Visuals=95/100 (Terrific Art Style; technically sound well enough)
Narative=86/100 (Very Inconsistent Overall Narrative makes up for dense world and endearing characters)
Sound=94/100 (Great voice acting and terrific sound design drive the game)
Game Play=100/100 (Truly emergent game play and player choice allows for so many ways to play)
Replay Value=93/100 (Multiple play styles provide for an endless amount of ways to play. Game can take around 15-20 hours if you want to)
You remember Looking Glass Studios, right? The famous company who revolutionized PC games in the 90's? In general, LGS was one of the best studios ever, spawning some of the most innnovative game play ideas, which in turn has a lasting impact on games today. They are one of the most important video game studios to ever exist, a truly maverick studio that gave way to game innovation that still has a lasting impact. Why, do you ask, does this concern Dishonored? Well, I'm happy to state that Dishonored is the latest game to truly take inspiration from the Looking Glass legacy. Dishonored is easily one of the best games of the year, and it's one of those games that truly doesn't fall into any neat genre. An Immersive simulation* is the best genre Dishonored falls into, and it's the best game in this all-too-small genre since Deus Ex: Human Revolution.
There is much to talk about concerning Dishonored. Let's start with it's fiction. Dishonored's fiction, for the most part, succeeds. It's a brand new IP that truly feels fresh, and it's both distinct and memorable. You are Corvo Attano, a former legendary body guard, now a rogue assassin as the result of being framed by the corrupt leadership of Dunwall. Straightforward enough, right? Well, the somewhat straightforward story doesn't at all reflect the fact that Dishonored's insane world is anything but straightforward. Its personal revenge driven story isn't all that exciting by itself, but it truly falls upon a unique setting that manages to transcend its general plot, and makes for something extremely memorable. Dishonored's characters are interesting, its art style is an oasis in the horrendously vapid desert of "realistic" visual styles, and Dunwall is a stunning, engrossing location. It all adds up to make one of the most unique gaming experiences of the year.
Dishonored has quite possibly one of the best settings in a video game since Fallout 3's Capital Wasteland. Dunwall serves as a backdrop for the plot, and it's an extremely imaginative location with tons of absolutely enticing political and social over tones. Whale oil, political corruption (always a staple!), class division, population purification, rats, assassins, giant machinated monstrosities, and industrialization are all embedded within Dishonored's awesome world. Oh, and disease. Lot's and lot's of disease. It's all set in a stunning amalgam of late 18th century/early 19th century Europe and the futuristic tendencies of Half-Life 2 (particularity the Combine structures). It is a killer set up in a vibrant environment, and it's simulation game play model falls upon some memorable locales, interesting characters, and all end up making Dishonored a great experience. Along the way, a unique cast of characters rounds out the story, from assassins to natural philosophers, corrupt political leaders and horrifying zombies who weep blood. Dishonored as a new IP shines, and it's truly excellent.
Unfortunately, the story of Dishonored isn't perfect. Dishonored is well written, features interesting characters, and has a beautifully realized world but it's narrative structure is somewhat inconsistent. Its ending is a tad abrupt, and it sags with its narrative thrust at times. Most importantly, the game really didn't capitalize on the Outsider, which was a shame given how interesting the character was. You feel it doesn't dig as deep into the character as you wanted it to, and since the character is so intriguing it ultimately feels like a lost opportunity. HOWEVER, it's not a deal breaker, though. Even though the story doesn't reach its full narrative potential the whole way, its amazing art design, interesting characters, amazing setting, and player driven story telling don't let some story shortcomings suck up the whole experience. You shouldn't be worried about the plot overall, because Dishonored is ultimately a memorable experience.
The technical side came out unscathed, and while they probably aren't the most technically impressive around, Dishonored proves art direction wipes the floor with blistering tech. Having said that, it was the sound that almost even more impressive. The Sound design is outstanding. It's carefully crafted to the point of a sound scape. At the risk of sounding pretentious, it really does work for the game like prose does for a novel. The voice acting is just as good, with some huge names on the roster. Susan Sarandon (Dead Man Walking), Michael Madsen (Reservoir Dogs), Carrie Fisher (Star Wars), Brad Douriff (One Flew Over The Cuckoo's Nest), John Slattery (Mad Men), and Chloe Grace-Moertz all lend their voice talents to Dishonored. We all know that having big talent on board makes sure the characters get the voices they deserve, and Dishonored succeeds with its characters.
Oh, and as a side note, no asinine morality systems! I won't spoil anything, but for those who are sick of game developer's obvious failures to implement interesting moral choice will be pleased at Dishonored's Chaos System. Basically, your actions and how many enemies you kill affect the rest of the game in permutations and numerous incremental changes within the world, not through binary, A-B-C type changes. It's refreshing to see developers finally understanding how to really tackle "morality": leave it all up the player and let them decide for themselves, and instead stress consequence for their actions.
As nice as this all is, Dishonored's game play is easily the shining star. Dishonored is the newest game in the "immersive simulation" genre, where numerous genres and storytelling collide into one experience. Dishonored is a true spiritual successor to the Looking Glass pedigree, and those who long for the days of Thief and Deus Ex (two of the game's main influence) will be excited once they get their hands on this one. Don't fret though. This isn't a "lite" version of anything that came before it. You are going to get a new game experience; this is not a carbon copy of either game series. Instead, Dishonored keeps LGS's spirit deep within their design philosophies, and they created something unique and fresh. It's a game that refuses to be lassoed by genre conventions and spits in the face of the focus-group and play testers, offering a truly amazing mix of stealth, first person action, sword play, complemented with a sick arsenal of (mixable!) magic and gadgets.
As expected, the best part is how Dishonored focuses on emergent game play. As a result of the terrific game design, the game truly rewards replay and gives you the amazing thing we call player freedom. The levels themselves only make this even better. Dishonored is not open-world, as each level is a mission, with a hub level in between each mission (think something like Monster Hunter). However, like Crysis, each level is essentially a sandbox; and how! Aside from the baffling amount of combat freedom, the levels themselves are extremely sprawling and open ended, carefully suited to match and reward every play style any gamer chooses to do so. The combat here is extremely deep, and you can take your own approach in any way you seem fit, from sneaky stealth to all out action (and yes, you can play through the whole game without killing a SINGLE person!), as well as mix between the two. Basically, if you think you can do it, you probably can. In fact, players have done things the game makers themselves didn't know was previous possible! That's just awesome. Just wait and see what happens when the creative players get their hands on this one and experiment with the game play.
Each of the nine missions constantly reward exploration like no other game I've seen. There are so many ways to accomplish your objective, and in addition to the huge, extremely well made levels, the numerous side missions alongside the regular mission will provide even more playtime. The huge levels surely provide for some truly open ended game play, and you will want to do just that. Plus, no other game will want you to explore everything the levels have to offer, and doing so yields plenty of great rewards. It's the only way to get ruins and find the bone charms in order to alter your play style as you see fit.
To accomplish this, Dishonored's power and weapon system had to be extremely varied and flexible. Dishonored doesn't let you down. By collecting runes, bone charms, and money throughout the game, your play style is truly customizable in a vast amount of ways. Want to upgrade your crossbow so it sets your enemies on fire? You can do that. Want to choke an enemy out at the speed of light and be a general stealth machine? You can do that too! What's more, you can upgrade the numerous powers in order to help you specialize the play style you want to go for. Stealth players will be able to upgrade their level of vision, while those who prefer summoning rats will be able to do that to. Plus, being able to equip numerous powers in order to, say, improve your swimming speed, or being able to improve the effects of your elixirs. Dishonored's RPG level customization ensures you that, even with a game that will take you around twenty hours (and you should take that long), you will want to play it again and again, just to see what else you can do.
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