GENRE(S): Action-adventure,
Stealth
AVAILABLE ON: PlayStation
3, Windows, Xbox 360
DEVELOPER(S): Arkane
Studios
PUBLISHER(S): Bethesda
Softworks
RELEASE DATE: October
9, 2012
Arkane Studios' work on their greatest hit – back then, just a
handful of hope for the struggling studio – began in 2009, which
was to be the year of the assassin adventure; in the end of the year,
Ubisoft launched the mother of all sequels in Assassin's Creed II. A
niche was getting set up, which might be one of the key reasons to
ZeniMax Media reaching towards Arkane Studios and buying it in hopes
for a different, yet just as groundbreaking tale of murder and
conspiracy to be released under the oh, so fabled Bethesda Softworks
banner. By the time Dishonored finally came out in 2012, the niche
had gotten much bigger, it was all but perfect for a new stealth
action IP. Assassin's Creed was no longer at the top of its
popularity, but waned just the right amount for a new game to come
collect its remaining harvest. Released almost a year before, Skyrim
smothered the Bethesda Softworks logo in molten gold, and still
continued to flourish, as fans all around the world were eagerly
anticipating the arrival of the third and final add-on, the
magnificent Dragonborn. There couldn't have been better circumstances
for Dishonored to hit the shelves, and for a completely new game, it
sold well. It was loved by critics and gamers alike, and hailed by
many as one of the greatest new franchises of the century, the
perfect mix of a stealth-based action-adventure and a Bethesda RPG,
but never to my account, a real masterpiece. I don't remember anyone
ever giving it a straight perfect review. That figures. Dishonored is
not a perfect game. What Dishonored is, though, is a good start.
Requiescat in Pace, or don't
Requiescat in Pace, or don't
We're in 17th century England, a very industrialized and
very fictional one. Empress Kaldwin's personal bodyguard Corvo Attano
– a quite intimidating, soft-spoken guy with supernatural talents –
returns home from a long journey, only to be brutally framed for his
liege's (and lover's) murder, as well as her daughter Emily's
abduction, by the Empress' spymaster and his hired help. Six months
later, on the eve of his execution, Corvo escapes prison with the
help of a group of imperial loyalists operating on the far outskirts
of the city of Dunwall. With these loyalists at his back, Corvo
starts picking off the spymaster's – now Lord Regent – cohorts
one at a time, and aims to rescue Emily from her real captors in the
process.
Dear sir, I do believe you're getting fucked. |
Double, double toil
and trouble
Dishonored actually has much more in common with Metal Gear Solid
than it has with Assassin's Creed, IF it can really be compared to
any earlier game in existence; it really is a rare game of its very
own kind. So, let's just leave any comparisons to any game that came
before out right now, and just concentrate on the distinguishing
features of Dishonored.
And down he goes. |
To effectively sneak around in this severely plagued police state,
Corvo has a wide array of gadgets and supernatural talents granted to
him by a spirit of an intentionally vague alignment; he's kinda there
to remind you of your own alignment and the ending you're going to
receive for your actions. No need to browse through them all, but a
few examples would be nice. You can possess rats (which there are
plenty of, I can assure you, and all the more if you keep icing
folk), bloodhounds and fish (really) to access certain types of path-
and entryways. At a more advanced level of this ability, you can also
possess regular enemy soldiers. You can't do anything to directly
harm anyone – except push them off cliffs by just walking into
them, that's fun (not to mention walking off a cliff yourself) –
but this is a standout method to get closer to any enemy that's
actually your target, including main mission targets. Your basic
method of stealth movement is a teleportation ability you'll gain
almost immediately after the first mission of the game, it's a real
diverse hoot once you learn to use it properly and to great effect.
Of course, as in any self-respecting game nowadays, you can hack all
sorts of enemy equipment to function for your cause with the Rewire
Tool. Finally, I guess I'll mention Thief Vision, which allows you to
track enemy movement behind walls. So, it's kind of like Batman's
Detective Mode, only you can use this for a very limited period of
time and it really isn't quite that useful. Oops, a comparison.
Ouch. That'll leave a mark. |
Dishonored is full of good, innovative ideas, but their execution is
very rough-edged, very clanky at times. The gameplay never quite
leaps the expected standards of the publisher or the genre. Close
combat is somewhat clumsy, ranged combat has somewhat random
registration, and the radial menu for the abilities and weapons is a
complete fucking nightmare at its worst. Instead of the ability you
pick, the game very often picks another one. Let's say you pick Blink
to teleport right behind an unsuspecting guard to stab him in the
neck, and when you use it, you notice that well, the game didn't like
your choice and chose a hand grenade to throw at the guard and
perhaps kill him, but also alert every damn guard in the vicinity.
Like I said, a fucking nightmare. Always double-check.
VERDICT
Dishonored's flaws might be few, but it's a fairly lengthy game, and
these problems, few as they are, follow the trail from the beginning
to the very end, only getting worse with time and difficulty. It's
not a stellar game as far as gameplay is concerned, but it has so
much great ideas, a whole new, such great take on the stealth action
genre, and such a good story to it, that it really should not be
ignored by anyone. Not with a sequel on the way.
8.4
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