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 have to say I’m really, really impressed with Dishonored, both
with the game itself and the developers for taking a chance on an ambitious new
IP like this. It’s that rarest of beasts, a single player only adventure and a
new name on the shelf. And while Dishonored is not quite a masterpiece, I
thoroughly enjoyed every minute I spent in the whalerpunk city of Dunwall.
After Fable’s Albion, Dunwall is the most English feeling fantasy world I’ve
ever set foot in, game, book or movie. It feels like a hyper industrialised
Dickensian London, complete with rats, dingy alleys, an uncaring aristocracy
and English accents throughout. A fact made even more astounding when you
discover that Dunwall’s creators, Arkane Studios, are French.
I say all the time that a great setting helps to make a great
game, and it seems that Arkane agree with me. Advertisements for refined whale
oil and whiskey are posted to the sides of houses. Propaganda booms over the
loudspeakers. Notices about tax and the rat plague appear on street corners,
and there is art everywhere. Landscapes of Dunwall, images of whaling ships,
portraits of the great and good of the aristocracy pepper abandoned and flooded
mansions, and in the Golden Cat , a ‘bathhouse’, portraits of women of ill
repute dominate the walls. The art is universally fantastic too. I found myself stopping to get a closer look at many of the paintings I passed on my way through the game. Also scattered around the city are notes and books that
help flesh out the history and culture of Dunwall. They can range from the
lyrics of “What shall we do with the Drunken Whaler,” to excerpts from plays,
to notes on the occult, to Bioshock style audiologs. You can see all the thought and all the work that has gone into giving the game a sense of place. It all serves to make
Dunwall feel less like a construction of polygons and textures and more like a
lived in, and dying, city.
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.
Also, while I’m ranting. Why on earth is Corvo a silent
protagonist? He clearly has a personality. You only have to look at the way he
treats Emily to see that. He even has lines of dialogue, to a degree, in the
options that flash up on screen when you interact with somebody. I would have
felt more for Corvo, if he had a voice and a personality, if I understood his
motivations and his relationships with the other members of the cast. Denying
him a voice seems to be missing a trick. That said, the rest of the cast, and the excellent voice work provided for them, help
to deliver a very enjoyable story. It’s simple, yet effective, with a satisfyingly
organic and human final act. You can understand why the antagonist has done
what he has.
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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