Dishonored
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Critic Reviews 89% add missing review
Jeuxvideo.com (19 out of 20)
Avec Dishonored, Arkane reprend le flambeau de références passées, à commencer par Thief et ose ce que peu d'autres titres osent : laisser le joueur se dépatouiller avec ce qu'il a et sortir des chemins tout tracés. S'ils existent malgré tout dans Dishonored, on peut les ignorer et "maltraiter" l'architecture, ne pas faire ce qu'on attend de nous pour jouer les équilibristes sur un fil à linge et se raccrocher à une corniche improbable. Bilan : une fois le jeu terminé, on a qu'une envie, le recommencer.
Oct 8th, 2012 · Windows · read reviewMana Pool (9.4 out of 10)
This is a worthy successor to Thief. If you donât like subtle, sneaky games, then, okay! Itâs a worthy successor to, say, Bioshock, which the game also invokes with its looting of abandoned places and use of miraculous powers in combat. Loot buys upgrades, upgrades improve your choices. The look also invokes Half Life 2, thanks to the art director. So Iâm throwing around some heavyweight names here, all three of those are gaming gold. This is a big, brilliantly made game, and I recommend it heartily!
Oct 15th, 2012 · Windows · read reviewComputerGames.ro (93 out of 100)
BucuraĆŁi-vÄ de o raritate Ăźn peisajul actual al remake-urilor Ći al continuÄrilor. Dishonored este proaspÄt, divers, cu o lume brutalÄ Ći Ăźn acelaĆi timp sensibilÄ, Ăźn care depinde doar de tine dacÄ vrei sÄ fii cÄlÄu sau mÄnuĆa de catifea. E o provocare la fiecare pas, mai ales dacÄ vrei sÄ fii asasinul din umbrÄ prin excelenĆŁÄ; iar dacÄ lumina reflectoarelor nu te deranjeazÄ cĂąnd Ăźnfigi sabia, poĆŁi sÄ faci Ći asta â consecinĆŁele urmeazÄ dupÄ aceea.
Nov 7th, 2012 · Windows · read reviewIGN (9.2 out of 10)
It's a shame that Dishonored's story isn't greater than the sum of its decidedly memorable parts, but its gameplay absolutely is. Each mission is built as an elaborate network of choices for players to explore, and the same can be said for Corvo himself. Each player's selection of powers, perks and other upgrades will inform how they see and interact with this world, and no two play-throughs will be exactly the same. Dishonored is a game you'll talk with your friends about, and that you'll want to play multiple times. In this game there are always other paths to be taken and other challenges to conquer, and that's a refreshing thing indeed.
Oct 7th, 2012 · Windows · read reviewGameplay (Benelux) (91 out of 100)
Eindelijk nog eens een originele first person stealth shooter die moedig afwijkt van de platgetreden paden en nog bruist van de sfeer ook. Eentje om rustig je tijd voor te nemen en ten volle te beleven!
Oct 31st, 2012 · WindowsPC Games (Germany) (91 out of 100)
Mit Entscheidungsfreiheit haben schon andere Spiele geworben. In Dishonored sind aber erstmals alle Wege zum Ziel gleichberechtigt! Auf meine Taten folgen logische Konsequenzen, die sich zu einem Happy End oder einer ungleich dĂŒstereren Auflösung des Plots zusammenfĂŒgen. Hier habe ich das GefĂŒhl, dass meine Entscheidungen echte Auswirkungen haben. Und das ist nur einer von einem halben Dutzend Punkten, in denen Dishonored mutig (und erfolgreich!) neue Wege beschreitet oder bekannte Mechaniken perfektioniert: Schleich-Gameplay, KĂ€mpfe, Leveldesign, Gegner-KI, Szenario, all das ist eine Klasse fĂŒr sich. Das macht Hoffnung fĂŒr die PC-Spiele-Zukunft abseits groĂer Marken!
Oct 12th, 2012 · Windows · read reviewLegendra ( )
Dishonored est un jeu aux multiples facettes. Parmi elles, chaque joueur a la possibilitĂ© de se retrouver, de choisir et d'influencer le monde qui l'entoure, non pas seulement par ses propos, mais aussi par chacun de ses actes. Les dĂ©veloppeurs ont de surcroĂźt accompli la prouesse de ne lĂ©ser aucun des nombreux aspects de lâĆuvre et dĂ©livrent ce vĂ©ritable ovni dans un emballage pour le moins reluisant. On pourrait alors rĂ©sumer Dishonored en disant qu'il est le fruit inattendument harmonieux du dĂ©licieux paradoxe constituĂ© par la fusion de l'adaptabilitĂ© au joueur avec la personnalitĂ© de lâĆuvre, sans que son essence n'en soit altĂ©rĂ©e. Un must-have.
Oct 24th, 2012 · Windows · read reviewJeuxVideoPC.com (18 out of 20)
Dishonored est un mĂ©lange rĂ©ussi et improbable dâAssassinâs Creed, de Bioshock et de Hitman. Non seulement le pari dâArkane Studio de mĂȘler un monde semi-ouvert au FPS solo dâinfiltration est rĂ©ussi, mais en plus lâunivers est prenant, le gameplay mĂȘlant discrĂ©tion, combats et magie est complet et la durĂ©e de vie gĂ©nĂ©reuse. Comptez une petite vingtaine en le finissant plusieurs fois. Car oui, une fois lâaventure bouclĂ©e, le premier rĂ©flexe sera de relancer Dishonored pour dĂ©couvrir dâautres fins. Que demander de plus ? Un scĂ©nario un peu moins prĂ©visible ? On le pardonne aisĂ©ment tant Dishonored est le FPS incontournable de cette fin dâannĂ©e.
Oct 12th, 2012 · Windows · read reviewSoftpedia (9 out of 10)
Dishonored is an impressive first-person stealth experience, managing to emphasize subtlety while still allowing players to engage in more violent actions during their quests in Dunwall. Corvo's adventures are quite engaging and, while there may be a few faults, like the AI that feels a bit too smart or the hit and miss sword-based combat, the game is still quite impressive and will entertain gamers for many hours and several playthroughs thanks to the array of choices that can be explored.
Oct 15th, 2012 · Windows · read reviewAtomic Gamer (9 out of 10)
Arkane Studios has doubled down on the importance of a solo experience, as Dishonored has no multiplayer component at all - and I'm absolutely happy with that. Sure, it's got some problems, like some missions with separately-loaded sections that can occasionally reset guards if you merely knocked them out rather than killed them, forcing you to deal with them all over again, or a few framerate issues on slightly low-end PCs that are still comfortably above the minimum requirements. But this kind of a thinking-man's action game doesn't come along too often, and Dishonored has many of those difficult-to-include things that a true FPS-RPG that's descended from Deus Ex and Ultima Underworld should have. Pure FPS fans may not be too excited and there are a few minor problems, but this is a rare gem that anyone looking for a more cerebral action game should be paying serious attention to. And by "paying serious attention", I mean that you should buy it.
Oct 8th, 2012 · Windows · read reviewPCActu (9 out of 10)
Si vous aviez perdu espoir au vu de la casualisation du jeu vidéo, vous retrouverez le sourire, Dishonored est typiquement ce qu'il vous fallait. Ici, vous ne serez pas pris par la main, vous aurez droit à un univers énorme et en prime, le scénario est aux petits oignons. Avec ses multiples possibilités et son gameplay hyper soigné, voici la bonne surprise venue de chez Bethesda, merci les gars !
Oct 17th, 2012 · Windows · read reviewCheat Happens (9 out of 10)
There's no way around it -- with its impressively creative world, open-ended gameplay and precise mechanics, Dishonored is one of the best games of the year. More importantly, it's one of those games that you're going to be playing for quite some time, one of those games that you're going to be thinking about even you're not playing. It may not be a masterpiece, but Dishonored is pretty damn close.
Oct 25th, 2012 · Windows · read reviewFactornews (9 out of 10)
Dishonored rĂ©ussit le quasi sans faute, se mettant haut la main au niveau des attentes quâil a suscitĂ©es tout au long de son dĂ©veloppement. Câest un vĂ©ritable rĂ©gal que de se plonger dans les mĂ©andres de Dunwall et de redĂ©couvrir chaque niveau selon la maniĂšre dont on choisit de lâaborder.
Oct 5th, 2012 · Windows · read reviewnewbreview.com (4.5 out of 5)
If nothing else, Dishonored offers up a glorious break from the standard run and gun, and a wonderfully rich new environment to indulge in.For those of you just re-emerging from your XCOM induced exile, go put your FPS mask back on and give Dishonored a spin.
Nov 13th, 2012 · Windows · read reviewGames Finder (9 out of 10)
Dishonored walks an interesting line between action and stealth based game with plenty of decisions left in the hands of the player. The difference between high and low chaos alone definitely warrants a second playthrough.
Dec 25th, 2014 · Windows · read reviewGameSpy ( )
In the era of sequels and reboots, rare is something that feels new, and rarer still is something that feels new and fully realized. Dishonored then, is the golden tabby tiger of videogames. Drawing its strength from such greats as Thief, BioShock, Batman: Arkham City, and Portal, Arkane Studios' latest manages to deliver that magical formula of intimately familiar and refreshingly new. It doesn't shine as brightly as it should on PC, and it might not offer the challenge stealth-action fans are used to, but it's an impressive accomplishment that immediately stands out as one of the best things we've seen this year.
Oct 7th, 2012 · Windows · read review4Players.de (84 out of 100)
Leider hapert es spĂ€ter an reaktiver KI und Anspruch in den Missionen, denn das Teleportieren ist Segen und Fluch zugleich: Man beamt sich zwar elegant vorwĂ€rts, aber im Zusammenspiel mit den schwachen Wachroutinen wird das Erlebnis nicht nur vereinfacht, sonder auch stark verkĂŒrzt - da ĂŒberwindet man selbst riesige BrĂŒcken in null Komma nichts. Selbst in den erzĂ€hlerisch wichtigen Momenten, wo die Regie eine knifflige Infiltration ankĂŒndigt, kommt man schwuppdiwupp vorwĂ€rts. Wo sind die Feinde und Sicherheitsanlagen, die Corvo so das Wasser reichen können, dass man den Erfolg der Ăberwindung genieĂen kann? Egal ob Bosse, Infiltration, RĂ€tsel oder Entwicklung: Es fehlt der Anspruch, man ist zu frĂŒh zu mĂ€chtig. Vor allem im letzten Drittel wird die anfĂ€ngliche Faszination leider von zu viel Beliebigkeit und Leichtigkeit ausgebremst.
Oct 8th, 2012 · Windows · read reviewGameStar (Germany) (84 out of 100)
Ach, Dishonored. Ich wĂŒrde mich wirklich gerne Hals ĂŒber Kopf in dich verlieben. Aber du lĂ€sst mich ja nicht so recht. Du hast alle Elemente fĂŒr eine fantastische Story â und erzĂ€hlst stattdessen einen 0815-Plot. Du hast eine faszinierende Spielwelt â und erweckst sie nie so wirklich zum Leben. Du hast alternative Lösungswege, unheimlich coole SpezialfĂ€higkeiten und originelle EinfĂ€lle â und treibst mich mit einer verunglĂŒckten KI und einem viel zu niedrigen Schwierigkeitsgrad in den Wahnsinn. Ach, Dishonored, was mache ich bloĂ mit dir? Oh, ich weiĂ: Ich wĂŒnsche mir, dass du dich trotz meiner Kritik super verkaufst, weil du Charme hast und Ambition und Mumm in den Knochen. Und dann wĂŒnsche ich mir, dass dein zweiter Teil nicht nur mutig ist, sondern verwegen genug, um zu sagen: »Ich kann mindestens genauso gut sein wie Thief und Bioshock und Deus Ex!« Denn das kannst du; auch wenn du es im Augenblick noch nicht bist.
Oct 8th, 2012 · Windows · read reviewOMGN: Online Multiplayer Games Network (8.2 out of 10)
(1) Dishonored is a compelling game in which everything from the aesthetics and gameplay come together. The best games are the ones that immediately suck you in, the ones that, through story or pristine gameplay, can make you forget you are playing a game and allow you to spend a few hours lost in their worlds. Dishonored can now sit on the same shelf with Red Dead Redemption and Fallout 3. Immersive and enjoyable, Dishonored is a must-play. (2) Dishonored is a well-designed piece of software which suffers only from its own narrative framework. Despite all the positive things one can say regarding its gameplay and level design, it canât escape the shadow of a flawed morality system that drives the titleâs story forward. It's worth a bargain purchase or a Steam sale, but avoid paying full price for it.
Dec 11th, 2012 · Windows · read reviewEntertainium ( )
Regardless of Dishonoredâs issues, that mainly involve some stealth design and its too predictable of a story, thereâs much to enjoy in Dishonored. From the lived in world feel and its incredibly reach backstory, to all its gameplay possibilities, this is one incredible game. With missions that can take you anywhere from twenty minutes to two hours to finish depending on your approach and numerous secrets you discover, every play through is its own contained experience. Dishonored is simply one of the best and most atmospheric games out this year. This is one choice thatâs very easy to make.
Oct 20th, 2012 · Windows · read reviewGamekult (8 out of 10)
Melting pot d'influences, de Thief Ă Hitman, de BioShock Ă Deus Ex, Dishonored est pourtant un titre unique, un jeu hybride aussi singulier que peut l'ĂȘtre son univers. La recette mi-FPS mi-RPG n'est certes pas nouvelle, mais Arkane l'a prĂ©parĂ©e avec ses propres ingrĂ©dients, mĂȘlant combats dynamiques, pouvoirs originaux et level design de trĂšs haute volĂ©e. Perdu dans les faubourgs de Dunwall, ou rendu sourd par le vent battant les toits de la Dunwall Tower, on reste fascinĂ©s par le rĂ©sultat et sĂ©duits par tous ces choix qui s'offrent Ă nous, sans mĂȘme qu'on s'en rende compte. Quel dommage du coup que cette aventure, si singuliĂšre et si familiĂšre Ă la fois, s'achĂšve aussi vite.
Oct 8th, 2012 · Windows · read reviewAlec: The thing about Dishonored for me is how much it feels right. Jim: Agreed. It overflows with master craftsmanship. Beautifully made. It's a luxury construct. John: It's a stunning spectacle of a game. It's a game-game too - it embraces what only gaming can deliver, and cares so much about delivering it. Adam: It is an important game too, which sounds so bloody pulpit-thumping, but it really is. Jim: So we're recommending people buy it? Alec: I never felt confused or uncomfortable, it immediately made sense, tapping into things and skills I knew well but without simply repeating them. People should buy it
Oct 9th, 2012 · Windows · read reviewIt feels like a game from another timeline, one where Thief and System Shock set the bar for what first-person games could be, leading to designs that were built around intelligent use of space and world-building. I still wish Dishonored were longer but I also recognise that it takes a great deal of skill, hard work and time to create something of this quality; to ask for more in terms of content would be to ask for less in so many other ways. What we really should be asking is for other developers to learn the lessons that Arkane can teach them. Of course, itâs not as simple as that, because for all that there are flaws â there are always flaws â Dishonored is a work of rare imagination and skill, the sort of thing that can't simply be copied and repeated. I hope I'm wrong, but we may not see its like again for a good while.
Oct 8th, 2012 · Windows · read reviewPlayer Reviews
It's an honor to meet you
by Unicorn Lynx (181289)
The Good
Dishonored is the third game created by the French developer Arkane Studios after their debut Arx Fatalis and Dark Messiah of Might and Magic. I haven't played those two games, but their reception by hardcore RPG circles was lukewarm at best. Dishonored is less of an RPG than those titles, and it looks like the developers approached it from a different angle. Very soon it becomes clear than the game attempts to emulate a particular breed of hybrid games from the past, as immortalized by Looking Glass and to a certain extent Ion Storm.
The main inspiration here appears to be Thief II with a touch of Deus Ex. Many people (myself included) consider those games the epitome of intelligent level design and absorbing gameplay. Paying homage to them is a tricky business, since modern game designers are more restricted by mainstream requirements, which state that every game should be as streamlined and as user-friendly as possible. Nevertheless, Dishonored succeeds in most of its lofty aspirations, with only Deus Ex: Human Revolution towering over it as a more successful modern example of genre-merging.
The first thing to notice here is the generosity. We are all familiar with the type of level design that eschews everything except what is needed to complete a stage, with doors that can't be opened by any means, unrealistic structures that scream "it's just a game level", and so on. What I probably love most in Dishonored is that it does away with this kind of thinking. One of the reasons for the immersion it evokes is its level design, which brings back memories from Thief and Deus Ex and all those beloved classics. The levels are large and feel believable. Doors can actually be opened and they lead to areas you do not need to visit in order to finish the mission. The game excels at creating an illusion of a real world around you, a world that exists there because it exists, not because somebody constructed it to serve as a stage in a video game. You sense around you an environment that lives its own life, independent of your presence, and when you explore the locations there is a feeling of wonder and excitement. This is a fantastic achievement that only a few games have been able to accomplish.
Let us not confuse this with open-world design. The key word here is quality, not just quantity. Dishonored is not an open-world game, but it succeeds in creating dense environments that make you feel that you don't need any open-world gaming afterwards. The areas are not only exquisitely detailed - they are full of useful, gameplay-related objects. Collection is one of the cornerstone mechanics of game design, and Dishonored is great at satisfying our collector's instinct. There is so much to find in the stages that it becomes almost overwhelming. In a smart move, the game also tells us after every mission how much stuff we were able to collect and how much of it we missed. If you know that you only got 341 out of 1127 possible coins you are bound to go back and replay the mission. There are no empty places in the game's world, but it's so easy to miss out things that careful exploration becomes a goal in itself.
Gameplay philosophy here is quite Deus Ex-like: choosing different ways and routes to complete a mission is what makes this kind of gameplay so rewarding and thrilling. Dishonored is radical in this aspect: you can finish the entire game without killing anyone or become a walking death machine. In a cool twist they made these choices affect the world: killing more people will call forth more rats to feed on the corpses - which, in turn, will spread the plague and more people will become infected. The freedom of choice is exhilarating, and every mission offers ample opportunities to play it in any style - be it by carefully crawling on suspended beams, seeking out alternate paths and hiding from guards, creatively using your arsenal to sneak upon them and put them to sleep, or risk it all by sniping them with crossbows or hacking them to pieces when they attempt to bring you down. Some instances also offer moral decisions concerning the target's ultimate fate, harming innocents, etc. In short, Dishonored is a game that begs to be replayed and savored to the full.
Dishonored is worth checking out just for its setting. In a world full of recurrent fantasy, sci-fi, and post-apocalyptic scenarios, this game stands out as an example of true originality and thought put into creating a believable setting. Thief II with its mixture of medieval and steampunk is probably the closest famous example, but Dishonored only has a touch of "ye olde Europe" style and instead goes for something that looks like an alternate future of early 19th-century England where science continued to develop while society did not. In other words, the game's world is full of grim cruelty associated with the Middle Ages coupled with the oppressive, hierarchical social structure of a powerful empire and crude technology, producing a setting with electric torture chambers, messages recorded on mechanical devices, industry powered by whale oil, and wooden crossbows fired in a mad scientist's lab. Books scattered through the levels provide more insight into this interesting world and add more depth to it.
This world is also incredibly detailed, inviting you to stop and gaze at all those little things that make it come to life. You know that art designers put their hearts into the project when you stop fighting on a staircase in a gorgeous brothel just to admire stylish black-white photographs decorating the walls or when you stare at a thug taking a leak near a dumpster containing a mechanical trap device. Posters, paintings, furniture, architecture, clothes - everything has been paid attention to, everything exists for a purpose, with rare coherence and conviction that, once again, makes you forget that you are in a game. Never since Bloodlines have I seen such a lavishly designed game world full of contrasts, beauty, and artistic inspiration.
The Bad
It looks like Arcane couldn't quite shake off its "magical" past, and as a results made the unfortunate decision of adding magic to the setting. This was a bad choice for two reasons: first, the world of Dishonored was already complete and even homogeneous in a certain way, and magic just gave it an unnecessary edge that came close to destroying its delicate balance. Second, magic had a similar effect on the gameplay as well, ruining an otherwise successful equilibrium of rough combat and nerve-tickling stealth. I didn't even touch the other spells, but Blink is given to you right at the start and there seems to be no way to avoid using it in certain situations. The problem is that Blink quickly become a cheap way of dealing with enemies, giving you an unfair advantage in a game that is not too difficult to begin with. Blink behind an unsuspecting enemy, choke him and drag away the body - this becomes a recipe you'll be too tempted to follow, as any other way of surpassing your obstacles is significantly more troublesome. In a rare case, I wish there was a patch that removed (or at least weakened) certain elements of a game. Dishonored would have been a more complete package if magic weren't there.
The story is disappointing. A setting like this could have become a stage for a cool tale full of mystery, intrigues, and ambiguous characters. Instead we get a schematic video game plot we've seen countless times before (even if we consider first-person 3D games only, the plot of Strife, released sixteen years before, is by and large identical), with a twist in the middle that feels by-the-book and predictable. Most characters lack charisma and personality, and most of the dialogue is as bland as they go. Voice acting is uniformly forgettable, and scenes that are supposed to move us emotionally barely do so. It is a bit sad to see that storytelling standards in video games are so low that even a game of such caliber survives without bothering to come up with anything more original and involving.
The Bottom Line
Dishonored may fall just short of the giants of the past, but it is nevertheless in the top echelon of smart gaming and an instant modern classic. Original setting, generous and inventive design, and loads of atmosphere resurrect the kind of playing experience we thought was mercilessly destroyed by modern streamlining, and restores hope in a better future for the medium.
Sep 15th, 2017 · Windows
One does not simply kill the rat plague
by Hugh Instead (18)
The Good
Imagine a stealth game thatâs stuffed with phantom dark shadows which all guards see, but you don't, because you're a cat like that. Place some candles in the isolated rooms so you could vent steam by blowing at the poor things. Generously splash on a good amount of pattern recognition and sneaking in plain sight. Pour some sword and some choking, add some guns and some tranquilizers. Possess a guard, summon a herd of rat-looking moles from under the earth, blast them away with a deadly wind out of your hand, stop the time just because you can, merrily teleport away from the mess youâve created. This mess should give you a pretty good idea of what Dishonored plays like. Unless you're a sceptic for whom Dishonored would play like your regular stealth game with lots of pleasant climbing and searching for the ways around obstacles.
But ignoring teleportation is rather like eating a cake box instead of the cake itself, for the quick accessibility of everything brings so much pleasure to the gameplay. Although it has a price too. The locations don't surprise or amaze you with their greatness and even sneaking through places that should, like the giant bridge, feels a bit like a stroll through your own kitchen.
And it's not the only thing that's underwhelming. The whole game just isnât exactly drearie, dearie, despite the mounts of corpses everywhere and loads of sad abandoned buildings. And itâs a good thing because itâs cozy and pleasant to play. And if you have a problem with your scary game with a plague in it being cozy, you should probably contact the tech support.
On the technical side, itâs done rather nicely. Your screenshot taking finger will ache, scream and beg for mercy oblivious of the sometimes poor texture resolution.
Your ears wonât ditch you for that Prokofiev loving person next door too. Even though thereâre no long memorable compositions in the game at all, at least thereâre some nice short ones â and being repeatedly brought to the base location while listening to one, boy will you remember it.
Even your brain wonât seek to be extracted by a rogue dentist for the writing isnât at all bad. It has a funny reference to Thief. It has unusual intriguing characters (or rather a character). The scattered around books sometimes contain nice ideas and are at least remotely interesting, although the game could really do with more of them. If youâve read stuff thoroughly in the first two levels, then there wonât be much to read for the rest of the game, since most of the books have copies and even those copies sometimes have copies too, strategically placed so you would see them again and again.
Even some plot devices work as they're expected to, and that doesnât disappoint in providing a really nice contrast toâŠ
The Bad
âŠthe plot devices that don't. Which are most of them.
Because the story itself sucks rats, and in so many ways too. Not only its logic and originality are dangerously close to something Rhianna Pratchett would write, it also screws up all the potential the game has for becoming something more than just a fairly nice experience you choose to discuss the quality of your tasteless breakfast scone over. And one had to try really hard to screw it up here.
The thing is, the archetypal stories about revenge are pretty much autonomous. They donât need unexpected plot twists, they donât need hidden messages, they donât even need complexity. All they need is a hero you can sympathise with, a bunch of mean bastards you can trample on and a way to make it personal for the hero. Thatâs it, and all the three points is where Dishonored shamelessly fails.
There is no hero â only a shell with a bunch of replies that donât convey a shred of character. Yes, make me some gear. Yes, take me to the next target. No, Iâm not a mute scary freak who stares at you holding a blooded knife in his hands while you talk.
Thereâre no mean bastards. Well, thereâre bastards. And they do their things not quite out of kindness. But if you take for granted that adversaries should at least inspire some respect by not having the intelligence of a dead whale, youâre out of luck. And instead of justified hatred most of the time you feel... pity. What a nice way to trick people into thinking that revenge doesnât solve anything, Dishonored! Wait, what was your slogan again?
And itâs not even close to personal. I mean, yes, the bastards framed Corvo for the murder of the empress and tried to execute him. But was she the love of his life or was she just a really good employer who always gave him the raise he wanted? Is this Corvo's daughter running around or is it his grandmother who suffers from the growth hormone deficiency? Is Corvo a man or is he secretly a bird so he can indefinitely stand on a rim of a flimsy cardboard box standing on the edge of a skyscraper precariously balanced on top of the Tower of Pisa? I honestly donât know. And why is that I donât know the most simple facts after spending over forty hours in the game, reading every scrap of paper and seeing all the endings playing as Corvo?
Oh no, I did notice theyâve gone for âinvent the vital parts of the story yourself and donât feel that nasty disappointment if something weâve come up with wasnât good enough for youâ. And itâs ok as long as you give players the opportunity to clearly express what theyâve thought up in the various situations, like RPGs usually do (ok, who we are kidding, rarely as drunken whalers survive to sober up do). But thereâre virtually no important choices in the game at all, except for just the one. And all you get after it is a drivel of the one of the characters about how Corvo quite possibly doesnât know why he does things himself. Dear developers, seeing your own mistakes is very nice of you. Coulndât you fix them or something while you were at it?
But what really smacks you on the cheek and yells âImmersion!â in your ear when youâre finally starting to get immersed are little things. Cheap things. Like when you realise thereâs only one song known to the citizens of Dunwall.
Or graffiti. The same ultra realistic graffiti are everywhere! The legacy of some pessimistic maniac who needed to tell you that you can not kill the rat plague rather desperately. And all the ads of the new indie rock band âBlood From the Eyesâ. âSend us food, not bulletsâ, they write in the closed off apartments accessible only by unhealthy courageous climbing or magical teleportation. Surely the kind postman climbs among us! And what a sad world it is if they have no spud guns invented yet... By the way, didnât you somehow manage to forget that you can not kill the rat plague? Well, you canât.
And you can tell fortunes with this game! Just tell me, Dishonored, will anybody ever like the same bland dialogs repeated over and over? (Indeed, I believe so.) Could there be a suitable explanation of why do the guards answer all the questions with the same 8 ball phrases? (Chances are very good.) Does it include owls or the murderous cherry pie? (Never doubt it!) Ok, it's getting tiresome, I should probably blow off. (Blow off!) But tell me, why on earth they didn't pursue a storyline about that mysterious 'he' who says to undress to so many women? (Never doubt it!)
But (as if adversaries werenât enough) you can also interact with your allies. For example, Corvo's typical briefing sounds very much like this: 'Hi. This guyâs a meanie. Go kill him. Climb in the boat and go. Bye.' And way-hey and up he climbs, accompanied by the playerâs silly outraged screams about proper discussions and preplanning.
Well, it does seem like a little excessive measure when you know that the guards have severely impaired vision and a healthy tendency to overlook the defencive mechanismsâ sudden malfunctions (at least they can recognize a bottle when it hits them in the arse), but itâs believability that suffers. And once this 'donât you have someone to kill blow off' dialog happened with the senders slumped over a map discussing things. But not with Corvo, who actually does the missions!
Also, is there a stealth game at all that doesnât do the âHeâs probably watching us right now out of those shadows, ewww, how dreary indeedâ joke? (Blow off!)
Another thing, for a game where you need to access unobvious places to get your levelupping runes it really lacks the New Game+ feature. I completed the game, heck, I did it twice on the hardest setting (which wasnât much harder than normal, mind you), can I please have fun with the creative killings now from the very beginning, and not from the middle of the game where you can at least pretend you got the half of the stuff you want? âNo!â, says the strict game injuring its neck with a severely starched collar. âWe canât allow fun! Oh well, you can replay separate levels with the abilities youâd gathered by that point, but thatâs it, and donât even think to ask for more. And before you do ask for more, know that there arenât even cheat codes!â. Truly Victorian!
But then again, what did you expect from a game that stuffs your pockets with guns and threatens to show you the bad ending if youâll have the nerve to use them?
The Bottom Line
So it was an unfairly short, sadly and rather stupidly spoiled, but still fairly nice experience, one that doesn't change anything inside you but undoubtedly pleas⊠Oh wait, no, it was probably just the wind.
Jan 2nd, 2013 · Windows
Contributors to this Entry
Critic reviews added by jaXen, Cavalary, Cantillon, Patrick Bregger, Alsy, Samuel Smith, Jake AM, Atomskyu690, Tim Janssen.