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.
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