confidence. And while a rather contested point for some, I generally like the character designs. Yes, they can get rather ugly or disheveled, but this feels like a deliberate choice through and through, and even years after its original release, it's still refreshing to see a major AAA game rejecting conventional character designs for something so crude, yet stylized and believable at the same time.
It's not a particularly long game, but this only enhances Dishonored. This is game built for multiple playthroughs with so many scenarios to play out, and its true strength as a versatile slice of stealth-action can be seen as it adapts itself to the player's whims.
Excellent sound design completes an extremely strong package. The voice acting can be a little wooden but it does its job well enough, and every object and footstep can be clearly heard both and used both for advantage and disadvantage.
Dishonored was and remains a triumph of game design. It boasts one of the coolest settings in the medium and despite a thin narrative it's thriving with a personality of its own that both honors its spiritual predecessors such as Thief and System Shock, and modernizes their ideas for new generations. It's a reminder that AAA games can be more than just tedious mechanical kitchen sink, and even a decade later, I hope more studios will get the chance to create more unique, memorable games like this.
Dishonored is a very well put together experience. The world and art style of course being in my opinion the highlights of the game. The mechanics here are also very well made and in-depth, but that really all I can say. This game took me even more time then what is listed in my log dates to finish because in truth, I have been trying to finish this game for for about four years. Yet after completing about 85% of the story I could just never find the motivation or engage to continue. Something that after finally finishing the last levels, I can truly reflect is due to how the narrative is handled in the end. For while, without spoiling the plot, it could have been neat by the end, I simply found the execution to be underwhelming; especially after everything that came before. I do not know however, this might just be a me thing, but it really did take Dishonored down a few pegs for me, considering how much I fell in love with every other part of this game. However, despite what that did to my view, I still think this is a great game just based on everything else as. I would definitely recommend it.
Definitely a great stealth game and the setting and story it has are great.
I love the multiple options you have to take out the marks, from selling them to the slums ppl, to poison their drinks, to kidnap them, to exposing their truth. I love this variety.
Also the Boyle Party mission is one of my favourite parts of the game.
I love the multiple options you have to take out the marks, from selling them to the slums ppl, to poison their drinks, to kidnap them, to exposing their truth. I love this variety.
Also the Boyle Party mission is one of my favourite parts of the game.
Dishonored war einfach nicht meins.
Ja es gibt mehrere Wege um ans Ziel zu kommen..aber es spielt keine Rolle welchen man nimmt.
Links stehen 2 Wachen, rechts kann man ĂŒber ein Dach klettern, am Ende kommt man an derselben Stelle raus, völlig egal.
Und.. das war schon das einzige Alleinstellungsmerkmal.
Ja es gibt mehrere Wege um ans Ziel zu kommen..aber es spielt keine Rolle welchen man nimmt.
Links stehen 2 Wachen, rechts kann man ĂŒber ein Dach klettern, am Ende kommt man an derselben Stelle raus, völlig egal.
Und.. das war schon das einzige Alleinstellungsmerkmal.
I played this game in full while a dear friend who loved it very much watched. She was the best part of the experience.
I think more people should just play tabletop games or write books or draw pictures instead of making video games with annoying mechanics that obscure the lovely creativity of individuals- individuals with a genuine desire for agency and resources to imagine something complete and total.
You might think "oh, but what I WANT to make is a video game."
I don't believe you! I believe your parents bought you video games as a kid because it entertained you, and you never read books or had a cigarette after a meaningful experience with sex. You haven't played music live or been to a good show on whatever your buddy let you sniff off their index. I think you'd love the rush monitors caving in your ear drums and making eyes at the guy across the bar who came in with a haircut you like and a shirt with your favorite band's logo. I think you'd like the feeling of drawing a brush in one last stroke along a canvas before finishing the best watercolor you've ever spent time on. I think you'd like a beer with you homie Dylan way more than this.
This shit debases you down to your most bare components, when developers are trying to do fucking behaviorism on you to trick you into playing with toys in a specific way. They dress it up in incredible art and genuinely singular themes and stylings, but you're still just some motherfucking sigma male white guy who kills with a sad style using a skill tree and epic weapons and powers or whatever the fuck.
Game made me feel like a rat in a maze, even when I did cool shit. The chaos mechanic is so ridiculous. Treated women very bad. I appreciated how unafraid the story was with you suspending your disbelief, very unconcerned with explaining itself to you.
Sell your computer, buy a bass, move to a dirty city, join a band, start drinking, play poker with a man who is very old, donate all your money to charity, reckon with death, and then die when it is your time.
I think more people should just play tabletop games or write books or draw pictures instead of making video games with annoying mechanics that obscure the lovely creativity of individuals- individuals with a genuine desire for agency and resources to imagine something complete and total.
You might think "oh, but what I WANT to make is a video game."
I don't believe you! I believe your parents bought you video games as a kid because it entertained you, and you never read books or had a cigarette after a meaningful experience with sex. You haven't played music live or been to a good show on whatever your buddy let you sniff off their index. I think you'd love the rush monitors caving in your ear drums and making eyes at the guy across the bar who came in with a haircut you like and a shirt with your favorite band's logo. I think you'd like the feeling of drawing a brush in one last stroke along a canvas before finishing the best watercolor you've ever spent time on. I think you'd like a beer with you homie Dylan way more than this.
This shit debases you down to your most bare components, when developers are trying to do fucking behaviorism on you to trick you into playing with toys in a specific way. They dress it up in incredible art and genuinely singular themes and stylings, but you're still just some motherfucking sigma male white guy who kills with a sad style using a skill tree and epic weapons and powers or whatever the fuck.
Game made me feel like a rat in a maze, even when I did cool shit. The chaos mechanic is so ridiculous. Treated women very bad. I appreciated how unafraid the story was with you suspending your disbelief, very unconcerned with explaining itself to you.
Sell your computer, buy a bass, move to a dirty city, join a band, start drinking, play poker with a man who is very old, donate all your money to charity, reckon with death, and then die when it is your time.
I don't think I can call it my favorite game, but everything is made on the highest level:
㠀⹠complete freedom of actions (multiple ways to complete a mission without any punishment for doing it the "wrong" way or coercion to the "right" one);
㠀⹠an elaborate combat system (whether you're into stealth or not, you'll find your own style);
㠀⹠side activities (I really enjoyed the side quest and optional objectives);
㠀⹠attention to details (sometimes I made the stupidest things just to check whether the devs have foreseen that, and to my pleasant surprise, most of the time, they have);
㠀⹠an interesting plot (and some deep lore, although, I didn't really look into it, but that's an advantage);
㠀⹠all characters, even minor ones, have a personality, and in addition, lots of interesting NPC dialogues you can eavesdrop on that may tell you more about the setting;
㠀⹠beautiful locations (I genuinely loved to explore them even when there was no loot) and unobtrusive soundtrack (it sounded nice and set up a perfect mood).
Basically, it's a great game with lots of content if you're really dedicated to it and don't just run straight to the main objective ignoring everything else on your way. Perfect for people like me who just have to explore every nook and cranny and love to be rewarded for that.
㠀⹠complete freedom of actions (multiple ways to complete a mission without any punishment for doing it the "wrong" way or coercion to the "right" one);
㠀⹠an elaborate combat system (whether you're into stealth or not, you'll find your own style);
㠀⹠side activities (I really enjoyed the side quest and optional objectives);
㠀⹠attention to details (sometimes I made the stupidest things just to check whether the devs have foreseen that, and to my pleasant surprise, most of the time, they have);
㠀⹠an interesting plot (and some deep lore, although, I didn't really look into it, but that's an advantage);
㠀⹠all characters, even minor ones, have a personality, and in addition, lots of interesting NPC dialogues you can eavesdrop on that may tell you more about the setting;
㠀⹠beautiful locations (I genuinely loved to explore them even when there was no loot) and unobtrusive soundtrack (it sounded nice and set up a perfect mood).
Basically, it's a great game with lots of content if you're really dedicated to it and don't just run straight to the main objective ignoring everything else on your way. Perfect for people like me who just have to explore every nook and cranny and love to be rewarded for that.
A good stealth game with a fairly predictable but well told storyline to match. Dishonored has long been one of my favorite games but I donât think it has stood the test of time in my eyes.
Where the art direction and level design is very strong, along with the freedom most levels give you to tackle your objective, I do think the game drops the ball a bit in terms of gameplay.
Firstly, Dishonored is built around the mechanic of you being lethal or pacifist essentially, killing people makes the world worse so itâs good to avoid it if you want a better ending. Itâs a tad disappointing that so many tools are pretty much nonexistent if you are playing nonlethal though. Grenades, guns, springrazors, incendiary crossbow bolts, sword upgrades, as well as interesting powers arenât really reasonable to use if you arenât going to be killing.
On one hand this does make sense, since a big aspect of the nonlethal route is that itâs about restraint, being reasonable and level headed in a time where many would resort to violence. At the same time this creates issues in the game where you basically run out of things to buy or spend runes on when youâre not even halfway through the game.
Once you have dark vision, blink, and possession leveled up, there really isnât any other power you should be bothering with. Same with getting the silent shoe upgrades and maybe the crossbow zoom if you can justify it. Gold and runes become useless pretty fast, and that progression being so minimal for one route is a little lame to me, even if it was intentional.
Other than that one gripe, I think Dishonored really shines in its worldbuilding and NPCs. People love the guards from this game because theyâre hilarious, well voice acted, and say the same shit over and over.
And the attention to detail is wonderful, I think itâs what really grabs anyone when theyâre playing this game. I remember just sneaking around listening to the heart voice lines when I hovered over random NPCs.
The gameâs morality meter, the âchaosâ system, also does a lot more than youâd initially think. Increasing the number of guards, weepers, river crusts, and even changes the tone slightly by making the weather worse or the skies darker. Friendly NPCs respond to you differently depending on how you play too.
My gripe with this is that itâs essentially a difficulty slider as well, which means nonlethal never really gets HARD. There are way less guards at posts, which is annoying to me because I would WANT nonlethal to essentially be the hard mode.
Other than my issues Dishonored 1 is an amazing game and it is probably the only good Dishonored game because itâs the only one without fucking witches and tells an easily digestible story about some dude named Corvo who gets a boo boo on his hand and saves (or ruins) the empire.
Where the art direction and level design is very strong, along with the freedom most levels give you to tackle your objective, I do think the game drops the ball a bit in terms of gameplay.
Firstly, Dishonored is built around the mechanic of you being lethal or pacifist essentially, killing people makes the world worse so itâs good to avoid it if you want a better ending. Itâs a tad disappointing that so many tools are pretty much nonexistent if you are playing nonlethal though. Grenades, guns, springrazors, incendiary crossbow bolts, sword upgrades, as well as interesting powers arenât really reasonable to use if you arenât going to be killing.
On one hand this does make sense, since a big aspect of the nonlethal route is that itâs about restraint, being reasonable and level headed in a time where many would resort to violence. At the same time this creates issues in the game where you basically run out of things to buy or spend runes on when youâre not even halfway through the game.
Once you have dark vision, blink, and possession leveled up, there really isnât any other power you should be bothering with. Same with getting the silent shoe upgrades and maybe the crossbow zoom if you can justify it. Gold and runes become useless pretty fast, and that progression being so minimal for one route is a little lame to me, even if it was intentional.
Other than that one gripe, I think Dishonored really shines in its worldbuilding and NPCs. People love the guards from this game because theyâre hilarious, well voice acted, and say the same shit over and over.
And the attention to detail is wonderful, I think itâs what really grabs anyone when theyâre playing this game. I remember just sneaking around listening to the heart voice lines when I hovered over random NPCs.
The gameâs morality meter, the âchaosâ system, also does a lot more than youâd initially think. Increasing the number of guards, weepers, river crusts, and even changes the tone slightly by making the weather worse or the skies darker. Friendly NPCs respond to you differently depending on how you play too.
My gripe with this is that itâs essentially a difficulty slider as well, which means nonlethal never really gets HARD. There are way less guards at posts, which is annoying to me because I would WANT nonlethal to essentially be the hard mode.
Other than my issues Dishonored 1 is an amazing game and it is probably the only good Dishonored game because itâs the only one without fucking witches and tells an easily digestible story about some dude named Corvo who gets a boo boo on his hand and saves (or ruins) the empire.
Been meaning to get around to this for awhile since Iâve been on an immersive sim kick ever since I played Prey 2017, so saying I went into Arkane Lyonâs first really big attempt at the genre they're best known for; so overall my feelings are very conflicted.
The one thing this game gets down very well is the level design which is genuinely near perfection. The amount of different ways you can traverse the level with all the different powers and tools at your disposal; itâs no joke the most fun Iâve had with a game in some time. On top of that, the general movement system and combat is also really solid. The creation of the blink ability is probably the best idea game devs have come up with since the grappling hook, the amount of versatility it offers is staggering and add that with other power you can get throughout the game you can turn Corvo into a literal unstoppable killing machine. In one level your goal is to reach these two rich fuckheads in a brothel and there are multiple ways of getting rid of them; for me however what I did was, blink near the front entrance; summon a plague of rats to kill most of the guards in the front and stealth killed the rest from jumping above, them I froze time and killed three lobby guards at one by shooting three arrows; and while time was still frozen I stuck a barbed wire spring trap to the back of another one killing four of them once time unfroze. Then I went upstairs froze time again and stealth kills the remaining guards upstairs and then forced pushed a guard off the side of a balcony as I watched his body ragdoll and splat onto the city street; then I ran into one of the rich dickheads room and brutalized him, and then immediately ran down to the steam room where the other rich dickhead was and killed him by locking the doors and burning him to death with hot steam, I then blinked out of their without anyone ever seeing me finishing the mission.
That was a highlight of the game, when every single tool and power is being used in near perfect tandem it leads to a ballet dance of death and it is fucking euphoric; but by doing ANY of the cool stuff I just mentioned then your gonna get the bad ending of the game.
The whole game runs on a system called the chaos system, where depending on how any people you kill or depending on what kinds of actions you take over the course of the game it can leads to the city becoming of infected with plague riddled rats, more guards on patrol that are more alert then normal, and just a general dower state for the city as a whole. Not only does this system work, it works very well. Almost every action you take over the course of the game may be through story choices or how you progress throughout the level adds to how much chaos you want to bring to the city and what ending you want to achieve. The only problem is if you want have low chaos youâll have to take the stealth approach for almost every single mission in the game; on top of that you have to self handicap yourself since 70% of the tools and powers you can use are all very much lethal leaving you with a very small pool of options on how you wanna proceed through the level. The chaos system is very cool and works pretty well but I feel the system itself almost breaks the moment to moment fun the combat had since if you want the good ending youâll need to play it a very specific way, and that was honestly not very fun.
Dishonored as a stealth game first is very mid. The guard's AI are kinda dogshit where sometimes they can spot you nearly half a mile away and other times canât see you at all because they have no peripheral vision. They donât react to areas being changed like unopened doors now being open, they donât react to items being missing from rooms they were just in. The stealth is just very surface level with very little going on under the hood; and to top it off the mid salad the game gives you Arkham vision thatâll highlight all guards in your vicinity sucking almost all the remaining challenge the stealth wouldâve had right out the window. Sure you could just not get the power and play the whole game without it but that just adds to the long list of self handicapping youâll need to do to have a challenging experience and at that point Iâd rather just play a better stealth game. Having the âgood endingâ be locked behind this one style of gameplay is honestly a fucking bummer since itâs missing the gameâs biggest strangth; the choices the game gives you to execute however you want, no no you canât chop off someones head and then chuck it at another guy while heâs not looking thatâs bad you need to do it like this otherwise the characters in your hub area are gonna hate you. Oh yeah thatâs another thing I completely forgot about, the characters and story.
The characters areâŠ.theirâŠâŠ.ummâŠâŠI just finished this game a few days ago and for the life of me I canât remember a single character's name besides the main character, the benevolent God that watches over everyone, and Emily the plot device. The rest of them are all writtenâŠwell. Not badly but not memorable enough to where it sticks with me long after Iâm finished with the game, also the story is also just kinda there. Just like the characters itâs not god awful; Iâve seen far worse from the 7th gen but itâs only purpose is less to tell an engaging narrative and more so to push the game along and to have characters tell Corvo where to go and who to kill. The story doesn't do anything with its chaos system or the choices the player could make; it just feels like itâs only reason for it to be presented the way it is, is to push the game along, and honestly itâs a damn shame because the worldbuilding Arkane Lyon made is very striking and interesting, I love this diesel punk Victorian London setting and I want to learn more about it, I just wished the story was even the slightest bit interesting or engaging. Now this might sound bad but in my opinion the moment to moment gameplay and level design is still strong enough to hold up the game despite all the falling the story and characters have, unless you play it with the stealth âgood endingâ approach where the gameplay is mid at best then youâre going to have a miserable time.
I know the last bit made it sound like I really donât like this game but Iâm still giving it an eight and Iâll tell you why, because even when the game tries to take you down the most boring âgood endingâ path possible the game is still packed to the brim with the other stuff that made the game a standout immersive sim. Yeah itâll take you down the evil path but I already donât care about the story or characters all that much so it doesn't bother me that much. This is one of those very rare cases where the moment to moment gameplay is so good and replayable that it counteracts most of the poorly designed aspects that still remain.
The one thing this game gets down very well is the level design which is genuinely near perfection. The amount of different ways you can traverse the level with all the different powers and tools at your disposal; itâs no joke the most fun Iâve had with a game in some time. On top of that, the general movement system and combat is also really solid. The creation of the blink ability is probably the best idea game devs have come up with since the grappling hook, the amount of versatility it offers is staggering and add that with other power you can get throughout the game you can turn Corvo into a literal unstoppable killing machine. In one level your goal is to reach these two rich fuckheads in a brothel and there are multiple ways of getting rid of them; for me however what I did was, blink near the front entrance; summon a plague of rats to kill most of the guards in the front and stealth killed the rest from jumping above, them I froze time and killed three lobby guards at one by shooting three arrows; and while time was still frozen I stuck a barbed wire spring trap to the back of another one killing four of them once time unfroze. Then I went upstairs froze time again and stealth kills the remaining guards upstairs and then forced pushed a guard off the side of a balcony as I watched his body ragdoll and splat onto the city street; then I ran into one of the rich dickheads room and brutalized him, and then immediately ran down to the steam room where the other rich dickhead was and killed him by locking the doors and burning him to death with hot steam, I then blinked out of their without anyone ever seeing me finishing the mission.
That was a highlight of the game, when every single tool and power is being used in near perfect tandem it leads to a ballet dance of death and it is fucking euphoric; but by doing ANY of the cool stuff I just mentioned then your gonna get the bad ending of the game.
The whole game runs on a system called the chaos system, where depending on how any people you kill or depending on what kinds of actions you take over the course of the game it can leads to the city becoming of infected with plague riddled rats, more guards on patrol that are more alert then normal, and just a general dower state for the city as a whole. Not only does this system work, it works very well. Almost every action you take over the course of the game may be through story choices or how you progress throughout the level adds to how much chaos you want to bring to the city and what ending you want to achieve. The only problem is if you want have low chaos youâll have to take the stealth approach for almost every single mission in the game; on top of that you have to self handicap yourself since 70% of the tools and powers you can use are all very much lethal leaving you with a very small pool of options on how you wanna proceed through the level. The chaos system is very cool and works pretty well but I feel the system itself almost breaks the moment to moment fun the combat had since if you want the good ending youâll need to play it a very specific way, and that was honestly not very fun.
Dishonored as a stealth game first is very mid. The guard's AI are kinda dogshit where sometimes they can spot you nearly half a mile away and other times canât see you at all because they have no peripheral vision. They donât react to areas being changed like unopened doors now being open, they donât react to items being missing from rooms they were just in. The stealth is just very surface level with very little going on under the hood; and to top it off the mid salad the game gives you Arkham vision thatâll highlight all guards in your vicinity sucking almost all the remaining challenge the stealth wouldâve had right out the window. Sure you could just not get the power and play the whole game without it but that just adds to the long list of self handicapping youâll need to do to have a challenging experience and at that point Iâd rather just play a better stealth game. Having the âgood endingâ be locked behind this one style of gameplay is honestly a fucking bummer since itâs missing the gameâs biggest strangth; the choices the game gives you to execute however you want, no no you canât chop off someones head and then chuck it at another guy while heâs not looking thatâs bad you need to do it like this otherwise the characters in your hub area are gonna hate you. Oh yeah thatâs another thing I completely forgot about, the characters and story.
The characters areâŠ.theirâŠâŠ.ummâŠâŠI just finished this game a few days ago and for the life of me I canât remember a single character's name besides the main character, the benevolent God that watches over everyone, and Emily the plot device. The rest of them are all writtenâŠwell. Not badly but not memorable enough to where it sticks with me long after Iâm finished with the game, also the story is also just kinda there. Just like the characters itâs not god awful; Iâve seen far worse from the 7th gen but itâs only purpose is less to tell an engaging narrative and more so to push the game along and to have characters tell Corvo where to go and who to kill. The story doesn't do anything with its chaos system or the choices the player could make; it just feels like itâs only reason for it to be presented the way it is, is to push the game along, and honestly itâs a damn shame because the worldbuilding Arkane Lyon made is very striking and interesting, I love this diesel punk Victorian London setting and I want to learn more about it, I just wished the story was even the slightest bit interesting or engaging. Now this might sound bad but in my opinion the moment to moment gameplay and level design is still strong enough to hold up the game despite all the falling the story and characters have, unless you play it with the stealth âgood endingâ approach where the gameplay is mid at best then youâre going to have a miserable time.
I know the last bit made it sound like I really donât like this game but Iâm still giving it an eight and Iâll tell you why, because even when the game tries to take you down the most boring âgood endingâ path possible the game is still packed to the brim with the other stuff that made the game a standout immersive sim. Yeah itâll take you down the evil path but I already donât care about the story or characters all that much so it doesn't bother me that much. This is one of those very rare cases where the moment to moment gameplay is so good and replayable that it counteracts most of the poorly designed aspects that still remain.
it's true, when folX say that they punish you for trying to have fun in this they aren't kidding at all, they're underplaying it even. I tried to play this Mirror's Edge game exactly how you're clearly supposed to, then Raphael Colantonio suddenly barged into my home, and proceeded to wag a finger at me for being such a naughty boy!!! I couldn't help myself, I just broke down and started crying, begging him to not add more guards to the following levels...
To understand how well-developed the game is, just look at the list of achievements. Completing the game without using runes, without killing, without getting noticed by security is a real challenge for those who are tired of corridor runs with QTEs and other âinnovationsâ that migrated to us from consoles.
But there were also serious concerns. The concept of Dishonored is not new at all - the developers simply combined the strengths of the best games in the stealth-action genre, while simultaneously getting rid of their shortcomings.
But there were also serious concerns. The concept of Dishonored is not new at all - the developers simply combined the strengths of the best games in the stealth-action genre, while simultaneously getting rid of their shortcomings.