Wednesday, October 10, 2012

Dishonored

Dishonored is a 2012 first-person stealth action adventure video game developed by Arkane Studios and published by Bethesda Softworks. It was released worldwide in October 2012 for Microsoft Windows, PlayStation 3, and Xbox 360, beginning in North America on October 9.
Set in the fictional industrial city of Dunwall, modeled after Victorian London, Dishonored follows Corvo Attano, a legendary bodyguard to the Empress who is framed for her murder and forced to become an assassin to seek revenge on those who conspired against him. Attano is aided in his quest by the Outsider, a powerful being who imbues him with magical abilities. Several actors provide voice work for the game, including Susan Sarandon, Brad Dourif, Carrie Fisher, and Chloë Grace Moretz.The game is played from a first-person perspective and allows the player to tackle a series of assassination missions in a variety of ways, with an emphasis on player choice. Missions can be tackled by stealth, combat or a combination of both. Exploring levels opens new paths and alternatives for accomplishing mission goals, and it is possible to complete all missions and eliminate all of Attano's targets in a non-lethal manner. The story and missions are modified based on violent actions, or lack thereof, committed by the player. Magical abilities and equipment are designed to be combined to create new and varied effects.
The game is played in first-person, with an emphasis placed on stealth action and the utilization of gadgets as well as the environment to eliminate opposing forces. The game world is a series of self-contained, mission-focused sandboxes designed to allow for multiple avenues of exploration in terms of in-game movement and powers. Between missions the player is taken to a central hub in a pub. In the pub Corvo can meet with his allies, receive mission briefings, alternate objectives, and convert recovered loot into new equipment and upgrades. In-game areas include loading docks, royal estates, poverty stricken streets, and a bathhouse. The game features the ability for the player to save anywhere and also includes a checkpoint save system, with both disabled during combat. There are four difficulty levels which affect the effectiveness of health and mana potions, and enemy perception, damage and responsiveness. The easy difficulty also enables health regeneration.
Dishonored also features role-playing game elements including a character upgrade system and moral choices with focus on non-linear consequences. The game is designed to allow the player to complete it without killing any NPC, including boss characters and mission targets. An example of a non-lethal situation given by co-creative designer Harvey Smith involved the player completing a side mission for a character which in turn was rewarded with the mission targets being kidnapped and enslaved in a mine. Each mission contains multiple avenues of exploration and reaching targets, with traversal and exploration of levels designed to support the array of abilities at the player's disposal, rather than having a specific "hacking path" and "sneaking path". Specific elements of missions are also randomised such as altering the color of a targets clothing and mask in one mission, requiring the player to explore the game area to locate the intended target each time the mission is played.
Actions committed by the player are not judged to be of a good or evil morality, but instead are tracked by a "chaos" system that records how much collateral damage, violent actions and deaths are caused by the player. The game world is modified by how little or much damage is caused, affecting story decisions with an emphasis on not punishing the player or forcing them to choose one style of play over another. For example, a non-player character (NPC) who disapproves of violent methods may not support the player and may even betray them. The game reacts to the chaos caused in both scripted ways, such as dialog, and dynamic ways, such as increasing rats, plagued citizens and adding new scenes, and can affect the current mission and future ones. The system also influences the two game endings obtainable, with variations based on which characters live or die. Playing violently can allow missions to be completed in less time than a stealth approach, but will consume more resources such as health and mana potions, which are required more often in direct combat.
Dishonored box art Bethesda.jpg

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