Thursday, September 27, 2012

Dishonored Preview


Developer(s): Arkane Studios
Publisher(s): Bethesda Softworks
Platform(s): PS3, Xbox 360, PC
Release Date: October 9, 2012

Corvo Attano is a supernatural assassin who takes out his targets with a mixture of magical abilities, weapons, and extraordinary gadgets. In Dishonored, players take control of Corvo and his quest to seek revenge. See, he wasn’t always a supernatural assassin; he used to be a bodyguard for the Empress, who was murdered. Corvo was blamed and arrested. In prison, a strange man gave Corvo his supernatural powers and set him loose. By the end of Dishonored, there will be many dead members of a corrupt government and, presumably, the one responsible for the Empress’ murder.

Actually, that’s not entirely true. Dishonored is an open ended game. While one player may kill everyone in his path regardless of innocence, a different player may use non-lethal takedowns the whole way through. It is possible to play the game without killing a single person, a more difficult option, but an option nonetheless. Dishonored gives you a range of supernatural powers and deadly weapons but, unlike Bioshock, this combination does not have to be used for the purpose of killing. There are eleven powers in total (seven active, four passive), including the ability to: teleport short distances, summon a swarm of rats, stop time, and see through walls.


While many games spout out the phrases “every player will have an entirely different experience” and “every play through is a new game,” few manage to back this up. (I’m sorry Borderlands but, at the end of the day, we’re all having a similar experience: finding different loot doesn’t change any core concepts.) Dishonored is going to be one of the few games to back up those two phrases that we’ve grown accustomed to hearing. A minor example is that it will be impossible to unlock all of the abilities in one play through. If you’re interested in trying them all out, multiple play throughs are required. A more substantial way gameplay will vary is by changing the exact location of the targets; one could play through a level once to find the target on a balcony and then play through it again to find the target in a cellar. While different locations of targets does require the player to change their strategy, Dishonored will never force a certain play style on anyone: if stealth is the way you play, you can always go stealthy. Unlike Deus Ex: Human Revolution, no part of the game will force the player into a gunfight.

Another way the game reinforces the idea of a different experience is how the supernatural abilities can be implemented. There is the option to burst in the front door and use a gust of wind to kill the first guards you come across, erupting the area into an orgy of violence. A sneakier player could possess a rat, move through a vent, and eliminate the target without anyone seeing them. There are many hands on accounts of a level involving assassinating a woman named Lady Boyle. Each preview reads vastly different. Taking into account the dynamic locations of targets, different abilities available, and the option to implement these abilities aggressively or subtly, two Dishonored experiences feel as two different games. In an era where a large amount of different games coming out all feel the same, it’s nice to have this change of pace.


Unfortunately, there is one modern trend this game is falling into: handholding. Dishonored allows for lots of exploration and multiple routes to an objective. Getting lost or confused is bound to happen. Through this exploration, players are able to find clues to guide them to their goal, reading a diary for example. The problem here is that playtesters got lost and couldn’t beat the game. According to Julien Roby of Arkane Studios, “People would just walk around. They didn’t know what to do. They wouldn’t go upstairs because a guard told them they couldn’t. They’d say ‘Okay, I can’t go upstairs.’” To remedy this, in addition to the well hidden hints found through exploration, there are more obvious hints such as various people in the game blatantly telling you where to go.


I have never met a playtester before but, I can only assume that most of the time the job is filled by people that actually play games. When has a character in a game saying “you can’t do this” ever stopped anyone? For one thing in a game based on exploration, generally, the best stuff to find is behind closed doors. For another thing, where do we draw the line? If a police officer in Grand Theft Auto calls out “give up, we’ve got you surrounded”, do you just call it a day? If an enemy in Call of Duty says “don’t shoot,” are you going to listen? Listen, Dishonored playtesters, you are playing as a supernatural assassin. You have the ability to possess that guard and force him to jump off a ledge. You could slit his throat and carry the body around as a trophy. You can even freeze time and just walk around him. So, why would him telling you not to do something stop you?

Aside from a stark reminder of some lesser trends in current gaming, Dishonored does stand out amongst the crowd. Playing this game should leave anyone satisfied as any play style can be successful. Personally, I’m looking forward to sneaking past the front lines of guards and then taking out my target in an extravagant and brutal manner. The game launches October 9th, and we can all look forward to doing everything a guard tells us to do.

Preview by Chris Lohr
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Chris Lohr is a freelance writer currently in film school. If you’re looking for him to write for your website, manifesto, or Russian bride catalogue, send an email to puddinginasock@gmail.com. Put today’s date as the subject line and include a picture of yourself. Must be DDD free and willing to host. All Articles by Chris. 



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