Skip to main content

Dishonored (2012, Playstation 3) Review


PRIDE BEFORE THE FALL


Also for: Windows, Xbox 360


Welcome to the city of Dunwall, capital of Gristol, The Empire of the Isles. If you accidentally call it England no-one would blame you. It is basically a dark steampunk fantasy about the old empire, mixing and matching dramatic events and landmarks from British history into an oppressive hellscape. Dunwall itself feels like a twisted version of 17th-century London, with its own palaces, mansions, factories, and slums lined with brick buildings. The smog hangs thick in the air. Rats litter the streets.

The police monitor the populace from towers, keeping them in check through fences of electric beams. The members of the aristocracy conspire amongst themselves and the restless workers moan about it all in pubs. Dissent is brewing, and the law keeps its guards up. The city is cut in half by the Wrenhaven River. Please be careful if you go swimming there, because the fish might bite your balls off. Also keep away from the huge ships loaded with whale oil, rats and a horrible disease called the Rat Plague. Many buildings are quarantined, and the bodies pile up in the dumps.


I apologize if this review wallows in details of Dishonored's world design, but it truly belongs to the upper echelons of immersive game universes. Designed by the brilliant Bulgarian art director Victor Antonov, who also helped create Half-Life 2, Dishonored's world seems like an authentic place with a proud history, now reduced to shambles. It ranks alongside Bioshock's Rapture or Dark Souls' Anor Londo as artificial places you need to see before you die, regardless of your interest in video games.

It's the perfect setting for a Shakespearian story about political intrigue and revenge, as told through the eyes of an assassin. And the way you meticulously explore it makes it even more memorable. You assume the role of Corvo Attano, the Lord Protector of the Empress and her daughter, although he might not keep that title for long. Maybe "Jack the Ripper" would be more fitting?


After being framed for regicide, you are imprisoned and tortured before finally escaping captivity by sneaking through the sewers. Looking down from the sewage pipes, you get a view of rat swarms attacking pursuing guards in a scripted event. This clues you in on both the danger these plague bearers pose, and how they can be used to your advantage. It is but one example of how Dishonored brilliantly uses story details as a game mechanic.

Like fellow immersive sims like Deus Ex and Thief, Arkane Studio's Dishonored sets up its world carefully in symbiosis with its gameplay. You make progress by exploring your surroundings, looking for hidden pathways and tools to help reach your objective. As a bonus you soak up atmosphere and details about the culture. You eavesdrop on informative conversations, read important documents and learn about enemy behavior. It's all part of the same, neat package.


The game eases you in on the extent of Corvo's abilities. Unearthing the possibilites is almost intoxicating.  As tools of your trade, you carry a gun, a blade and a crossbow. In an early dream sequence, you encounter The Outsider, a spirit of mysterious origins, who also shows you how to unlock your magical powers. One of them allows you to blink in and out of the enemy's view, killing him or putting him to sleep. In the eyes of the enemy you become some sort of Boogeyman.

You can basically play Corvo as two different kinds of avengers: V (from V for Vendetta) or Batman. Will you be unforgiving or benevolent? Avoid combat or kill them all? After each mission, the summary informs whether your actions steered the city towards low or high chaos. This is no new concept, but I appreciate the way it affects your playstyle - even how you choose to develop your abilities - rather than reducing it to a few story decisions.


Although hardly a flawless experience, Dishonored absorbs me with its constant suspense and intricate plot. I sneak around in the dark, constantly on high alert, scouting my surroundings for clues and alternate pathways. I skim through documents, looking for compromising info on my targets. A guardsman surprises me so I put him out with a sleep dart, and use my powers to slow down time for all but me, giving me a chance to escape. All the while the tension is through the roof. I feel like the owner of my playthrough. This is my story.

Free and open-ended games like these often perform poorly in some departments. That is not the case with Dishonored. While not exactly groundbreaking, even melee first-person combat feels satisfying, especially the parry and counter mechanic. You can potentially use every tool in any encounter, turning combat into something of a puzzle. My only gripe is the price you pay for overusing it. Since killing makes the world darker, it's designed to be a last resort unless you really crave a bad ending.


But maybe that's a price worth paying. In Dishonored story and gameplay merge into an inseparable unit. It doesn't dilly-dally with forced side quests to prolong the running time - it's straight to the backstab. Kill or defame your target, grab his journal, learn the location of a prisoner, and on it goes. Apart from the well-earned downtime between missions, it never rests on its laurels, nor does it overstay its welcome. Instead it brings a lot of replay value. I could spot a handful of different approaches right away - not by quest markers, mind you, but by world design - and I am eager to return and delve deeper into the ones I skipped.

As technological advancements leave some good games by the wayside, Dishonored remains strong because of its absorbing world and visual design. This is one of this year's most cherished games for me, eight years after its initial release. It's a shame I ignored for so long. I think the bland cover art put me off. But, to paraphrase Morrissey: the more you ignore it, the closer it gets. And ignoring Corvo Attano is a mistake that will cost you dearly.

[Screenshots from MobyGames: www.mobygames.com]

Comments

Popular posts from this blog

Wing Commander (1990, DOS) Review

ALL YOUR SPACE ARE BELONG TO KILRATHI

Baldur's Gate: Siege of Dragonspear (2016, Windows) Review

NEEDLESS FAN FICTION

Zack Zero (2012, Playstation 3) Review

AVERAGE TO THE MAX

Wolfenstein: The Old Blood (2015, Playstation 4) Review

ONCE MORE INTO THE FRAY

Assassin's Creed: Origins (2017, Playstation 4) Review

MASSIVE TO A FAULT

Assassin's Creed: Syndicate (2015, Playstation 4) Review

THE HIDDEN BLADE OF THE FRANCHISE