I did something amazing the other day, I finished a game
less than six months old. I’m usually way behind with playing the latest
releases, simply because it’s hard to find the time to play them all, but I saw
Dishonored at half price, and well, you can’t pass up an offer like that can
you?
I get the feeling that Bioshock was quite the influence on
Dishonored as it developed. From its first person viewpoint and watery setting,
to a couple of pivotal game mechanics. Like Bioshock, the left and right
triggers control your left and right hands. In your right hand is a fairly
conventional sword. You swing it about in the conventional manner, stabbing
people in the conventional way. To me, first person sword combat often never
feels like much more than swinging your virtual arm around, hoping to hit
something. In Dishonored, the sword combat is slightly better than that.
Enemies react to where you hit them, and Corvo, the game’s lead, will often
grab his assailants and execute them in a satisfyingly gruesome manner. The
left hand is where the Bioshock influence comes. Corvo has supernatural powers,
gained from collecting runes, and can augment his abilities with bone charms.
Switch Runes for Adam, Bone charms for Gene Tonics and Powers for Plasmids and
you will understand everything you need to know about what the left trigger
controls. Even the health and mana bars in Dishonoured are the same colours as
Bioshock’s health and Eve bars.
The powers aren’t a straight rip off though. Where
Bioshock’s plasmids were mostly offensive, Dishonored’s powers are more
neutral. They tend to be aimed at helping you traverse Dunwall as quickly and
as silently as possible. Key abilities such as the short range teleport, time manipulation and the (brilliantly fun to unleash) Rat Swarm can be chained with offensive moves to create some really
interesting and fun combat options. Personally, one of the reasons I’ll be
replaying the game will be to experiment more with them.
I had a few minor gripes, the main one being that the game
actively encourages a quicksave and retry style of play that might work fine on
the PC but is a bit of a pain to do on my Xbox. Frequently flicking in and out of menus to save after a particularly difficult section really breaks the flow of the game and the it breaks the immersion too. I also would like to have been
told that my style of play would affect how the game ended after I had finished
the game. Being told this in the
loading screens meant that I automatically held back on the carnage to make
sure I got the good ending. After all, who doesn't like a good ending? I would have
preferred to have been surprised. Really though, they are minor things and
didn’t affect my enjoyment of the game so much as to ruin the experience. My main issue with
Dishonored isn’t a gameplay issue at all. I found my immersion in the world
Arkane have created was slightly broken
by the wooden animation of the NPCs, particularly the facial animation. Okay,
it's leagues better than the typical Bethesda dead from the jaw upwards work, and in freeze frame it can look quite good but it
isn’t great, especially when you compare it to the stellar animation in games
like Uncharted 3, Enslaved or Final Fantasy XIII. Hell, Portal 2’s personality
cores were more expressionate than any character in Dishonored, and personality
cores don’t even have faces.
All in all, despite the rant, Dishonored is a fabulous game. My issues may not necessarily be a problem for you, and in the grand scheme of things they aren't a problem for me either. I enjoyed every moment I spent in Dunwall and I’ve been recommending it to everyone I know who plays games. I’ll be playing it again, and I think I’d like
to see a sequel too, if only to visit Dunwall again and see if Arkane have
given Corvo a voice.
Now, I'm finally going to get round to starting Bayonetta. I've only had it for six months...
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