Hello Dear Readers,
This week I'm going to talk about a
little gem of a game from 2012 that was released by Arkane Studios,
an older development house that makes games so fresh it still has
that new-developer smell.
The game, of course, is Dishonored, a
first person Thief-like that was billed as having Deus Ex-like
"immersive sim-ness". You might call this genre the
"sneak-em up" with a side of "slice-em up" if you
want to go that route.
In this article I'm going to go into
the game's pedigree, who exactly Arkane Studios are, and describe to
you just how awesome Dishonored is while also picking at some nits I
just can't ignore.
So let's start.
Just who are Arkane Studios, anyway?
Arkane were founded in 1999 in Lyon,
France and opened an office in Austin, Texas in 2006. Wikipedia
describes the key people at the company as Raphael Colantonio (CEO
and creative director), Harvey Smith (game designer) and Austin
Grossman (Writer).
Colantonio is known for Arkanes first
game, from 2002, called Arx Fatalis. This was a first person RPG with
a focus on melee combat and casting magic spells. It looks kind of
rough today but back then it was ahead of its time.
Smith is known for his work on such
seminal classics as System Shock and Deus Ex, as well as some
not-so-classic games like Blacksite: Area 51 and Deus Ex 2. Harvey
Smith might not always hit his mark but he is always trying new
things and coming up with new ideas and most of the games he has
worked on are interesting in their own right in one way or another.
Grossman also worked on System Shock
and the first Deus Ex, as well as Jurassic Park: Trespasser, another
big miss from the turn of the century but with big ideas.
All three of these people were key
players on Dishonored but focusing on them ignores the hard work and
input of the literally dozens and dozens of other people that worked
with them and particularly on Dishonored. Basically the take-away
from mentioning them is this: Dishonored is a game made by people
with a history of making innovative, interesting games that have new
ideas and aren't afraid to take big risks, design-wise.
The studio's second game, 2006's Dark
Messiah of Might and Magic, kept up with the first person immersive-ness
and further emphasized the melee combat. Between Dark Messiah and
Dishonored they worked on some projects that got canceled, one an FPS
called The Crossing that had a write-up in Game Informer magazine at
one point and another an expansion for Half-Life 2 called Return to
Ravenholm. They also did Call of Duty: World at War's multiplayer
component and even did some design, animation and art for BioShock
2.
So those games may all be well and
good, you say, but what do they have to do with Dishonored?
Well I'm glad you asked because I've
been dying to tell you!
Arx Fatalis and Dark Messiah did first
person melee combat in a way that was more than just acceptable and
actually quite fun. Deus Ex was very reactive to the player and
accounted for a lot of potential player decisions which meant that
players had lots of choices as to how to approach any given
situation.
So combine really good first person
combat and a strong element of player choice, toss in some good
world-building narrative elements and tight level design and you get
Dishonored. A game where you can sneak and go unnoticed or tackle
enemies head on with sword and crossbow, or flintlock pistol. Or
springrazor traps. Whatever.
Dishonored takes place in kind of
fictional neo-Victorian city called Dunwall which is kind of based on
Great Britain and looks a bit like Half-Life 2's City 17, which is no
coincidence because both games feature the same art director: Viktor
Antonov.
You play as a personal bodyguard to the
Empress, whose murder you are framed for during the tutorial. While
rotting in prison you are aided in escaping by allies on the outside
who conspire to overthrow the current Lord Regent and restore the
Empress's young daughter, Emily, to the throne. Only problem is Emily
has been kidnapped and you need to find her first.
Oh and also there's a plague infesting
the city via rat swarms that will feast on corpses. The more corpses
you leave around the more rats there will be throughout the game and
the darker your ending will be.
So in the first couple levels you get
set up then break out of prison and meet your allies, who bring you
in on the conspiracy to neutralize problematic people in high places
and find the Empress's daughter in order to restore the old order.
The rest of the game is basically you
carrying out this mission with one probably very obvious plot twist a
little after the half-way mark to keep things from getting stale.
Naturally the game is very violent if
you choose to play that way. You can get into sword fights that end
with you slicing enemies heads off or decapitating them with your
crossbow from afar. The game has a sprint function like Wolfenstein:
The New Order's and sprint-sliding into enemies is one way to engage
them in combat. It all looks pretty cool in practice.
Another great thing about the game is
that it takes the whole "player choice" thing to heart and
offers you actual choices, unlike BioShock. Here you can decide not
to kill anyone, even bosses, and go through the whole story without
any blood on your hands. It's a little bit harder and takes a little
bit more time but you're rewarded with a different ending for the
effort and a cleaner conscience.
In order to accommodate these different
play styles, stealthy versus non-stealthy or violent versus
non-violent, the level design is crafted with especial care. Each
level tasks you with the main goal of getting from point A to point B
but provides you with many different ways to do so. Taking the direct
approach might mean keeping to the street level and confronting
enemies head-on while being stealthy will have you taking the high
ground via building rooftops or going the low ground via sewers and
things like that.
Aside from the generally awesome design
of the levels another thing I really like about them is that they're
very big and full of lots of areas you don't even need to visit for
your main quest. These areas usually have optional events or side
quests to take on but usually they'll just have some money to loot
and a book to read that fills out some of the detail of the world.
Everything in Dunwall is powered by
whale oil batteries which are hooked up to the various machines like
alarm posts, electric walls that are used to block access to certain
areas and the like, as well as pylons that fire electricity at you if
you get too close. Not only can you purchase items to hack these
machines for your purposes so they work against your enemies instead
of you, you can also just simply disable them completely by removing
the whale oil batteries.
Did I mention you can throw these
batteries and they explode on contact? Because they do, and it's
cool.
Visually the game has a kind of painted
look to it which I think is very nice and distinct from the usual
type of photo-realism a lot of games aspire to. It gives Dunwall a
personality wholly its own and makes the whole game truly feel like
you're taking a visit to another world.
Mechanically the game feels very nice.
Running and sliding and jumping are all great with just the right
amount of head-bobbing animation. Stylistically you can tailor the
Heads Up Display to be as minimalist as you like with the option to
turn each element on or off.
Systems-wise the game features magic
that can be upgraded. Mostly basic spells like an Arkham Asylum-like
Batman-vision that allows you to see enemies through walls or the
ability to possess rats and, after an upgrade, people. The one you'll
use the most is Blink, a spell that teleports you forward and is
essential for being stealthy and picking out the hidden routes
throughout the levels.
There are also charms to be found, of which you can initially only equip three and then
eventually six, which give you little boosts to your abilities like
making health potions heal you more or making you choke people out
faster than usual.
At the end of each level is a stat
screen that tells you how many people you killed or didn't kill, how
many optional side quests you completed, how much loot you found and
whether or not you were spotted by anyone.
My first time through the game I went
full murder, killing anyone and everyone who crossed my path, enemy
or civilian alike. It was a fun and mindless way to go through the
game and allowed me to really explore each level. And even though I
did spend a lot of time exploring there was still a lot of stuff I
missed.
I'm currently on my second run through
the game and I'm trying not to be seen at all or kill anyone. It's a
good way to play the game because when you can't be seen it means
every area and every room with guards is like a little puzzle you
have to solve to get by. Not killing anyone is easy enough with the
guards, you just avoid them. However the bosses require you to do a
little side-questing to suss out their non-lethal option so it's a
bit more involved on that front.
Also if you choke people out you can't just leave them lying on the ground or the floor because the rats will find them and eat them, and that will count as a kill at the end of the level. Instead you have to pick up any people you knock out and find a table or some place off the floor to leave them before moving on.
Not to mention if guards see any unconscious bodies lying around it raises their alert level and makes them more likely to spot you.
Also if you choke people out you can't just leave them lying on the ground or the floor because the rats will find them and eat them, and that will count as a kill at the end of the level. Instead you have to pick up any people you knock out and find a table or some place off the floor to leave them before moving on.
Not to mention if guards see any unconscious bodies lying around it raises their alert level and makes them more likely to spot you.
I said at the beginning I had some nits
to pick but that's really not true. There are two things I feel worth
complaining about. One is that the game is a little short, but this
is okay because it's very replayable and there's a lot of optional
stuff to see if you poke around each level enough.
The other is the game's treatment of
women, or rather in one particular instance a woman character who is
one of your assassination targets. Playing it violently you just kill
this woman like you would kill any other character in the game. I
used an incendiary bolt from my crossbow to set her on fire from
across the room.
In this case it's the non-lethal option
that is problematic. Since this woman is an aristocrat your only
means of getting at her is at a masked ball she is throwing at her
estate. Once you're in you can mingle with the other guests because
your character wears a mask throughout the game anyway.
During your mingling and before you
have a chance to deal with this woman one way or another you're
approached by a masked man who has knowledge of your mission. He
pleads with you not to kill her because he has an unhealthy
infatuation with her. He tells you instead to just knock her out and
take her to the basement where he'll be waiting to take her away
somewhere private. He doesn't tell you what he plans to do with her
but just assures you that he won't physically harm her and she'll
never be heard from again.
Yeah.
Now, I'm just your typical Dumb White
Guy who doesn't really know anything anyway but I'm pretty sure if I
was female this scene would make me really uncomfortable. Especially
since, if you're playing non-violently, going along with this creepy
dude and whatever he plans on doing with this woman is your only way
to see the "good" ending.
Yikes.
Harvey Smith at least tweeted on
Twitter that yeah, they didn't really think that part through too
well. So good on him. But if there is a sequel, and by all
accounts if the rumors are true there will be, then I hope they're a
little less creepy in how they integrate female characters into the
game.
I mean, there's an Empress instead of an Emperor, so that's one thing. But then there's this scene so that's
kind of something else.
So Dishonored is a pretty great game
that murder heads everywhere should enjoy, unless they're female and
they're playing non-lethally. That one instance might color the game
too much one way for them and ruin their fun, and that's not any
good. Despite that I give the game high marks in every other way,
from the visual style to the various ways to play to the level design
and even the story, as basic and simple it might be it is told very
well.
This is one that I've enjoyed my time
in and can't wait to return to, and that's what it's all about.
Thanks for reading.
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