Dishonored has been one of the biggest surprises of this year for me. Developed by Arkane Studios, of Arx Fatalis and Dark Messiah of Might & Magic fame (or at least, fame in my book), and combining their penchant for first-person melee combat gameplay with Harvey Smith's Deus Ex-ian talents, I was absolutely certain I was going to find myself disappointed in the most crushing way imaginable. After BioShock set itself up as a spiritual successor to System Shock 2 but ended up being Doom with some pseudo-philosophical jargon added in, I was fully expecting the next big shooter-RPG hybrid to be a let-down.
Yet, it wasn't. Dishonored is a fantastic game, and I had a
huge amount of fun playing through it over the last couple of weeks.
Broadly, it was just about everything I wanted out of a game... or at
least, about as close as it could be to one not modeled from the
substance of my deepest desires and dipped in chocolate. Artistic,
smartly written, with well-defined and well-explored characters,
excellent level design that offers options without pigeon-holing
players, and atmosphere and ambiance up to its eyeballs, it's a great
accomplishment and a joy for me to play.
But, it is my nature to nitpick everything, chronically so, and so
while I write a longer article discussing both what I think are the
game's successes and failures in more extensive detail, I'd like to
discuss what I feel are three major problems that Dishonored has, and what it could have done to improve upon them.
Stealth
Dishonored takes heavily from Deus Ex, but the second big influence on the game is undoubtedly Thief. Dishonored is generally far more focused on stealthy gameplay than it is on Deus Ex's
more open-ended, hub exploration model, and the mission structure with
objective summaries confirms this as well. But as much as Dishonored calls itself "inspired by" Thief, the fact is that its stealth gameplay is significantly lacking compared to that title.
In terms of basic mechanics, Dishonored simply does not have
as much to offer. Although light and shadow apparently do have an
influence on whether enemies can detect you as you sneak around, I found
it to be an incredibly subtle distinction, as enemies were able to spot
me hulking in the shadows from distances of 40-50 feet near the
endgame. There is also almost no reliable way to manipulate light and
shadow in the game, which was Thief's big technical innovation in 1997... if Thief
could do this with dynamic lightmaps running on antiquated technology,
why can't Unreal Engine 3.x.x manage the same? Sure, it's more a design
problem than a technical one now, but even so, one would expect that
after so many years improving graphics, we'd start using them more
consistently to enhance gameplay as well.
Additionally, the lack of tools in stealth is a big misstep. Thief
gave players a wide variety of tools, from flash bombs, to moss arrows,
to grappling hooks, to climbing gloves, to water arrows, and more. Deus Ex
didn't offer quite the same selection, but even it had the courtesy to
offer non-lethal alternatives like the stun prod and gas grenades. Dishonored,
even with its Blink power that lets players teleport around the
environment quickly, feels like it's missing several critical stealth
tools with its paltry poison bolts for the crossbow and the ever-popular
stealth takedown. There is almost no evolution of stealth gameplay
over the course of the game, which is a real shame when it's apparently
the focus of the title.
Last, the way the AI is set up leaves something to be desired. In
addition to being very poor at looking just a few degrees up (the guards
in Dishonored's world must play a lot of console shooters),
whenever a single guard spots you, every other guard in the area will be
alerted to your presence and will magically know exactly where you
are. This means that being detected always forces you into a
straight-up firefight, and running away is strongly discouraged in favor
of save-scumming. Combined with the lack of progression and options in
non-lethal equipment to use, it means that players rarely have any
adequate escape route or options to get out of a fight other than
slaughtering the alerted enemies.
Silent Protagonist
Dishonored has a silent protagonist, which many people will
point to as an antiquated thing in 2012. I don't quite agree with this
perspective, simply because it assumes that a silent protagonist is a
technological or budgetary limitation and not a design decision with
upsides and downsides. However, Dishonored's choice to use a silent protagonist ultimately harms its narrative delivery and the resonance of its themes and characters.
Silent protagonists are usually selected because they allow players
to project onto them, serving more literally as the player avatar in the
game world. However, Dishonored has a very defined character
already - Corvo Attano. Corvo has a definite origin, upbringing,
occupation, history, and past relationships with key characters in the
game. He's not some newbie punk who's working his way up from the
bottom - he's one of the most important people in the empire. With such
an established character, it becomes hard for players to project
themselves into the game - so the other approach of creating a character
that players identify with is almost required.
In Deus Ex, JC Denton was not a great character, but rather
than an avatar, he was someone the player could identify with in the
third person. I never felt like I wanted to be *me* in Deus Ex
- JC was appropriate to the setting and themes of the game. It let
players learn his motivations, his history, and then make choices based
on how they interpreted the character.
Dishonored attempts involved conversations featuring the
player, but Corvo never utters a word, so in addition to just being a
bit weird when more extensive dialogue sequences occur, it's very
difficult to get a sense for his true motivations, his relationships
with other characters, his personality. Additionally, many sequences
feel like they move too quickly because of the lack of dialogue on his
part, and some plot holes could have easily been filled in if Corvo
could simply ask questions and direct the discussion himself.
Character Progression
I think that Deus Ex's tri-tier character progression system
of weapons and equipment, skill points, and augmentations was a work of
genius. Each one of these systems grew and developed over the course
of the game, each had unique qualities which were rarely redundant with
the others, they were all rewarded through different kinds of gameplay
and exploration, and most importantly, they offered opportunities each
for all kinds of play-styles, not just one or two. Sniper? There are
augmentations, weapons, mods and skills for that, just as there are for a
demolitions expert, a melee assassin, and more.
Dishonored tries to do similar, but is far less successful
due to poor pacing and a lack of options. Bone charms are effectively
equippable passive perks found by exploring the environment, and give
small bonuses such as extra health or quieter movement. However, they
are distributed randomly around the game world, so their capabilities
had to be fairly generic and limited, since a player could get any of
them at any time. It also makes planning character "builds" for replays
difficult.
Runes, meanwhile, are currency used to unlock new occult powers and
more substantial passive upgrades, similar to augmentations in the
original Deus Ex. However, the lack of significant upgrade
tiers for individual powers, and the relatively low number of them,
means that players will have purchased almost all the powers they need
only one or two missions into the game. Additionally, the ability to
buy any power at any time means that it was impossible for the level
designers to create really interesting, exclusive challenges and
solutions - sure, you can sneak in through a drain by possessing a fish,
or summon a rat swarm to devour your enemies, but why bother when you
can just use an equally-effective grenade, or the deviously powerful
"walk through front door" ability? There's always a fool-proof
solution, and it's usually easier than the one requiring you use a power
anyway.
Last, weapons can be upgraded and modified. There is a distinct lack
of weaponry throughout the game, especially for stealthy players, and
while I appreciate the attempts to make limited equipment feel more
valuable, the fact is that there is very little "heavy artillery" for
more action-oriented players. Additionally, blueprints can be found and
bought throughout the game, but all these do is upgrade the ammo
capacity and effectiveness of your weapons in a completely linear way -
there are no trade-offs to make. And, like the powers, weapons really
don't get more interesting or varied as the game goes on, leading to a
feeling of stagnation around halfway through. Again, it's nice to see
an action game that doesn't thrust a minigun and bazooka in your hands,
but played as a shooter, Dishonored doesn't get very far because, like the stealth aspect, it has significantly less to offer players than its inspirations.
Closing Thoughts
As I've said, I still enjoyed Dishonored quite a lot, and
I'll be discussing its successes and failures in more detail in a
follow-up. It's also worth noting that not all of these is an example
of "bad design" - but rather, they're things that I personally believe
are inferior to what could have been. I really do have to wonder at the
justification regarding some of these decisions - did it come down to
time and budget, or ease of development, or a more conscious choice to
limit the player's capabilities to encourage other elements of gameplay?
Haven't played Dishonored quite yet, but I am excited to try it out. Unfortunately, it sounds like you are quite limited in your stealth actions from your review...but the uniqueness of the teleporting/shifting will get me to at least give it a go.
ReplyDeleteThat is, after I've finished playing xCom: Enemy Unknown.
Which segues into my question is will you be looking at X-Com? I've now played both and really like the new one. Despite the simplification of the system (removing Time Units for 2 actions) it worked really well and I'm interested in your opinion.
ReplyDeleteI have played it and wrote a review at GameBanshee.com. I think I might do a more detailed breakdown of mechanical problems with the game in the near future.
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