“No piece of media is ever perfect”; those words, placed in
my review of “The Last of Us” have led to this new series. The games that I
rate highly all have a moment or two that keep them from entering the realm of
complete flawlessness. Hopefully I won’t be too nit-picky, but here it is; “5
Niggling Things” with Arkane Studio’s Dishonored.
1. The occasionally fiddly sword play
Taking the more direct approach in Dishonored almost always
results in clashing swords with opposing guards and while it is often brutally
satisfying to cut your way through to your target, problems begin to arise when
battling multiple foes. There’s no way to counter or block multiple strikes at
once or chain takedowns together, meaning that unavoidably, you’ll take damage
whilst trying to eliminate an entire group of enemies. This makes the swordplay
an unnecessary annoyance at times. If there had been a wider range of combat
moves to upgrade as the game went on, that would have put the sword combat on
the same level as the other ranged weapons at Corvo’s disposal.
2. Predictable plot twists
After creating such an interesting world which draws from the
likes of Bioshock and Half Life 2, I had high hopes that Dishonored would also
match this with an equally thoughtful and developed plot; unfortunately while
Dishonored’s plot does have some intriguing characters and themes, it ends up
relying too much on tired twists that really diminished the impact of the
story. The worst offence comes after the supposed final mission where Corvo
eliminates the corrupt Lord Regent; he returns to the Hound Pits Pub a job well
done, grabs a drink and what do you know? He gets betrayed again, this time by
the people he thought were his allies in the fight and is dumped in the flooded
district of Dunwall to die. It didn’t completely spoil the game’s setting and
atmosphere but it did diminish the game’s overall impact a bit, leaving the
gameplay to make up for it.
3. Granny Rags or Slackjaw?
Towards the end of the game, Corvo comes across an encounter
between the mysterious Granny Rags and gang boss Slackjaw. They have been
against each other over the course of the game and now marks the final part of
their participation in the storyline. Will Corvo throw Slackjaw into Granny
Rag’s mystic cooking pot, or will he free Slackjaw and kill off Rags for good?
It’s an interesting dilemma but it also stands out as the one time in the
campaign where the game’s freedom of choice is interrupted and you’re forced to
decide one way or the other to proceed onwards. Ignoring both characters and
getting the key to the door is an unnecessarily difficult process, especially
if you’re going for the no alert and no kill playthroughs; attempting to
pickpocket the key from Granny Rags always results in her detecting you, making
this choice an infuriating part of the story.
4. Infinitely respawning enemies on the final mission
Dishonored’s 9 main missions pack in a great deal of variety;
from the multi-layered areas of Dunwall’s streets, the covert operation into
Lady Boyle’s party and the final infiltration of Kingfisher Island where all
the game’s obstacles and hazards are thrown at you. There’s one tiny thing that
keeps the Kingfisher island mission from standing out; respawning enemies.
After going through the entire game, successfully eliminating opponents and
slipping by undetected, the final mission has enemies reappear in the same
location after eliminating one of them, resulting in several annoying moments
of getting caught and having to reload a save. This is more of a problem once
Corvo breaches the fort and must make his way to the lighthouse as countless
numbers of the same enemies emerge from the same steel battlements. Ultimately
the issue of respawning enemies does affect the game’s immersion just a tiny
bit, a shame, given how the setting and characters actively work to draw the
player in.
5. A few inconsequential moments
Dishonored builds its name on player choice, something which
it does incredibly well throughout its single player mode. Will you kill indiscriminately,
creating high chaos and ultimately hurling the city of Dunwall to a much darker
outcome or will you choose to be merciful where others are not? This core moral
choice extends into the level design which offers countless ways to traverse
and eliminate Corvo’s targets and the game’s three different endings. Indeed
you’ll be hard pressed to find a game that can match Dishonored in this regard.
But occasionally there are a few instances where the choices you make don’t
really have any kind of payoff later on. In one mission for example, you can
choose to help Slackjaw obtain a code to a painter’s safe and he will eliminate
two of Corvo’s targets non-lethally in return. Devious players will obtain the
code but will rob the safe before returning to Slackjaw; this involves getting
past the crime boss’s men. The problem is that this deed never comes back to
haunt Corvo later on; there’s no hit squads sent out, no berating, no anything.
The same can also be applied to the citizens Corvo may happen to rescue or
assist, who only give small benefits linked to the mission at hand. These
moments stick out because most of the time, Dishonored handles player choice
excellently, weaving subtle changes in the levels to reflect the level of
chaos. Perhaps if a sequel was to be developed, Arkane Studios could focus on
giving more weight to these seemingly ordinary choices.
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