Gryzemuis on 14/10/2012 at 22:10
Quote Posted by Brethren
Yeah, I will say they are a bit heavy handed on the City 17 stuff. The guards with the masks look like The Combine, the metal vise walls, the security booths, the citywide announcements, European style buildings, etc etc etc.
Yeah, using European Style buildings is really a rip-off of other games.
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http://en.wikipedia.org/wiki/Arkane_Studios)
Quote:
Arkane Studios is a video game developer based in Lyon, France.
Lazy French fuckers. They should have made some trips to Washington D.C. and had a look what real cities look like.
:)
Ok, that was replying to one word again.
But imho every style and location you can think of has been used in games already. And if not in games, then in movies. And if not in movies, then in books.
315 Million Americans.
740 Million Europeans.
I think we can conclude that "American Style buildings" have been overused in games and movies way too much. So much, that we now expect European Game Studios to give their games an American look. Or else we'll accuse them of being artsy-fartsy.
Schwaa2 on 15/10/2012 at 05:29
I noticed strong similarities in the enemy faction to Half Life also, but it didn't bother me at all. Like LittleFlower said, it's all been done before to some degree. In fact they are quite similar to Hammers and Mechanists in a way too. Fanatic religious order... mechanist victorian art deco/masked guards...
The game really does have a strong blend of Thief/HL2/Bioshock but I think they pulled it off very well and turned it into a unique world of it's own.
Nihilism on 15/10/2012 at 19:06
The first game Dishonored reminded me of was BioShock. And then Thief. And then Deus Ex. The city announcements reminded me of something, I hadn't realized it was Half-Life 2.
The art design, with the propaganda, the fascist-like city, the sounds, weapon design, security electrical post constructs, enemy animation and behaviour, weeper-splicer similarity, the way interactive items glimmered, and its relative easiness all reminded me of BioShock, and for some of them System Shock as well.
Why the game reminded me of Thief is obvious. This game feels more like a spiritual successor to Thief than anything else. The biggest difference between the two is lethality. If you want to kill anyone in your way, no matter the number, you can mow them down fairly easy. I seem to remember that being the worst case scenario in Thief. In Dishonored, killing the officers is easier than getting away from them.
Deus Ex's influence is unmistakable. The multiple ways to experience the game through varied play styles is the winning design philosophy for both games, as well as the C&C.
With the platforming elements, the game reminded me of Mirror's Edge and Assassin's Creed. Expanding on creative ways for climbing could have added an interesting layer to the already deep gameplay.
Overall, I was pleasantly surprised to play this, having known nothing of its development and then finding it has lineage to LGS. Definitely not a disappointing game. Easily the most enjoyment I've gotten out of a game this year.
driver on 15/10/2012 at 19:16
Quote Posted by dethtoll
Untrue. They're much larger, even through an unscientific eyeballing comparison.
Really? I'll admit it's been a while since I played T3, but I don't recall any areas as small as, say, the kennels in DS. There are some larger areas, like in the Flooded City, but on the whole I felt that I was never very far from a loading zone. I'm not expecting every level to be on a scale with Life of the Party from T2, but the equivalent level in Dishonored felt almost matchbox-like.
june gloom on 16/10/2012 at 00:06
The kennels are noticably small, yes, but that's an outlier. The other maps are quite large, even individually. The loading zone thing is perhaps unavoidable, but the sheer size of individual maps -- particularly in terms of height -- are damn well going to outstrip an Xbox1 game from 8 years ago.
SubJeff on 16/10/2012 at 00:38
The Kennels are the smallest area I've encountered and I'm on mission 5 I think (can't actually keep count because I don't know what counts as a mission). The rest of the areas are much, much bigger than in TDS.
Edit: ninja'd by dethtoll
june gloom on 16/10/2012 at 02:55
Everything between a "mission complete" screen qualifies as a single mission, I think.
Sensut on 16/10/2012 at 07:05
Just I got my copy yesterday and started it, and I did not notice that four hours passed although I wanted to position it only. This game is pretty damn good! Reminds me of Thief mostly, only is missing the visibility gem :D . If T4 will be so much good, was worth it then to wait for it.
driver on 16/10/2012 at 11:05
Since finishing the game yesterday I've been pondering over my feelings about it. It's taken elements from Thief and Dark Messiah mixed with touches of Bioshock so by all logical reasoning it should be the Bestest Game Evar, but I never felt excited while I was playing it, didn't get that 'fizz' as James May would put it and I'm not sure why. The stealth was handled well, the missions were varied and the environment was atmospheric and well detailed...
If I had to point the finger at any one thing it would be the story and how it felt rushed along. The game has barely begun and you're framed for murder and kidnapping and the people behind it admit to it right off the bat. I didn't get any sense of pacing, no sense of who Corvo was before he was dishonoured* and no mystery to piece together to find out who/why the empress was bumped off. Then, with regards to Emily you rescue her in the second mission. In fact, I found her within seconds of getting into the Golden Cat, purely by chance (The door wasn't even locked ffs). Given that her rescue was one of the two main objectives I felt that the game was half over and I'd only just started. I reasoned that she must play a more central role than some mere damsel in distress, but she just sat about in the tower until she got kidnapped again.
On some missions I felt like I was almost tripping over the main objective, which gave the impression that the maps weren't that large. For example When you go to assassinate the Regent, it didn't take me long to get into Dunwall Tower and I could have gotten into his office within 4-5 minutes after that. I realise given the non-linear design of the levels that it's tricky to keep the player out of some areas, but when I'm having to actively ignore the man responsible for the empress's death so I can make like Garrett and rob everyone blind, it does spoil the narrative somewhat.
And then there's the ending. I made my way to the top of the light house, fliched the key when Havelock's back was turned and... I win? That's it? No non-lethal way of dealing with Havelock, or did I miss something? It would have been satisfying to posses him and make him swan dive from a convenient ledge, but I wanted the Clean Hands achievement. Oh hum.
*fuck you I'll spell it right goddammit. :mad:
Briareos H on 16/10/2012 at 11:45
[spoiler]There's a definite lack of character development but I wouldn't take Emily as an example. I personally liked the fact that you did in fact rescue Emily straight off: I was expecting not to find her, having to chase her captors for half of the game like any other video game would do. Nope! Bam, mission accomplished. After that, although she's not pivotal to the plot of the following missions, she's still an empress-to-be and the game conveyed clearly how important she was. And her character was rather fleshed-out through interactions with Callista and even more through the girl's drawings and attitude that depend on how you play the game.
The character who disappointed me most was Anton Sokolov. I would have liked him to play a more important role after being kidnapped and I felt cheated that I couldn't talk to him after Lady Boyle's Last Party. He's just a tool to advance the plot although he could have been an amazing charcter. The game is slightly too short in that regard.[/spoiler]