A Knife in the Dark
Ryan Gilliam
To
be asked to describe Dishonored, is similar to being asked to
describe a priceless
painting.
It is beautiful, and is almost unanimously praised, yet everyone
experiences it
so
differently. When one person looks at a painting, they may feel very
differently than
the
last person who viewed the exact same painting. This is a very
similar experience to
Dishonored.
Just
like many paintings, Dishonored creates a fresh, new world for the
player to learn
about
and explore. The quality of Dishonored’s fiction is something
gamers have not
experienced
since 2007 when Bioshock was first released. Dunwall, the city the
game
takes
place in, is a whaling city, and the hunting of whales brings the
fuel for most
technology
in the world. The setting and universe feel unique and unexperienced.
It
gives
the player an erie sense of unease while still exciting them enough
to explore both
the
the darkest alley and the highest castle.
player
experiences the game through the eyes of Corvo Attano, The Empress's
personal
body guard and Lord Protector of Dunwall. Within the first ten
minutes of the
game,
after one of the best tutorials I have ever experienced, the player
is treated to a
cutscene
in which the Empress is murdered, Lady Emily is kidnapped, and Corvo
is
blamed
for everything. Corvo wakes up in the Dunwall Jail, merely hours away
from his
set
execution. This readies the player excellently, giving them a firm
motivation for the
missions
ahead.
Dishonored
is, to some, a stealth game, and to others, a first person action
title. Imagine
a
game with the first person free-running of Mirrors Edge, the plasmids
from Bioshock,
and
the mission structure of Deus Ex. Armed with a sword in one hand and
a secondary
weapon/power
in the other, Corvo is capable of inflicting lethal force upon his
enemies;
the
choice of whether or not to use that power lays neatly in the hands
of the player.
Corvo
is given unique abilities by The Outsider, Dishonored’s “god”
figure, early on in the
quest. While there are many different powers, with many different
uses, Blink is by
far,
the most important ability given to the player. It allows Corvo to
teleport a short
distance
in any direction. This makes for an excellent way to climb buildings
and
traverse
the city. Having the option to walk in the front door and start
slaughtering, or
climb
in through a third story window and silently make your way through
the mission, is
part
of what makes this game so special and repayable.
The
games environments are absolutely beautiful and a ton of fun to play
around in.
With
many entrances and exits, you will find yourself running all over the
place just to
see
how you could have gotten to same the goal in a completely different
way. Most
impressive,
is the consistency. While you will visit many of the maps multiple
times, they will
be different depending on the outcome of your last mission. This all
boils down to the
system of “The more people you kill, the more carnivorous rats
appear in the area. The
more carnivorous rats in the area, the more weepers (Dishonored’s
zombie
equivalent
enemy) you will have to deal with.” It is an excellent system that
really
immerses
the player deep into the world of Dunwall.
In
Dishonored, players will use pistols, crossbows, and Stop Time in
perfect tandem
with
their blade to cut down specially selected men and women of Dunwall
city. The
variety
of options available even extend to a completely pure playthrough,
where the
player
can dispose of everyone, including their targets, in a non-lethal way
The
combat, should you choose to engage in it, plays excellently. Whether
you are
silently
eliminating people with the sniper like crossbow, or blowing people
apart with
the
shotgun like pistol, you always feel rewarded after a fight. The
sword is the primary tool
at Corvo’s disposal and is always equipped in his right hand. In
active, open combat,
the sword can occasionally feel cumbersome, clashing endlessly
against the swords
of your opposers. However, when using the sword stealthily, or once
you have mastered
the timing of blocking and countering mid-combat, the blade will
begin to feel more
like an extension of Corvo’s arm than a clumsy tool.
For
all of Dishonored brilliance, it does have one fatal flaw, its third
and final act. When
the
player reaches this point, they will be forced to play through
several missions worth
of
content that is little to no fun. The missions break away from the
excellent
assassination
formula, and move into a point A to B mission structure that just
doesn't
seem
to fit. More importantly, this is the only time in Dishonored that I
was bored by the
environment.
The game redeems itself in its final mission, but the end cutscene is
short
and
makes the game feel like it just ends with no real sense of closure.
Conclusion:
Dishonored
is an excellent game, with a disappointing ending. It finds its own
voice in a
sea
of seemingly similar titles. Dishonored is one of, if not the best
game of 2012 and a
must
play for this generation of consoles. If you are looking for a game to fulfill your need for justice, look no farther than the rat infested streets of Dunwall.
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