Depending on
your perspective Dishonored either seems to have come out of nowhere or has
been one of the most anticipated games of the year. I’ve seen reviews calling
it the surprise/sleeper hit of the year and others commenting on whether or not
it lived up to all the hype and expectations.
The game had
drawn comparisons to Thief, Deus Ex and Bioshock so it had set itself some very
high standards and it mostly lives up to them. The look of the game shares
similarities to the painted look of Bioshock and combines City 17 in Half Life
2, with a Victorian, cyberpunk feel. The world itself feels very unique as it’s
able to draw on different historical elements but allows itself more artistic
license with technology and magic than real history allows.
The first level
of the game (a prologue aside) see’s you escaping from prison. You’re given a
key with a note offering you a way to escape. The game doesn’t give you too
many clues on how to escape there are hints and directional markers; though you
can turn these off if you prefer to figure these things out for yourself. The
difficulty in stealth games especially in an FPS is always not being sure what
the enemies field of vision will be like. I spent quite a while in the opening
room before I realized that for one, my character would be able to jump and
climb a lot higher than I thought and secondly that your enemies have really
terrible peripheral vision. It’s always seemed to be a bit of a failing in
these games to me that enemies can see about 10 meters in front of them at
best, but I won’t hold this against Dishonored. Once you get the hang of moving
around and sneaking up on enemies you’re aware of the possibility of getting
through the game with no kills. Possibly without even being discovered once,
although that is truly difficult.
It puts you in a
bind - do you go for the mostly stealthy no-kills game and get the happier
ending? Or do you actually use some of the fun weapons and powers to take
people down in creative ways, even if it does lead to a darker ending. It’s
definitely a game where at least 2 playthroughs are needed to truly appreciate
it. You’ll want to see all the alternate ways of tackling missions. If you go
for a more violent approach, you'll still need a certain degree of tactical
thinking. If you just run in trying to slash your way past everyone, you’ll
struggle to get through unscathed. But certainly the difficulty in sneaking up
on everyone and the limited amount of sleep darts you can carry makes killing
the easier option. There certainly are creative ways to cause destruction in
the game as this
video demonstrates trailer so it’s a shame that the mechanics of the game
aren’t able to reward you for creativity in other than a few
trophies/achievements.
The first of the powers the game gives you is “Blink.” It allows you to throw yourself across along platforms, up to high ledges and you can also use it to break your fall. It can also be a quicker way of sneaking up on enemies. There are limitations to it though. You can’t use it pass through traps, as you’re still physically flinging yourself through space rather than teleporting. It has that quality to it where even when you stop playing the game, you look outside and think “Hmm I could blink onto that window ledge, climb up onto that house, jump across the rooftops and into that house with the open window over there” I’m playing Assassins Creed 3 at the moment and it took a period of adjustment to get used to the fact that I wouldn’t have the ability to 'blink' myself to my targets.
Another inspired
idea in the game was to randomize some of the mission variables. So some safe
codes aren’t the same each time you play through and in the case of the Lady Boyle
mission your target changes. Your mission is to assassinate one of the Boyle
sisters at a masquerade party and each of them is wearing a different colour
dress and each time the name of your target and the colour dress they wear
changes so your investigation has to be slightly different each time.
It has to be said
though, not every mission has this much creativity behind it. Some missions are
across some fairly linear and narrow locations. Though there’s still slightly
different ways to tackle them it doesn’t always challenge you to think so
laterally.
As for the story,
the world is very well crafted, it’s detailed, they thought about how the
society operates, its energy sources, its history. The books scattered
throughout the world offers insight into the history of the land and the
mythology. If they wanted to write a sequel set in the same universe, perhaps
in a different city entirely, or a different point in history. They’d probably
be able to do it, and make it work very well. The trouble is the dialogue in
the game is too basic its aim seems to be to get across all the necessary plot
and character information without leaving much room for personality.
Despite some
high profile cast members, nobody delivers a particularly impassioned
performance. It feels more like the cast are having their first
read-through at times. The writer talked about trying to make the dialogue as
brief as possible and the result is the characters feel flat. There are no real
interesting human qualities to them. And the fact that your character has no
voice and says nothing aside from a few things in multiple choice responses,
means characters have to talk to you in that strange way all characters have to
talk to a silent protagonist. It’s a real shame because the foundations for a
great story are there, but some bad decisions were made in the execution. In
the end you don’t feel as invested in Dunwall and Corvo as you should and so
the ending just feels a bit underwhelming.
But this shouldn’t
subtract from the fact that this is a smart and exciting game. Well worth a
look for anyone interested in this multiple choice FPS/RPG hybrid genre.