Monday 18 March 2013

Dishonored



I went into Dishonored expecting an action adventure title heavily focused on stealth mechanics. What I found was a game full of possibilities, with a series of focused missions and beautifully crafted levels including whole mixture of gameplay throughout.

Set in the steam-punk city of Dunwall, the game opens with your return to the city. You had been sent out by the Empress to find a cure for her citizens who have been blighted by a mysterious plague. However things quickly go wrong; as you report in, the Empress is assassinated before you. As her bodyguard, your left helpless by the assassin’s magic at the scene of the crime to be framed for her murder.


Thankfully a group of Loyalists are all too aware of the foul play and help you escape prison, which doubles as the game’s tutorial zone. The mechanics for stealth and line of sight are fairly straight forward. Crouching reduces the chance your chance of being seen and clear areas of light and dark highlight the best places to hide. If a guard detects your movements or an unexpected noise, his alertness is clearly displayed. So you can react before being discovered. And with the basics explained, you begin your mission to escape to the Loyalist hideout. You quickly learn that you’re the key to restoring the young Lady Emily, daughter of the Empress to the throne.

Right from the start you can choose your approach to the game. Each enemy can be stealthily knocked unconscious or assassinated by a swift blade to the throat. Equally, you can go toe-to-toe with guards and lock swords, using brute force to progress.


The sword mechanics are kept simple with just a swing and parry. Deflecting an opponent’s blow gives you the opportunity to land a killer lunge.  And if you’re overly aggressive, you leave yourself venerable to counter attacks, as well as further guards responding to the disturbance. The AI is smart enough to fight you at both close and long range, so a group of enemies can quickly become deadly.  As you progress through the game you acquire an array of weapons and gadgets to hold in your other hand, which range from a versatile crossbow to grenades. Either looted from the bodies of your victims or bought from Piero, a friendly engineer who can also craft you upgrades.

But not everything in Dunwall is as it seems. On the night of your escape, the Outsider reveals himself. A supernatural being, that looks like he is part of a rebellious boy band from another dimension. Having taken an interest in your activities, he bestows you with a number of gifts for your journey. This includes the ability to blink across large distances. Allowing you to scale tall buildings, adding a vertical element to every level. You also gain heart fused with whale bone. An odd creation allows you to find runes and bone charms belonging to the Outsider. Runes can be spent on unlocking extra powers such as time manipulation, while bone charms give small passive bonuses. You can also listen to the voice trapped inside the heart, as it reveals hidden truths about the world.  


Rather than being an open world, the story provides the framework for a series of missions. Each is set in a lovingly crafted level, with multiple routes and secrets to find. There are often side quests to find and interact with. Some span multiple levels and give you further insight into the city of Dunwall. The story is well paced, with three distinct acts. It did use a few typical plot elements, although these weren’t the ones I was expecting.  The characters are well defined in the main story, and there are plenty of additional conversations you can have which add to the richness of the world.

How you approach each mission is entirely up to you, and to a point defines the difficulty of the game. It’s possible to evade a lot of the guards in the game, leaping from one shadow to another. Alternatively, you can go in with the goal of assassinating every guard in murderous revenge.  The game adapts to your play-style with minor adjustments. As I chose to kill any guard in my way, I found in later levels that guards discussed my lethality and doubled their patrols. Your actions also define the ending in a similar manner to the original Bioshock; with small changes to the ending cut scene, but unlike Bioshock. Dishonored keeps you updated and the end of every level on the chaos you’ve caused. So you can track your progress if you want to aim for particular conclusion.


The design of Dunwall is fantastic and the team behind it deserve some praise. Each level is a distinct area of the city and provides the variety needed for the gameplay choices. The colour pallet used is eye catching. Rather than using the shades of grey and brown that has been a staple of the generation. There’s excellent use of sunset yellows and oranges which makes the game stand out from the aesthetics of other games.

Depending on your approach to the game, it can be a lengthy title or rather brief. Again this is defined by your approach to the game, so the choice is yours. It is a wonderfully focused adventure and Arkane Studios have created a fantastic world in the city of Dunwall. The only faults of the game are a lack of combat options for non-lethal play, and slightly awkward climbing if you use blink to reach a ledge. I found I didn’t always grab onto roofs as I expected and ended up having to re-load or use up more mana elixirs to avoid some nasty falls.


There’s plenty of scope for expansion to the existing story, and Arkane have already been busy working on DLC. My hope is they use the world they’ve created as the setting for future titles, as there are plenty more stories to be told in Dunwall.