Dishonored – Look Up.

Full disclosure, I haven’t finished Dishonored yet. I just finished Lady Boyle’s Party. There will likely be spoilers up to that point in the game. You have been warned. (Edit: Now I am up to the part AFTER Dunwall Tower.)

I missed Thief, System Shock, and System Shock 2. I watched my husband play Bioshock, but when I tried to play it myself, I was terrible at it. I am bad at shooters, and trying to play shooters on the xbox just makes it worse. I was excited for Dishonored and decided to play it on my pc, so I wouldn’t have the added difficulty of trying to target on the 360.

The first thing that struck me and echoed within my little heart was the plague. The city of Dunwall, where the game takes place, is being ravaged by a plague. And someone mentions rats. I am obsessed with all things bubonic, and so having the black plague alive and well in your steam punk game is like the icing on the cake. LOVE IT.

True to it’s heritage, Dishonored is a game designed to fulfill the fantasy of being invisible. Maybe not actually invisible, but essentially so as you move through the world unseen and unheard, with only unconscious bodies and missing valuables in your wake.

I dislike negative feedback loops. If a designer makes the game harder because you failed, then all they are doing is supporting the player failing again. This is especially bad if the player isn’t certain of WHY they failed. In Dishonored the core game revolves around the player sneaking about without being detected. There is a negative feedback loop though, that if you are detected, more guards are called, alarms sound, and generally you get detected by even more things.

In Dishonored you don’t have to play non-lethally, but the game is designed to push you in that direction. It even states in the loading tips that the ending is better the lower your chaos score. (More killing == higher chaos.) So the ending is different (better) if you play non-lethally.

I object to the way they did this. If you are creating an immersive sim, and put the player in the role of an assassin, then you cannot punish them for being an assassin. Giving the player the option to play the way they want to play, then punishing them for playing the way they want to play is just absurd. I really wanted to be the death from the darkness Corvo. I wanted to shoot bolts and drop assassinate every one of those stinking corrupt guards.

Someone asked, Is it really a punishment to have two different endings? When the game specifically calls out one ending as “better”, then yes, it is. (I have also had the ending spoiled, so I know for a fact they strongly apply a moral stance to each.)

Okay, MAYBE it’s okay, in a game where the moral choices and stances are very clear cut. KotoR could do this because there was a clear line between Sith and Jedi. As a Jedi, you weren’t punished for killing Sith characters. They are the bad guys after all. Sure the argument could be made you are just as bad as they are for killing them, but in killing them you save how many thousands of lives? Of course, the secondary problem is that you can’t tell you are saving thousands of lives. In fact, it’s very difficult to say who you are fighting for in Dunwall. I mean, Emily, sure, but after her? The whole city seems to be a loss. So few people even remain, and none of them are without blame or corruption.

The problem with the negative feedback loop and the moral push is that it leads to the player feeling like they have “screwed up” and need to start over. I had already completed four missions before I understood “Chaos” and how it affected the game. I soldiered on, despite the fact that I now strongly felt like I was playing the game “wrong”. I decided to try a few low Chaos missions. I may have succeeded, I don’t know. After two missions where I barely killed anyone, I was still High Chaos, and it was taking a great deal longer to play each mission. Add to this the fact that all the cool toys in the game are lethal… *sigh*

Not only are they using a negative feedback loop… but also all the best powers and weapons are un-usable. I mean, you can’t even summon rats, because they might eat the guards you knocked out. Resigned to the fact that I would have to play the game again, trying to do it as low chaos,  I simply went on a blood bath during the next mission. But even that feels wrong. I just charged in the front door, gun a blazing, and killed everyone. I wanted to be stealthy, but to be rewarded for my stealth. I wanted to be able to kill indiscriminately, but not be punished for it. In the end, this ONE thing ended up pushing me to either extreme of playing and neither is fun for me.

Regardless, I have enjoyed Dishonored immensely. It’s great fun blinking around the level. The world is deeply interesting and every nook and cranny is filled with interesting things and people. It’s worth every penny, and a fine addition to any gamer’s collection.

I almost forgot! The Heart. The Heart is the crowning achievement for Dishonored as far as I am concerned. I have always hated items that a designer adds to make the game more “interesting” by adding a “useful” item they have to switch to occasionally, usually switching it out for a weapon. However this always happens in combat games. So you are swapping a VERY useful weapon for a very unuseful NON weapon. (I am looking at you Ocarina of Time… I haven’t forgotten the Lens of Truth…) When I was presented with the Heart in Dishonored, I immediately groaned, and then switched off it, and thought of it no more.

My husband reminded me the next day that if you have the Heart equipped though, you can point it at people, use it, and it will tell you secrets. What kind of secrets? OH ALL THE BEST KINDS. I equipped the Heart in the safe house, and started pointing and clicking. Next thing I know, I am constantly switching my weapon and magic out for the Heart. It was like a lore stream I could turn on and off at all the best times. It was such a cool item, I was annoyed later when playing another game (Skyrim) that it *didn’t* have a similar item. I want to know everyone’s secrets. But the Heart is a perfect example of how to tell extraneous narrative. It works seamlessly with the world and allows the player as much or as little narrative as they choose. Absolutely genius.

Some other amazing high points of the game: Each assassination target has a “non-lethal” way of being dealt with, most of which feel strongly of poetic justice. So many paths through each level, it’s almost impossible to find them all. Powers and abilities that are just fun to play with on their own, in an open space. The levels also have minor changes and adjustments based on the chaos level, which is cool, except that it creates that negative feedback loop.

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