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Dishonored review

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Krikkit 16th October 2012, 16:52 Quote
Quote:
Originally Posted by wuyanxu
Very nice, so you have formed a very strong opinion of the game based on its graphics and the premise of the story. I guess the later set piece missions are not important, the upgraded powers are irrelevant and the deep history of the world should be ignored.

...And any reviewer who has formed a different opinion should be totally lambasted as a know-nothing hack. Mongy indeed! :p
Waynio 16th October 2012, 18:30 Quote
Quote:
Originally Posted by Krikkit
...And any reviewer who has formed a different opinion should be totally lambasted as a know-nothing hack. Mongy indeed! :p

:)

I recall Joe praising the gameplay & the way things change in the game depending on how you play it, I think it's a pretty mint game & all the littered bottles & bits you can throw at walls to distract guards while you sneak past is nice.

It really depends a lot more on how you play the game, if you just march through the game killing everything it won't be as satisfying, if you get creative with your approach it will be pretty cool so can be as good or crap as you want it to be & that does make it a bit special really.

Take the actual rating with a pinch of salt & focus more on what he says in the reviews & you might be less disappointed if you make your purchases based only on a rating instead of all the bits that sound cool a reviewer mentions.

Games can have many elements of awesome note with few minimal elements of weakness for reviews so are quite different to hardware reviews where the score for all it's elements are important.

It can feel quite mirrors edgy mixed with a lot of crazy awesome powers, I don't regret purchase at all, only thing I do regret is it being that good it caused a bit of a delay on my project & I've nowhere near completed the game. :)

Intro to the story is weak & doesn't seem to get much stronger but the game play is nice, the story doesn't need to be strong, game-world is nice, graphics it's one of those games that remind me why we don't need multiple GPU's yet so that's a +1 for me & many but it is nice & clear & not blurry like console games are, that's the main thing I don't like about console games, no definition & a blur fest. :D

I am not qualified to say if the story is weak or strong really because I've not completed it yet. :D

Good game, good review Joe.
Paradigm Shifter 16th October 2012, 19:11 Quote
I've now put enough hours into the game and got far enough that I feel able to comment...

Can't say I found it as good as Joe makes it sound. It just felt like poor mans supernatural-powered Thief 2. Some textures were great (swords, walls with signs on) some textures were terrible (hands, some tile and brick textures). It often suffered from the bloom-colour-saturation that seems to plague most Unreal Engine 3 games. The story was so cliche you could see each twist coming a mile off. Despite that, it was definitely enjoyable.

But to each their own; one review can't cater to every taste, after all. :) I just can't help but feel I've played much better games.

Overall, a decidedly average game. Not bad, but not the masterpiece the review makes it out to be. If I was being generous I'd have given it 80... if I wasn't, probably 65-70. It does what it does well, just not in a way that leaves me with a lasting impression.
[PUNK] crompers 16th October 2012, 21:34 Quote
just finished the game and although the ending is pretty meh i have to say i generally loved it, looking forward to another play through in a coupla weeks when i plan to be less sneaky and more MENTAL
DLDeadbolt 16th October 2012, 21:37 Quote
Where's the cheapest to get this?
m0ngy 16th October 2012, 23:49 Quote
Quote:
Originally Posted by wuyanxu
Very nice, so you have formed a very strong opinion of the game based on its graphics and the premise of the story. I guess the later set piece missions are not important, the upgraded powers are irrelevant and the deep history of the world should be ignored.

No, the later set pieces and "upgraded powers" are completely irrelevant to a game which looks and feels samey and dated.

Dishonored brings nothing new to the table; the gameplay is merely OK, but there's nothing truly exciting or innovative about it. You get the feeling it's been done so many times before. At least Thief had the stealth indicator, which allowed you to avoid enemies using some skill, and with a sense of impending doom, should you be discovered. As another user posted, what's the use of employing stealth elements if you can simply bash your way out of trouble when discovered?

The supposed stealth elements in Dishonored are completely arbitrary, simplified and dumbed down. There's no variation, no subtle nuance involved, it's either on or off, and it's of no consequence anyway 'cause your characture is so comparatively overpowered.

And getting back to the graphics... So, you rip some guys head off in a pretty weak animation, then pick it up. There's no arm reaching out, holding it by it's bloody, clumped hair, as you might expect. The head simply appears as a free floating, completely static, one dimensional image in front of you, near the middle of the screen. Looks like a pasted on .bmp, impervious even to light sources. Wow, mind blowing graphics! GotY! This is 2012, isn't it? Clearly, others are impressed by this garbage, but some of us have expectations of real technical advances with such massively hyped releases.
Quote:
Originally Posted by Krikkit
...And any reviewer who has formed a different opinion should be totally lambasted as a know-nothing hack. Mongy indeed! :p

Hey, wait a sec, the author said, "Dishonored might be one of the best games I've played in the last ten years." Well, I've played the many of major PC releases from the past 20 years, and I'd suggest there's nothing special - at all - about Dishonored, perhaps the most over hyped game in the same period.

He also said, "It's tempting to go into excessive detail about the features and plot." What? The plot doesn't even warrant a description, it's so banal and one dimensional.

He also states, "This isn't a game which holds your hand all the way through or forces you to solve things in a certain way." Well, actually, yeah it is. In fact, that's exactly what it does. It employs every conceivable noob assist borrowed from so many other samey titles.

I could go on, but I've wasted enough time on Dishonored.
Hrodwulf666 17th October 2012, 01:11 Quote
I've completed this game twice since it released. Once in a blood soaked rampage and again with a non lethal approach. The second play through was the most rewarding. Its just fantastic, really replayable. There's no question as to whether you should buy or rent this game, with so few others of its ilk, its a no brainer. It's not perfect for sure, buts its possibly one of the finest and well made games out there at the moment. A must for fans of the Thief series and Bethesda games in general. There's no argument against it, its a really good, simply enjoyable game and that what us Gamers like isn't it...really good games!
wuyanxu 17th October 2012, 14:11 Quote
Quote:
Originally Posted by m0ngy
least Thief had the stealth indicator, which allowed you to avoid enemies using some skill

Not sure if serious..... Skill comes from stealth indicator?
Sloth 17th October 2012, 21:32 Quote
Quote:
Originally Posted by wuyanxu
Not sure if serious..... Skill comes from stealth indicator?
I'll take a bite at this as well.

The purpose of a stealth/detection indicator is simply to provide feedback to the player regarding how their actions are affecting the stealth mechanics of the game. Historically this indicator has been some type of icon or meter displayed to show how easy it is to detect the player but that is by no means the only way of implementing such a feature. Dishonored does have a stealth indicator. With the ability to see enemy lines of sight and even one's own noise made players are made aware of how their actions are interacting with the stealth mechanics. Additionally, detection has a separate indicator in the form of icons around NPC's heads when they're more or less aware of your presence. God forbid developers innovate and create something less artificial and unoriginal than a stealth meter!

So now that we've covered Dishonored having a stealth indicator, what's the real reason for having one and does it increase or reduce skill? As I said earlier: indicators merely provide feedback to players regarding mechanics which would otherwise be transparent. They're courtesy features to make games more enjoyable and involved by making players spend less time wondering what the game will and won't allow and more time actually playing. The actual mechanics involved don't change because of the presence or lack of an indicator so there's little impact on skill involved. One could argue that having an indicator allows players to push the limits more, but another could argue that no indicator is removing a crutch and requiring players to truly understand the game. It's just a difference on how the developer intends the player's stealth to behave.
Blademrk 18th October 2012, 10:21 Quote
Plus, I would like to point out that the incentive to use stealth and not kill everyone is that the ending is supposed to be different if you choose the stealth approach.
Quote:
Originally Posted by Ars Technica Review
Corvo also has a handful of offensive superpowers available, but I didn't find them quite as useful. That's mostly because, for all the game's talk of letting players decide between stealth or action, Dishonored is ever-so-slightly tilted toward sneaking around over running in with guns blazing. The game's "chaos system" reprimands you for killing too many people by filling the world with shambling zombies and giving you a "worse" ending at the end of the game if you're too lethal.
barrkel 19th October 2012, 04:22 Quote
Quote:
Originally Posted by barrkel
I think, having seen the user reviews, I'm going to have to give this one a miss until it's on sale. Sounds linear, safe commercial pap. Not sure how it got so much hype.

OK, I relented, bought it, finished it. I give it 90%; great effort, impaired by poor plot and dumbed-down gameplay; it's also very short - 24 hours for me, fairly complete exploration (knocked out about 80% of guards, found almost all ways in and out), but only one playthrough (low chaos ending).

I think Corvo would have worked better as a voiced character like Thief's Garrett or Deus Ex's JC Denton, than a dumb reactive protagonist like Half-Life's Gordon Freeman. It didn't really work for me in Half-Life either - why did a PhD physicist need all these eggheads talking condescendingly to him, with Gordon acting like little more than a hazard suit of muscle?

The plot was unsatisfying. Way too many books and notes - if these had been used far more sparsely with useful info, I may have read more than 5% of them. And on the other hand, your "todo list" in the form of the mission objectives don't elaborate at all on why you're doing what you're doing, it's just go here and (optional) go there. It's all or nothing, and I fell on the nothing side. Twist very predictable - almost de riguer these days - and very late, almost like an afterthought.

But the biggest problem was the gameplay. Corvo is overpowered, and the terrain offers too many ways to navigate, so there's no challenge. Blink removes most of the tension from creeping around, while Dark Vision completes the job. I felt more like Batman than Garrett: blink-shuffle-blink, spot a victim, blink-throttle-grab-blink, hide body where it won't be found, rinse and repeat. There's no difficulty aspect, even when being non-lethal and ghosting, until Tall Boys came in, an enemy you can't knock out non-lethally - but still not a huge bother. I had a surfeit of runes, so I eventually got Shadow Kill and Bend Time and played the last mission killing everything I could, and it got even easier.

Whereas I remember playing single Thief levels for a whole evening; parked up in a shadowy corner of a room, looking at a spot on the far side of the room I wanted to get to, looking at guard patterns, observing the floor and ceiling surfacing for suitability for running / jumping / rope arrows. Laying down some moss, planting a rope arrow in the right spot, then timing a dash and jump to climb out of sight while the guards' backs were turned. And this was only knowing the objectives and a (very) rough map; Dishonored has mission and powerup breadcrumbs visible across the whole map, so you always know where to go.

IMO the game could have gotten a lot better if The Outsider had decided to take a disliking to you 40% of the way in, and started taking back his powers; and if it had more enemies that couldn't be knocked out, but could still be sneaked around. Oh, and nighttime. Someone should have told Samuel or "master strategist" Martin that covert missions work better in the dark.

So overall, like I said, great effort, but a sad indictment of the game purchasing public if this is the hardest core of sneakery they're willing to buy.
Bauul 23rd October 2012, 15:31 Quote
Quote:
Originally Posted by barrkel
Words

But, would you agree that Dishonored does combat better than Thief? Once I've completed by ghost/no kills run, I'm going to re-do it for a high-chaos run and kill everyone in as bloody manor as possible. It seems to me the point of Dishonored is the choice of how you choose to play it.

Two questions though:

1) If you didn't like the objective markers, why not turn them off?

2) What's wrong with feeling more like Batman than Garrett? It's almost as if you were expecting to play Thief.
Krikkit 30th October 2012, 10:40 Quote
Completed this last night, and I agree with a lot of what you guys said - to start with. The first hour of gameplay I wasn't very impressed, without any powers and still being new to everything it didn't gel very well... Something just didn't quite hook me in, but I persisted.

Then once the missions started it suddenly clicked, and I loved it. I started with a fair amount of killing and chaos, but later switched to a ghost/kill-free stream, which was more fun (although I'm looking forward to a chaos-free kill allowance in a mod at some point).

One thing that strikes me is how adjustable everything is. You could play the whole game (almost) without using a single power and find it incredibly difficult, especially with the difficulty ramped up to Very Hard. On the other hand you could just use one or two powers as you choose for increased challenge. Blink makes it pretty easy in parts, as does the vision power, and the scope of the levels lets you do a lot of things without even touching an enemy if you want.
Podge4 20th November 2012, 22:07 Quote
I've just finished it, i've enjoyed it from the beginning and only really used two powers, blink and the sight one, didn't really want to use the others. I only used them near the end because i'd unlocked them.

I started like i do with these type of games to not kill if i can but by the end of the game that went out the window, next time i'll "try" not to kill anyone. Might open up the tarot card set i got with it now to see what they're like.
Shirty 28th November 2012, 15:32 Quote
I just started this a couple of nights ago, only just out of prison so only a short way in. I wonder whether I'll form as strong a set opinions about the gave/devs as m0ngy :p

Seems decent so far, but still a way to go before I start to see the mechanics unfold...
Teelzebub 28th November 2012, 16:51 Quote
I've played it three times not a long game at all overall I thought it was pretty good although a little short
Shirty 28th November 2012, 16:55 Quote
Yeah but you've got the luxury of time - you got kids out of the way years ago!!
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