Dishonored: Achievements, Abilities, and Absurdities

Dishonored:
 
In this final article on Dishonored, the plan is to review the two styles of play (stealth vs. combat) and the many absurdities contained within.

Thief: The Dark Project revolutionized the first person genre (though I did not play it on release, nor appreciated it over a decade later) by altering the template. It was one of the original first person games to abandon the FPS model. Thief forced places to avoid combat instead of seeking it out. Though Dishonored was born out of the mechanics of the Thief series, it has attempted to refine the genre for a modern audience by recreating combat as a viable path for victory. Not only does Dishonored reintroduce combat, it constructs a partition between the two play-styles, one which even Corvo can't surmount. One can either be a murderous warrior, or a pacifist spy. This separation is reinforced through ethical, mechanical, and plot based techniques.

Morally, Dishonored presents the peaceful solution as preferable, by reminding the player that the soldiers are mindless drones … unthinking henchmen … loyal soldiers with family men. The game explains that killing increases Chaos, and in higher Chaos playthroughs Corvo encounters more rats, Weepers (zombies), and soldiers. These warnings didn't prove true. Perhaps the decrepit buildings towering over the perilous streets cast a shadow a shade deeper, but the only distinction between murder and mercy exhibits itself in the final mission. With these admonitions the developers of Dishonored seek to direct the player into nonviolent resolutions.
But this contrasts with the gameplay, for the mechanics of Dishonored encourage a brutal approach. The developer's disregards begins without a proper map. Thief emphasized its rudimentary maps as a necessary component for successful stealth. By bearing only information Garret could know upon their dusty, cracked surfaces, they added character, accompanied by Garret's wry voice explaining what each symbol meant. Dishonored doesn't include maps (nor Corvo's voice) because, it doesn't consider stealth as a final solution, but because (paradoxically), though its levels seem larger they are smaller. They are set in town squares displaying vast horizons or massive mansions, but in the quest to achieve his object the level layout always funnels Corvo into narrow approaches. In the world of Dunwall, there are no secrets and no difficulty navigating, so what need is there for a map.

A more obvious clue to the developer's disregard for stealth is to compare the number of abilities and weapons useful for stealth and/or combat. First, a distinction. In theory, the possible play-styles for Dishonored can't be separated into only two categories. A combative play-style must result in a Chaotic playthrough, but a stealthy play-style could be aggressive or peaceful. The most difficult play-style of the three is one which attempts stealth through nonviolence. And the developers have included cues which distinctly, obviously, unquestionably signals this as the best manner in which to play Dishonored. At the end of each mission there is a resolution screen which includes these two achievements: Didn't Kill Anyone and Never Detected. Of course, there is no corresponding: Killed Everyone! or Everyone saw Me! Achievements. Therefore, the best play-style is one in which Corvo never kills and is never seen.

For the remainder, the discussion will compare the pacifist stealth play-style vs. the combat play-style. Even by mentioning weapons, it is clear the focus is on combat. Corvo possesses a sword, pistol, crossbow, grenades, and mines. The crossbow can be equipped with sleeping darts, and Corvo can render unconscious anyone he approaches from behind. These are the only options for a stealth takedown. Of the ten abilities available to Corvo, five exclusively benefit a combat play-style, while only three exclusively benefit a pacifist play-style To be this generous requires assuming Blink level 2 (short range teleportation) only benefits the pacifist. The pacifist is also aided by Agility (run faster, jump higher) and Possession (can become a rat or another person). A pacifist can also use Dark Vision (sees objects, enemies, and mechanisms), but this ability is essential for either play-style, because the dark lighting makes it nearly impossible see objects such as health potions, food, gold, etc. Both play-styles also accommodate Bend (slows and freezes time) allowing Corvo to escape unnoticed or slaughter helpless, unresisting soldiers. But Devouring Swarm (rats attack enemies), Windblast (creates a tornado), Vitality (increased health), Blood Thirsty (allows for instant kills in combat), and Shadow Kill (all slain enemies turn to ash and disappear) are only beneficial to the bloodthirsty.

Final thought comparing the two play-styles: the pacifist attempt required sixteen hours, but the combat play-style needed only eight. Admittedly the pacifist attempt was the first, but the difference in length can't be ascribed entirely to this fact. Even if a combative approach only required twelve hours, that is still a significant difference.
Alright, on to the absurdities. The most obvious: after being rescued from prison by the Loyalist Conspiracy, there are wanted posters with Corvo's face plastered all around town. Admiral Havelock and the other members of the Conspiracy present Corvo with a mask, because the only thing more obvious than the face of a wanted man is a masked freak swooping around the decay of a once great civilization.

The most magnificent irony: Corvo (who is the Empresses' bodyguard) is away for six months, but she is killed the moment he returns to her side.

A bit odd: All the food that Corvo eats to restore his health sounds like a mixture between crinkly packaging, crackers, and some sort of gelatinous mess, no matter what the substance is. 

Death is rampant, so who has the time (or the paint) to write such large, well shaped warnings all across the city?
The worst security ever: During the height of Corvo's reign of terror, he is sent to infiltrate a masquerade ball. Everyone knows an assassin has been stalking the streets wearing a particular mask. And yet, Corvo wears it to the ball. A gaggle of aristocrats laugh at the audacious behavior, but no one considers, “Maybe this is the assassin, and we better arrest him.” Corvo strolls past patrols of guards and not one lifts a finger to question or restrain him. And this is odd, because in spite of the costumes and masks, its pretty clear everyone has an idea of who everyone else is. Aren't they curious who this stranger is? Minor party favor: at the same event, Dishonored requires the player to draw his weapon in order to activate an ability. Of course, guards and guests don't notice a masked man sauntering around with pistol, sword, or crossbow in hand (or grenade, or mine, or …. you get the idea).

A nitpick: Dishonored – to bring shame or disgrace on. This isn't doesn't define Corvo's situation. Setup, Twice Betrayed, Slandered. These better describe Corvo's condition.
In conclusion, did I enjoy Dishonored? I completed it twice, but I can't recommend it. Yet, I prefer Dishonored to Thief: The Dark Project, which shouldn't surprise anyone whose read the Awkward Mixture articles on Thief. Dishonored is improved by modern systems: more fluid controls, better graphics, and a larger variety of items and abilities. Dishonored copies too much of Thief and only reinvents the worst part: combat. If one is looking for a true mixture of stealth and combat, Alien: Isolation is the best game available.

Recent:

Relevant:


Comments