1:08 To be fair though, that wouldn't exactly be an easy conversation for him even if he did talk. Allow me to demonstrate: (Guards come in) Guard Leader: He's killed the Empress! Corvo: It wasn't me, I swear! Guard Leader: You're the only one here! If it wasn't you, then who did? Corvo: Ummm... a bunch of magical assassins who teleported away before you got here? Guard Leader: ... Corvo: I'm going to prison, aren't I?
Because the royal spymaster _and_ the high overseer accused him right then and there, not to mention the entirety of the empire was being corrupted. So if corvo even did speak he would've been executed evident by the fact that he didn't sign any confession after he was captured and tortured. Seriously do you guys skip the cutscenes or something...?
The one thing that annoyed me about the moral choices is that you get all this cool shit to use, but it's mostly lethal. I mean in Deus Ex they at least offered you different skills and weaponry in order to play a stealthy/pacifist run.
***** I think that's intentional as Corvo the character is meant to be tempted by the awesome (albeit questionably immoral) supernatural powers given by the outsider throughout the the course of the game and so you are as well.
***** I don't think you're so much discouraged to use them as you are challenged to use them, despite the warnings of a dark ending. The game places these tools before you and says: Do with them what you wish. You're given a choice, but it becomes more and more of an illusion as you realize that what you're doing is basically assassination. Even the non-lethal options kind of ruin peoples' lives...
+ℰɑℊℓℯℰyℯℳcℱℓy I disagree 50%. Ur right when you say most of the gadgets are lethal. The only non-lethal one I think was the sleep darts. Same goes for the upgrades. The only non-lethal upgrade I can think of are the silent boots. But the powers were fine in the non-lethal department. Stopping or slowing time, possession of animals or people, seeing through walls, teleporting further, jumping higher and moving faster all weren't lethal, and were all good for stealth. Anyway, Dishonored 2 got robots for us to "kill". :D
So, it turns out, in the next game, Corvo is going to be having a voice. And the voice will be Stephen Russell. Who voiced... Garrett from the first 3 Thief games. That is some straight fucking meta right there. Everyone says Dishonored is basically trying to be Thief, so they basically said, "yeah, you know what, no point in hiding it anymore"
It's more like a Spiritual Successor to Thief, considering the brand disappeared. Saying it's 'Ripping it off' is a bit odd when it's been genuinely gone for so long, only sort of rebooting way after Dishonoured came out.
yup them and half life devs that left(including the guy most responsible for the iconic city look in HL2) due to not being allowed to you know work on bloody games
A lot of reviewers (through no fault of their own) don't realize how deep this game is. It becomes clear when you replay the game a different way that the developers took a LOT of steps to make more differences between the world in a good playthrough vs a bad one. The banter of guards changes, people see the main character differently, there are more rats, alternate pathways, different dialogues in cutscenes, and of course the secret REALLY bad ending
But that still doesn't excuse the lackluster writing and generally poor voice acting. I love the game, but totally agree with Yahtz when he says that the game play isn't organic enough. I don't want to be made to feel guilty or suffer penalties for playing how I want to play.
One of the most memorable conversations I heard was in the Knife of Dunwall, during the mission where you have to take out Arnold Timsh. A rookie guard is asked to evict some family friends, even though they don't have the plague. He protests, and the senior guard launches into a rant about how if they refuse then they will be reassigned to places that actually were infected. He then listed a few horror stories, that the player would have already seen happen countless times in the main game, and can therefore instantly relate to them. The rookie then reluctantly agrees, and the senior guard then says "no room for heroes in the time of the plague" and reassures him that he will keep his job if he follows orders. A lot of the conversations are actually really deep if you stop, listen, and think about them within the context of the game's world. The guards became guards because it is the only stable career they could find considering the condition of the city. They are permitted to carry weapons for self defence, and they are paid in coin and rations of elixir. They do bad things because the people giving them orders are corrupt, and eventually the guards themselves became desensitized to it. Then there are the street thugs, who themselves are just trying to make a living. Or the Overseers, who are the way they are because they were kidnapped and brainwashed at a young age.
Yuki Terumi He got the job because the Duke of Serkonos was like: "Hey, Empress. Here's a deal to cement the relationship between our two nations. See this guy named Corvo? He's a badass. He would make a great bodyguard. Take him!" Corvo only did that AFRER he got the job.
for some reason i fucking love this game like every criticism is valid but i fucking love it oh my god i dont know why it just really i dunno why I HAVE NO IDEA BUT I LOVE IT
Me too, and i guess it is because it doesn't really matter if a game is flawed, games are a form of entertainment and if can entertain you, it is doing its job well.
I liked how the ending was based off of moral choices. I played through the game, not realising that I was being judged for my actions, hacking and slashing at anything that moved with only a couple of moments where I chose to be merciful. This lead me to be really shocked at the bad ending I got and really made me reflect on why I chose to play in a certain way and it even made me feel a tad guilty because of it. I think if a game can make you feel some kind of emotion and makes you reflect on yourself to such an extent it's a good one in my books.
***** Yeah, I agree with you in that regard. There were times I wanted to be sneaky and not kill everything in sight but I didn't have the patience to replay things over and over whenever I got caught.
I think the moral choice system was shit for the same reason Yahtzee thinks so. One of the first loading screens in the game, before you get a chance to kill anyone while breaking out of prison, tells you that killing people or neutralizing them had effects on your mission and the game's ending. Anyone who doesn't realize this simply doesn't pay attention/read properly. Upon realizing this, you immediately decide which ending you want, and that alters your playstyle accordingly and effectively turns your "moral choices" into inFamous; you go hard one way for your desired ending, not because it felt right, not because you felt you had to, but because the game promises a specific reward if you play that specific way. I'd feel differently if the game never told you about the repercussions of your actions before you even have a chance to play, because then it might have surprised me. But the fact that it basically says "BEING A BAD GUY MEANS BAD THINGS WILL HAPPEN AT THE END" before you get a sword completely ruins it for me.
Jade Venator Fair enough, that's understandable (though you could tone down the passive aggressiveness a bit aye). I played with my sister so I was busy talking to her during loading screens rather than reading them hence why I missed that out and why the ending was a shock to me. I agree if I had of seen that text then I would have altered my gameplay. But them adding that is a more a fault of the game designers I suppose.
What I hate is that some people can't seem to tell the difference between a silent protagonist and a protagonist who doesn't have a voice actor. You know, for example Gordon Freeman doesn't have a word of dialogue in Half-Life games, therefore he's a silent protagonist. On the other hand, Corvo Attano, Crono, Link, the Vault Dweller and Dragonborn have clear dialogue (or dialogue options) shown in text even though they aren't voiced, therefore they're just characters without voice-actors. See what I mean?
Yeah, but if you have just read the dialogue option that you selected, why would you need your character to say it? Mass effect did a good job of it though.
Characterization comes through using the heart imo. After playing through the game again using the heart on every single character and place I learned so much more about everyone and the story and it added a lot of emotion too.
stay still, bring out heart, click to listen, click to listen, click to listen yeah that definitely doesn't get boring after the first dozen times you do it
Well 7 years ago, building atmosphere was rare. Skyrim is older than that and I still see it everywhere and it is the cheapest, dumbest, most naive, McFantasy game ever made. There are relatively few gamers who go through games as they would irl, taking in characters, environments, ect. with high impulse control and attention spans, appreciating character developement, situations not going as planned, not save-scumming, dealing with consequences and letting stories play out and doing what they would do in that situation. Most are just instant-gratification pizza hut working man children who need immediate game-driven feedback of exploding lights and sounds and that's why we have 90% of console, mobile, Blizzard, Nintendo, ect. Why do you think people whine that CK Red Games have bugs and ignore the fact they have the best worlds, characters, stories by far in any game? You think they are there for that shit? No, the exploding lights just need to not go out of frame every 1/20000 gaming seconds....as that is all they take in when gaming. Super Hero Movies vs. Adult Movies where people ask questions and think about the ending
@@judgeholden6761 I hope you are doing better these days man /: bloody hell that reply in particular was just needlessly rude. I can appreciate the passion you have for the game but I agree with the first reply guy. You should not have to use certain items for the world to feel lively (I agree with Yahtzee, I found most of the game and levels to be dull aside from the first stage and the party). A game’s world should be able to stand on its own. Using items to get more world building should make something good become great. Dishonoured was certainly not for me considering how relieved/burnt out I felt when it was over, but the fact that you (and many other people apparently) enjoyed the game means that your point about games with a focus on “atmosphere” is kind of redundant. People are very much into games like this! I’m not a fan of Arkane since I dislike both of the games of theirs i’ve played (Prey was the other one) but the majority enjoyed it which is what matters to most people anyway. Ignoring a few other things like the passive-aggressiveness of that last paragraph, I think your viewpoint is a bit single-minded. I will admit that I was blazing through Dishonoured to get it over and done with as fast as possible so I won’t comment on the world-building but I agree with Yahtzee here for every other point since I have seen it first hand. The game was disappointing. I did do things the way I would in real life. If some knob compromised our position by shooting into the air as I get off his boat I would probably shoot him which I did (this works which is nice!) so even when trying to get into the game it just was not my bag. I agree that Skyrim is overrated though.
Last time I checked the studio behind Thief 2014 didn't want to make a sequel because it was poorly received Speaks volumes on how much they care about Thief, they pretty much just stuck Thief on there for brand recognition Maybe they should've kept Stephen Russell and didn't make 2014 Garret a shitty emo
As far as the characterization, I find I must disagree with Yahtzee rather strongly on this one. If you go for a nonlethal approach (no killing, sneaky sneaky) as opposed to a murderous one, you uncover FAR more of the world's lore. Which, I would propose, makes sense. Instead of shoving a steampunk dagger into the gullet of some poor chap, you get to hear what said gullet has to say of the world either through idle speech or conversing with another person. In addition, not offing people leads to more branching story lines.
To some extent I agree with Yahtzee on silent protagonists. I have the DLC's so played as Daud and I found his story more interesting because I was able to grasp the character of the man, what he was doing and why. A blank slate like Corvo is just a reactionary character responding to what happens around for as Jim Sterling would put it "some reasons"....
Dishonored is a lot like Bioshock because Arcane Studios worked on parts of one the the Bioshock games and presumably took some mechanics they worked on for that and put it into Dishonored
Maybe it was the art style, the world building, the epic optimization and performance on pc, or the story but somehow this game got me just SO damn immersed in it. I love this game. =]
He was okay with the game and I respect that. Even if its one of my favorite games. It was a good opinion and I was happier he didn't completely hate it.
I tried to play Dishonored with a little bit of murder here and there... but then I found a note about how much a guard liked being alive and how much he missed his wife and then Emily started drawing me pictures and expressing concern over the scary villain in the city ~siiigh~ And then I started to feel like using spring traps to mercilessly rip off the limbs of guards might be a bit evil of me...
1st playthrough: murder everyone and everything, destroy mechanisms, bash sword against wall to draw even more atention and more manual, 1v1 bloodshed. 2nd: flashy technical and horrible assassinations, like *stop time*, *strong wind* then *blink*, *slap a frag mine on back of guard*, *time resumes* *a huge group of alerted guards is dismembered in 1.3 seconds* (takes a shit-ton of time to master and many reloads) 3rd: ghost, easy enough, a bit boring final pt: Shadow ash kill bloodshed, no corpses so good ending while murdering everything
My biggest problem with Dishonored (and the DLC) was the lack of any way to check my no-kill/ghost status until the end of a mission, leaving me no choice but to redo an entire level if I screwed up, ad no way to be certain what my mistake was.
The game's moral choice system would've been a lot better if the game had never told us there was a choice. Shame how such a small thing can have a huge impact on the enjoyment of a game.
It would have been terrible if the game didn't tell you. The weepers and rats increase as you kill, so you might think about how you should act. You could go for the easy route and kill everyone but there will be more weepers and rats, potentially making it harder, and vice versa If you didn't know you would just play how you like and it would all be inconsequential just taking away from the gameplay. You might think, " Wow, these rats are annoying" but you wouldn't think, "Maybe I shouldn't slit as many throats and just put them to sleep. So again, that would be terrible.
AppleJooc Park Not at all. If it was presented as a dialogue with any of the huge cast of characters, that would be enough. Just someone tell Corvo "The Bodies in the streets are feeding the rats. Their nests grow stronger, and so do the plague. Its a vicious circle, the more people die, the more people get infected." That would be enough for any player figure out. And if you though that wasn't enough, various people can hammer the subject a little more to fix it in the players minds. And this is only one method, instead of a loading screen tell you "Hey! There is a bad ending! Don't fuck it up!"
For some strange reason, even though I have watched this and most of yatzees videos 3-4 times, it's only now that I feel obligated to post some rebuttals to his points. 1)silent protagonist: headcannon is that corvo is a mute. Timelines show that corvo knew the empress before her rise to power, so it makes sense that when he was appointed to be her bodyguard that all of the city would know his face. And when you think about dialogue choices, none of them branch to other dialogue. these quick rebuttals are from corvo's mind, explaining why they usually are so brash. simply, when corvo says "I have no need for your services, Peirro" he actually says nothing and just bolts in the other direction. this theory is proven further with the dlc. daud is fully voiced. so unless it was an artistic or plot decisions, why would they include full voice narration for the cheaper games, but not the more expensive, entry one? 2)I kinda believe this was done intentional. you weren't supposed to like any of the loyalist that essentially use corvo as their weapon. Havlock its crude and destructive, Martin is powerhungry, Pendleton is a gluttonus asshole, hell, even the maids were meant to be unlikable, lydia was a bitch unless you caught her by surprise the first day, then she spends the day hitting on you, and wallace is a massive asshole if you listen to how he talks and what the heart says. funny enough, the gaurds are more human then the loyalists are. I felt a guilt I didnt feel again untill spec ops: the line when I heard a gaurd shout "The man you killed had a wife and kids asshole" or "I'll have a drink for the men you slaughered today" and funny enough, this ends with a point I found really out of character for yatzee. He praised the story and world building in the dark souls series, but shuns it here. Did he not stop to read anything? the lore is massive in that game. its dizzying. Some of the most interesting characters are side ones, like granny rags. I expected more from yatzee to not take things only at face value and never explore 3)The rpg elements: the game wouldn't be as amazingly versatile and the combat would not be nearly as fun without them. And honestly if your running away from enemy forces, then your doing something wrong. shots can be parlayed while you shoot the man aiming a gun at you in the leg, then you proceed to slaughter an entire squadron. Ideally, the last level is the easiest because of this, because by then you've leveled up to the point of god form, and you just had to fight your way through daud and his men who are near as superpowered as you 4)The moral choice system: I found it fitting. I'm probably the only one who did but, oh well. I feel like If you fell into temptation and slaughtered everything in sight, that you deserve a slap on the wrist. And hell, the way i played i deserved way more then just a slap on the wrist. It makes no sense that the game would go "wow, you killed most of the population, giving endless food for these monster rats. good work! happly ever after". The game gives you ammunition for doing things the violent way because it wants you to give in and turn into a vengeful spirit. like the outsider, watching you. He expects you to run in and slaughter everything, but the only way you suprise him is if you do things nonlethal. And the only way you cand end up with bland corvo ending is if you do half and half. either slaughter or save, then you get the tital of masked demon or saint, respectively. I don't know why people didn't expect that all in all, a fair review, but not up to the standards we hold him up to today. the fact that he sprinted headlong into the game without any exploration is a little saddening, and I hope that it didn't stop anyone from actually playing and enjoying the game
Gingereenio Actually, he praised the world building. 2:26 And Corvo being a mute sounds weird. Pretty sure there are some dialog choices which would be almost impossible to convey without talking. And Daud being voiced doesn't prove anything. He already had a voice. Maybe they thought it would be nice of him to use it because people didn't like silent Corvo.
I don't know why people are so obsessed with getting the "good ending" that they don't just play the game the way they want to. The "bad ending" of Dishonored didn't punish you for being immoral; it just reflected the fact that you killed a bunch of people. If that was how you chose to play, why is that a problem. The game was not structured around moral choices. The explicit choices you made, i.e., how you disposed of your assigned targets, were morally ambiguous. The non-lethal method tended to be pretty damned brutal, condemning the target to a lifetime of agony instead of a quick death. The chaos system, on the other hand, led to changes in the environment that not only reflected but also encouraged your style of play. If you liked stabbing people in the face, you got more people to stab in the face. If you were sneaky, the environment became more conducive to sneakiness. Also, the "bad ending" was accompanied by a far more eventful and climactic final level, more than compensating for the bleak little post-game narration some people seem so afraid of.
I actually went for low chaos, not for the ending, but because I didn't want to murder everyone who were perfectly innocent in the worst possible period of Dunwall
Usually I'm not too big on the silent protagonist thing either (as I kind of wish Link could actually speak and such) but I feel like it worked for this game because I imagined Corvo as some silent, shady, assassin/guardian that speaks through his actions most of the time and that the only time he would talk genuinely would be when he was with the Empress and Emily (presumably his wife and daughter) which made events have more impact and made him, imo, more badass. Also, for some reason, I was actually able to successfully feel like I WAS HIM (which silent protagonists can't usually make me do even though that's what silent protagonists are supposed to do in the first place) - especially with the kickass soundtrack playing as I was running and blinking around like a magical goddamn NINJA.
***** His name? You can read it on onto billboard of the city from the first mission You can also sign a guestbook on the forth(?) mission with your real name
Just cause I feel I need to defend Dishonored, of course Corvo couldn't save the empress! What do you think facing supernatural assassins is a day to day job for him? The whole power thing is not something that's common, having the outsiders mark is essentially mythic in dishonoreds world.
Other then that, I can mainly see your point and had a bit of a giggle. But I'm a sucker for great worlds in games and stories and absolutely love Dishonoreds world, so there's that.
I have to say that i like the fact that the moral choice reasoning for how things fuck up, essentially boils down to: there is a plague, therefore: *mo' bodies = mo' plague*, so raising the death toll should have a very negative impact on the city. HOWEVER, that shit is essentially thrown out the window by the end, and what shocked me the most was how people were fucking reacting over my actions, i say this because during every single mission ending, whenever i had killed a shit ton of bad guys or not, i would be complimented, that is up until the very last mission when suddenly Samuel confused me for Hitler and fired a warning shot to denounce my location. And another thing that pissed me off is the fact that we have no fucking idea what the outsider is supposed to be, i read everything i visited all the shrines, but his presence is simply and almost non-existing, he's just there to give you powers. Nothing else. Overall this feels like someone had a great idea but no one wanted to invest on it, so we ended up with a pretty malnourished yet fun game that had a ton of potential, that failed to deliver.
Joseph Charles One thing is a character being confusing and mysterious, another thing, is someone who obviously was meant to have an important role, but by the end, never actually fulfills or accomplishes anything. I say this because he is never all that present to be relevant, and he is not subtle enough to be mysterious. He seems like just some demi-god dude that is bored, so he just gives a power to Corvo and watches him go along as a bored person zapping through the tv. Examples of well executed mysterious/ confusing characters in games: -Sheogorath, the prince of madness from elder scrolls (he is entertainingly interesting because of the lore behind him and also due to the mission where we can find him); -The g-man from half life (he is ominous, appears multiple times and has clearly an importante role within the universe of half-life); -the "strange man" from red dead redemption, he appears in only 3/4 sidequests that are branched out on the many chapters of the story and he judges the main character based upon his actions, many theorize he might be the devil, god, death itself, or an hallucinatory manifestion of the protagonist's own consciousness, this blurred line of his existence makes for an amazingly interesting character. Also, i'm not questioning wether you like or not this character, i'm telling you why it personally didn't work for me. :)
ChanologyAgent Yes, but that's exactly my main gripe with him, he was supposed to be more interesting, but there comes a point when the lore can no longer help with this, and only the actual presence of this character has to strike an impact into the player. And he didn't. Like i said in the first comment i posted, this was supposed to have been a great game, but somebody did not want to invest enough time, or money or both into, which left us with an almost good game. I say almost good, because the pretty much all the upgrade to the combat were either incredibly useless or completely OP. Not to mention that going for a stealthy non-violent run is unrewarding as hell. I mean, i understand that if you wanna be a saint and not kill anybody in this game then at least ALLOW the player to become better at being non lethal. There's no way to increase the tranquilizer darts. What's up with that?! And how about hitting the guy in the head with the blade's pommel to knock him down? it is louder but saves time. How about carrying a sort of baton to knock out enemies instead of killing them while in combat? Because whenever you are spotted, it becomes really annoying having to flee just to have him alert the others, instead of being able to rush the dude and KO his ass before he alerts his mates.
ChanologyAgent That's another thing i had forgotten! The reason i was saying he sounded like a "demi-god dude" was because his voice was definately bordering the astounding frontier of "Meh" levels of interest xD
KRIMZONMEKANISM I think that's the point of the character. He's lived forever and seen nearly everything. By this point he's pretty much just chucking bazookas into the monkey enclosure in the vain hope that they do something amusing with them. Although the end result is a bit grating to listen to, yes.
I just realized what's always bothered me about Zero Punctuation. He never shows any gameplay. I realize that this show is not and never was intended to be a detailed look into a game, and having gameplay with it would ruin the whole thing, but the games Yahzee bashes are often really fun to play, and some people might walk away from reviews like this and not buy the game based on his word alone.
I wouldn't recommend that anyone use Yatzee's videos for the basis of a video game purchase. His work satirical; meant to be laughed at for it's humor and not taken as a serious review. I specifically watch his videos on games that I personally found a great deal of enjoyment out of...and lmao at his brutalizing them. It's what he does best.
Jeremy Sumrak You obviously don't know what satire means, because if you did, then you'd know that his reviews are still supposed to be taken seriously. He may occasionally joke about certain things like Silent Hill's formula, but that doesn't discredit his analysis of the game; he is no different than Mr. Plinkett.
Jeremy Sumrak that's what I do too, ignore Jeremy Sumrak and whatever he is saying. I watch videos from him talking about either games I love or games I know sucks and it's a great enjoyment. I go elsewhere for game recommendations.
I remember being annoye a few hours in when i noticed the guards had random lines to pretend it was dialogue with a random response from the other so it started to feel cheap when i saw guards rolling the dice for a comment to the other on every stage... Deus Ex HR did in a good way by making them have an actual conversation about their superiors or the situation when you get near and after resume their patrols
i don't count dishonored as a stealth game but rather an action game with stealth elements because i think a stealth games are fun because of the tension that come from the fear of being caught and there is no tension when i know if i am caught i can just slice my way through everybody and it would be infinitely easier. i could go for no kil runs but why would should i artificially increase the difficulty like that
I love how some people say this and it tells me you did not even get past 1,or 2 missons XD like Griffin wheeler said he disliked it and once he got the game he loved it.... so i rest my case......
i got up to the lady boyle segment. but i wasnt invested in the characters and the world is just incredibly dull, maybe its the voice acting but i stopped playing after but its not as difficult as you make it out to be. the levels are fairly linear even though they may feel large and its always clear where you need to go and most of the runes are easily attainable. plus its incredibly easy to just massacre everybody with your incredible array of spells and tools and waltz your way across the level even on the highest difficulty unless you're braindead
i find its more fun to make up ridiculous ways of killing people because as stealth games go its subpar. in hitman you can make a plethora of distractions, in thief you have a bunch of specialized arrows and tools and relies on methodical step by step approach to stealth as well as large open ended levels. deus ex had chasms of special places that if you can get there stealthily can actually change how the levels plays out. dishonored doesn't have any of that. the guard paths are very predictable. and while dishonored does have a few ways of getting in and out of a level and alternative ways of dispatching people they are easy to pull of and find as well and not all that great except for that bit where can control a fish. and a non lethal playthrough only forces me to wait for guard A to go to point B which isnt very engaging because there is no threat. people don't wait in stealth games, they're planning 4-5 steps ahead so they don't have to go through the shitty combat. but dishonored combat is not shit its fun really fucking fun. it just doesn't feel like a stealth game or rather it feels like an introductory stealth game
The world building was amazing. Especially the way they built Emily as a character. You got to see her before her mother's death, then rescue her, and she seems to have taken it rather well all things considered. She acts all proper when Corvo's about, but the moment he's gone she acts just like a kid. It makes her feel more real, and more like she's a person than a cardboard cutout that's a couple feet shorter than all the other ones. So I liked the characters. Though most of the good parts about them were hidden away in audio logs. Also I loved the level where it's a party, and you can sign your name in the guest book. If you do it as you walk in the guards will be alerted, because somebody read the guest list, and found out that assassin who broke out of prison a few days back is at the masquerade ball. I feel like they should've realized that when someone was shot outside.
Along the same lines, one thing I really didn't like about the moral choice aspect of Dishonored is that if you are going for the good ending, the sleep darts are your best tool but it doesn't give you the option to use them on a regular basis. Seriously, they worked perfectly and they were easy. You snipe someone from a distance, creep up to hide their bodies, and done. They were amazing and I loved them. It would just be nice if you could carry more than a small handful of them. There were upgrades to pretty much double the amount of normal bolts you could carry, but not much of anything for sleep darts. There weren't all that many you could find during missions either. Once I figured that out, I kind of said fuck it and went for a mid chaos ending. I don't really care about being a perfectionist in gaming, since I would rather play a game for its story, enjoy it for what it is, then move on then spend hours and hours trying to get slightly different endings.
Yahtzee and I apparently share 0.01% of a mind, as I also started my first playthrough of the game goon non-lethal (reloading a save if something went wrong, and another playthrough where I killed everyone like a cold blooded assassin on meth
dishonored is a great game and did so much well. story, art style, gameplay,... Could have been better indeed and you make some good points. But it still scores way better than assassins creed, hitman,... for me
There are 3 Endings, so that means you can play 3 play throughs 1. Moderate Chaos- Be stealthy and murderous. 2. High Chaos- Kill everyone (Or at least a lot of them) Also I think there a 3 versions of the High Chaos. A. Save Emily B. Don't Save Emily C. Be as ruthless as you can in the play through kill everyone (EVERYTHING) 3. Low Chaos- Don't kill anyone (Except Targets). As long as 3 people or less don't die, your good.
One of the things that made Dragon Age: Origins so special to me was that it didn't have a binary moral choice at the end and even when the choices were binary, they certainly weren't black and white.
The enemies in this game really failed to offer any form of challenge. The only reason to actually stealth was if you were a pacifist and didn't want to hurt anyone or just because you wanted to play the game in an artificial 'hardmode'. Guards should be threatening! They should be the reason why we're sneaking rather than going in guns blazing, not our own conscience!
It made much more sense to have the bad ending, because the empire was burning down already, and as the outsider points out, he says "the empire needed the right man do bring it down", the empress was killed, the lord regent was either killed by you or sent to coldrigde prison and Emily was just young, nobody could bring Dunwall back (based on your decision) but I never had such a good experience after playing the game, thinking that (apart from the outsider and the powers) the atmosphere and the story, could have easily happened in the past (obviously not) but you just had that feeling. The London setting, I absolutely loved! But when you get potrayed I thought the game was amense
Damian Freeman I do agree with you, the game was absolutely brilliant there was nothing not to like apart from the ending I suppose, but I do agree. I can't wait for dishonored 2
Damian Freeman I don't know whether that would ruin it, because the outsider has to give Emily powers, I feel dishonored 2 will be good, the storyline in 1 was amazing, like it felt real, but with powers. The music that built tension was amazing, and I felt the characters fit in really well
My recommendation for this game is to just ignore the moral choice system. I ended up playing trying to go stealthy and non-lethal as much as possible, but when I get found out just going with the flow and try to fight / flee then revert back to non-lethal until the muck hits the fan again. I found the ebb and flow of paced sneaking and frantic flailing much more fun then.
There's a Reference to a Thief game in Dishonored. In the Assassin's Hideout in the Flooded District you can see an assassin being lectured how to sneak, with audio awfully similar to the original Thief. Thank you +Andrzej Romaniuk
+Red Pool☯ in the assasins hideout in the Flooded District we can see an assasin being lectured how to sneak. With audio awfully similar to the orgininal thief.
+Andrzej Romaniuk upon completing the task the assassin says "well done, I did not see you traverse the room" which is exactly what one of the Keepers say in the Training mission.
I got through the whole game without killing anyone but didn't get the no kills achievement because there were 7 deaths from guards SHOOTING EACH OTHER!!! >:( so I got that achievement at least. Also, you can non lethal escape pursuit pretty much by either sleep darting whoever spotted you (if it was only one or two guys) or legging it and teleporting over the nearest wall.
+PonzooonTheGreat It is still your fault that they shot each other. Holding someone in place and forcing the other person to shoot him is still your fault that it happened.
The 'good' and 'bad' endings are weird, (Spoiler Alert) in that the good ending is boring, "I poisoned them, go ahead and save Emily", whereas in the bad ending there's an internal struggle going on and you have to save her at the last second
It's not so much a moral choice as it is keeping clean. If you cause panic, the world sucks. If you don't let anyone see the dead guards everywhere, the world is slightly better.
I enjoyed Dishonored. My main issue is that I'm not great at stealth games, so most missions had me starting stealthy, failing to be stealthy, and just stabbing everyone out in the open in a massive sword fight. I had fun with it though. I have some of the DLC, but I haven't played much of that. There's some replayable missions where you do small tasks and stuff for score or something, which is ok, but eh. There's some story DLC which is ok, but by the time I got around to playing them, I kinda forgot how to play the game, and would have to re play a large amount of the game to remember what I'm doing. The DLC expects you to have played the main game(which makes sense) so it doesn't give you it's own tutorial or anything, it just throws you straight into it(which again, makes sense, and is fine..I just wouldn't have minded an optional mini-tutorial to catch you back up to speed.)
Oh my, the game doesn't let me kill, because it holds the good ending hostage. Killing 30% of the guards on a level is Low Chaos. Completing 2 levels (for instance Dunwall Tower and Flooded District) on high chaos will not change the overall Low. Also, Kingsparrow can be completed in high chaos, because it doesn't matter to the ending. Playing stealth, killing only when there is no other way (choking bonecharm makes nonlethal as fast as lethal and it's easy to get early on), you can get good ending with a stable amount of corpses behind you. So all of you in the comments stop wanking about not being able to kill people. All your non combat upgrade money can go into fast working darts anyway.
Easy? At least the game dumped alot of mp bone charms at me early game instead of throwing shit like albino or wink of fate but i always got the choke bone shard after the betrayal of the loyalists
@@PancakemonsterFO4 Yeah, I don't remember what I was smoking when writing this. Still, good ending is pretty achievable and I don't know why people pummeled down on that myth that the game doesn't let you kill.
@@KosmataBradva good ending is actually more fun since you really learn to appreciate your environment like are there rats? Could be a ratpath nearby. Or is this roof climbable? Might take the skyroute and skip all the bobbies guarding the place Only problem i had with the game is you never get feedback when somebody dies other then the sword wich often ends up with me replaying the entire mission and going overboard with savety on parts where you MIGHT got someone killed or got spotted for a second before the sleepdart hit them
@@PancakemonsterFO4 Yea, but this is more about casual play. Obviously if you are going for Clean Hands, you would have a pretty good grasp at the game. I'm just mad about people playing it for the first time with their brain off, ooga-booga cut everyone, game is fun, then cry about being limited for a good ending. When as you said it, yes, in fact the real fun is figuring out how to deal with the enviorment, not just the open combat.
Honestly i a with yahtzee all making the protagonist silent has ever done for me is make them seem distant and difficult to relate to. I relate with and understand Lara Croft and Ezio Auditore because they have voices, opinions, and truly are fleshed out as people witch lets me to get more invested in the game.
I like coming up with ideas for games. These days, I heavily consider what Yahtzee amd other RUclipsrs might say about the ideas to keep myself in line
Mr. Croshaw, you're just now discovering my favorite way to play "morality" games? I've been doing that for years! For maximum cognitive dissonance fun, the first run I always play as the noble goody-two-shoes Jedi-wannabe. Then I replay as, well, "Mr. Yahtzee Croshaw", i.e. evil but lovable %^&*^^^%%%^^, dining on the hearts of orphan kids while making charming and witty one-liners. :)
As one of my favourite games, I feel like you're being a bit unfair here. 1. The protagonist is Corvo Attano. Now that's out of the way... 2. He doesn't start off an assassin, and technically even if he was it would have been Imperial rather than Royal because he served the Empress. He starts off as a bodyguard and later becomes an assassin in order to avenge her death and put her daughter on the throne. 3. He didn't exactly have a lot of control over the Empress being killed considering he was being held four feet off the ground in a magic glowy-green tractor beam in addition to just having returned from a several month journey - by the Empress's orders I might add. 4. It was a frame job, Corvo couldn't have defended himself from the Spymaster and the High Overseer's accusations if he'd tried.
i usually plays Dishonored when i am sick, its weird, i think its because there is nothing that could stay in my way for playing it(except being sick), i don't have to rush anything, things happens and its somehow more appealing to walk around in a rat filled rundown town that have a plague while sick, finishing the game without kill anyone and stuff like that. the only regret i have with the game is that i bought Deus ex Humman revolution before Dishonored, because Dishonored those EVERYTHING better them Deus ex HR maybe not the original but comparing Dex HR vs Dishonored, Dishonored dose everything better, the choices are more clearer and more things has impact on the world the combat feels better the stealth feels better you can actually switch style of play(in Dex HR you did pick something like hacking to be efficient in, and them you are kinda stuck in it, and hacking in dexHr is unbalanced.) the game is shorter but it uses ALL the game play time to its fullest. All along i am not buying Mankind divided because Dishonored 2 properly will do the same thing of outperforming Deus ex again.
The Artist Of War Meanwhile I personally feel the complete opposite. Dishonored was a drag, and the fact I was obligated to play it strictly by its rules if I wanted the 'good' ending bogged it down to the point I dropped it midway through the brothel level. I'm giving the new DE sequel a pass as well for the moment between aged hardware and not having the time, but will pick it up again; which is more than I can say for either Dishonored.
When you have to wonder whether or not to recommend a game like Dishonored, holy crap your standards are way too high and weird. Good luck playing one and a half game a year with expectations like that
+0nlySurvivor oh not at all, which is why I'm surprised. I know half the fun of these reviews is the fact that he hardly has anything positive to say about a game, but what I appreciate is he's usually not WRONG, he just exaggerates a bit. You can usually tell which games he actually enjoyed vs. the ones that were legitimately awful. That said, "I don't know if I would recommend this" is pretty cut-and-dry and strangely harsh for this game, especially one that apparently is better in some ways than Yahtzee's favorite Thief (I wouldn't know, haven't played it myself)
+0nlySurvivor fair, but even still I feel like those are greatly exaggerated. I don't get the "robot enemies" thing, but I get why it feels that way. The world is dripping with personality, WAY more than most shooters, but I think it's hiding behind the ol' silent protagonist. I'll give him that. However, the moral system has a nice twist that, admittedly, I didn't even know about: if you go FULL evil, not just bad, then you get a special ending where *spoilers* your one friend betrays you at the end. He drops you off at the mission like every other, but fires a flare off alerting the enemies to your presence, and tells you that you're no hero and deserve to die. I thought that was smart and actually flies in the face of some of the main criticisms of the morality system, that there is no big difference between how people see you in the end.
I loved Dishonored, but I loved the Knife of Dunwall/Brigmore Witches DLC even more, due in part to abandoning the silent protagonist thing. Really hoping they continue with voiced protagonists with Dishonored 2, though that would in part involve getting a voice for Corvo for the first time. I at least hope they voice Emily though.
+Aaron Walton I'm pretty sure Corvo and Emily are going to have voices, so you don't have to worry about that. Sidenote: Daud's voice was goddamn bastion levels of good.
I agree. I just finished Brigmore last night, and I thought Daud was a much more interesting and sordid character. Plus, he is masterfully voiced by the one and only Mister Blonde.
I'm glad that the silent protagonist trope is slowly going away. I get more invested when the character I'm playing has an actual personality to connect to. I can find things to relate to the character
Well, when a game is shit, people tend to be disappointed. When a game from a series that someone really loves turns out to be a soulless, boring mess, we can expect a very entertaining rant.
Dishonoured is one of my favourite games of all time, but I always hated how the good/bad endings were tied to how many guards I killed. I'm not sure if there's a better way to go about it, perhaps have the morality effect something else, but I never got to play Dishonoured the way I *wanted* to, and that was disappointing.
Yeah it is kind of annoying but there is no other real way to do it but you could still play the game the way you wanted it would just change the ending, if you wanted leap from a building 100 feet above them and rip the throats out of guards or shoot their eyeballs out of their skulls then you can or you can avoid them and take a less violent approach if you want, i mean it does kind of stand on it's high horse if you are bad by giving you the your actions have consequences now look what you've done speech, but it doesn't really stop you just groans at you if you do and makes the dunwall a little bit more horrible if you do
I hated how you could knock out every guard and drag them away from water/rats and you'd still end up with a death at the end of a mission. Killed the "good" approach for me.
I had a few mysterious deaths pop up on my summary screens as well; Had to start the whole level over just to maintain that 0. (Yes, I know that 1 or 2 deaths don't prevent the ending, but I didn't know that *then*)
Jason_c_o The glitch into water and drown thing for KO'd enemies was apparently an old bug that was never addressed, and the non-lethal way to take care of the inquisitor guy couldn't be done without someone walking in and discovering it unless you effectively incapacitated everyone in the building whose patrol paths intersect the one guy's who walks in. After two retries, I shelved the thing. Probably didn't deserve to be, but felt too glitchy and underthought for the stealth approach.
Wait...so it didn't occur to you that you could load a save for a mission and kill everyone? You're that caught up with the good and bad endings that you didn't bother to do a lethal second playthrough?
For me, the moral choice just drained all my interest and i didnt even bother finishing the game because i want to play the game my preffered way while still getting a decent ending and Dishonored just doesnt allow you to do that.
The morality system is a huge part of how you interact with the world and how the world reacts to your actions. You still get to play it *your* way, nothing's stopping you.
XxLeCaptainxX The problem i had is that my way wont give me a decent time with the game. My way is having as much fun as possible while getting a good ending and getting a good ending in dishonored requires carful observation, planning and sitting on my butt waiting for a chance to move ahead. When i camp in one spot waiting for a opportunity to sneak up on a guard and throttle him i dont have fun, i wish i was playing something else and i feel the game forces me the choose between the good ending and a good time. I generally only enjoy the games where i feel all time spent is time well spent, and thats where Dishonored just doesnt make the cut for me.
I have never understood people like you. Why throw away all the fun (the reason you are even playing the game) for a good ending? What's so great about it? I played dishonored slitting the throat of every person I could get my hands on, shooting guards, throwing grenades and it was a blast. I can't imagine taking all of that away for a good ending unless you're in it for the challenge.
daidai907 This also presents another issue i have with the moral choice, Corvo does not have a legit reason to take a violent approach. He is established as a master of stealth and bodyguard of the empress, which means he has to be aware that he is screwing everyone over by killing people. I feel Corvo's character is completely ignored when the player plays the game in a high chaos way.The reason i bring this up is because i feel that part of what makes a good moral choice is that both the player and the avatar has valid reasons for taking any approach and while the player may kill for the sake of amusment, Corvo lacks any legitimate reason to murder people.
BlitzBurn I actually agree. Hence why I don't do the Slit Pipes McGee one. I guess you could make the argument that he feels betrayed in getting thrown in jail and framed but that wouldn't make too much sense.
Dishonered is a great reminder of the long forgotten stealth genre, main gripe I have is the game giving you a veritable smorgasbord of lethal tools and weapons to play with then low key chastises you for using them, like the springrazor tripmines. Those things are fucking sick, but I don't want to kill anyone so I don't use them so so much for that. Surely if they really want us to forgo killing people maybe they'd pad out your non lethal kit as well. Like how about a blackjack for knocking people out quickly but noisily? How about gas/shock mines? How about noisemaker bolts? Or is that too obvious a rip off from Thiefs playbook?
Yahtzee, if you had to pick between Dishonored and Thief 4, which one woukd you go with? Since watching your Thief 4 video, I couldn't help but be curious.
This game disappointed me, I was expecting a big open world full of missions and fun and getting around the city without being spotted and stuff like that. What i got was a short level based romp through a cool setting that re-used levels for different missions. Plus I hate it when killing is bad, sometimes blood needs to be spilled, Corvo isn't Batman, he can fight crime and still have a joyous time slitting throats. Why have a knife and crossbow if you aren't gonna use them? (sleep darts, or whatever they were, aside)
They only use the same level once and even then its just a fraction of it, and you can kill people, just balance it out with sparing the targets and getting seen less.
The endings make sense, if you kill more guards naturally the law and order of the city's going to break down further, there'll be fewer people to control the plague and quarantine people, and naturally the plague would exacerbate and romp over the city. Would you rather your actions have no effect at all on the ending? If thats the case I suppose bioshock infinite should be pretty interesting for you yea ;) Its true that the non-lethal methods are fairly bland compared to the murder methods though, but at least they're fixing that in the DLCs. Also I think the main attraction of the game was that you could complete a level in many different ways of infiltration. You can possess stuff, go in sneakily underground or skirt around on the rooftops. Or simply march in like rambo. And pray tell, how many levels were re-used? I think the game's pretty open world enough. If you would compare this to other games like Bioshock Infinite (which rather lacks exploration) you'd find that the level design's pretty sufficient.
TheAzuremight yeah ive started playing it through again since its free on xbox right now and ive started to like it more. Ive just came to accept the game for what it is rather than wish for something different and ive changed my opinion a bit and am enjoying it more.
Artyom Out of curiosity, I was thinking of playing the game as "Only kill targets, no one else." Can I still get the "good" ending out of that? Or is the "(shocked gasp, hand on chest) don't *murder* him, you vicious brute!" chaos system too easily thrown off to allow that? *Disclaimer*: I'm not against avoiding killing in a stealth game, especially when it comes to guards, my only beef is with the main targets.
This game is my 2nd favourite game. I love it. However.... I can't call it a stealth game with a straight face. It offers the option of stealth, the levels are designed in a way to allow stealth, but the AI is the kicker. It's just bad. I think anyone who has played the game knows what I mean.
You'rea Pleb I was pointing towards the "bad AI" thing and stealth mechanics. I just think he's bad at the game that all he does is come in guns blazin' style.
Joseph Charles The AI doesn't notice anything? Really? Dude, the AI is excellent and if you make a noise, you are SCREWED. They can easily notice you, as they do look around the area when they are suspicious. I don't know what the fuck you're trying to prove. The AI notices you just like a real person would.
Grei Weurdin The game _is_ 10/10 in my opinion, but I guess it's because I'm a twat who enjoys playing non lethally, so the moral thing didn't bother me one bit.
Grei Weurdin The moral choice in this game is more about Emily than it is the player. If you kill people, it'll change her outlook on life. I actually enjoyed the morals in this game because it had a unique spin.
I love Dishonored. My first *real* mainstream game. Corvo's seven years older than the Empress. I like the steampunk feel. I also like the difference between Thief and this. First difference: superpowers, second: You can move about on rooftops.
He fails to protect the empress because master assassins pop in from seemingly nowhere and use magic, which he doesn't possess to freeze him into place. Also, it doesn't matter if he shouts his innocence, if you'd paid any attention to the story whatsoever you'd realize it was all a set-up by the spy master. You can finish the game perfect ghost without ever using any powers, so it's your fault if you made the game too easy because you have no self-restraint. Yeah, the chaos system is kind of lame, but it really only exists to punish (or reward, depending on your view) players who run around killing everything instead of taking the stealth approach, by throwing more enemies and rats into the level.
The way it goes is that Corvo has a lot of influence on the girl(Emily). So if Corvo is a non forgiving mass murderer out looking for an endless stream of blood, Emily would rule with the same kind of ruthless mentality. Still a stretch but that's how the game works.
This is one i have to disagree with you. What kind of a moral system would you expect? one where no matter what you pick you get the same thing? Here the choices you make actually have an effect not only on the ending but also on the missions since the more you kill the more the plague and rats spread making it harder to move around. If you expected different reactions on every npc based on who and how many you kill you got the wrong game. This wasn't an rpg with stealth it was stealth with rpg elements. It's all fine if this wasn't your ideal game but don't judge it on how close it was to being how you wanted it but by how well it stands on it's own.
Ashaira I think a good solution to this would be to make killing low-brow guards/weepers not raise chaos levels, but killing your targets to determine the outcome. It's really a shame, because Dishonored's combat is even better than the stealth, and the stealth itself is phenomenal.
Anonymous Brit they will prob make a sistem where you can choose what happen during your game. as for the story explanation we will have to wait and see.
If the character were interesting on their own, perhaps you wouldn't want your self-insert fanfiction. You can characterize someone and still feel like you're that character; not making any character whatsoever is just a cop-out.
***** Making broken, bug-ridden games are also their thing; no one gives them a free pass for that, either. And you've _really_ got to be fucking something up when even your own fans, of which Elder Scrolls has many of, is willing to tell you how bad you are at it. It's approaching self-parody at this point. So no, "it's kind of their thing" is not a valid excuse.
ReinWeisserRitter Bingo! It's just a way to avoid writing the main character. Bioshock Infinite has made it very very apparent that you can have an exciting First Person game without having to blank the character's personality.
***** He said it's a silent protagonist because "it's a Bethesda game" and that shouldn't be an excuse because there are bad things (mostly bugs) that come with "being a Bethesda game"
Well, I agree with the killing part in the game. There should be a penalty for killing people, especially innocent guards just doing their job. It makes sense to have a worse ending, and most importantly of all, the goal CAN be accomplished without killing innocent people, but it's harder to do (Much like Thief, a game I've really gotten into in the last few weeks). What I don't like is the ghost achievement. Not being seen ever? That's fucking bullshit. It's unnatural to have to load up your game so much. The problem is, by letting people see you, yeah, they get a little riled up, but they still know you're around, even acknowledge it in the game. The problem that I have with this is that it can happen by accident (you getting seen) while killing someone is a cognitive thing. You decide if you kill someone or not, so it's easy to just decide to not kill anyone. If you do, something went wrong in your brain. By that logic, you can go through the whole game without using quicksaves. On the other hand, you can get seen quite a lot. Thief wasn't bullshit like that. You just can't kill anyone, that's the point. If you get seen, you're on your own (run and run, close doors behind you and hide in a dark corner, then hope the guard didn't hear you hide there) just DON'T kill anyone. It's much more natural. In Dishonored, I hate how I have to reload any time anyone catches sight of me. It breaks the game's pacing even more. I'd much rather choke a dude, be seen, then run for my life and hide in a dumpster or something. That's natural. BUT THAT'S NOT ALL! The absolute worst part is, that the game likes to prank you. In Thief, if you accidentally kill someone (like hit him too hard with your blackjack or something) then the game is like "whoa whoa, where do you think you're going? You fucked up! Now restart from your last save, dipshit!". So you know you just have to get through a level. In Dishonored, the game doesn't tell you if you've actually been discovered or accidentally killed someone. And there is absolutely no way to check that, either. The only way to know is at the end of a level. ONLY AT THE END can you find out if you fucked up. If you did, then tough luck, you have to repeat the WHOLE FUCKING MISSION again, because they don't even tell you where or who spotted you. I actually quit the game after mission 7, because it took me about 7-8 hours to beat that level, and at the end I found out I accidentally killed one person. ONE PERSON AND I HAVE TO REPEAT ALL OF THAT! THE ENTIRETY OF THE LONGEST MISSION IN THE GAME! No I will not! If the game fixed the flaw of not telling you if you fucked up, and removing the "not being seen" bullshit, I might like it as much as Thief. Actually no, it doesn't have interesting characters, the missions are more wide segments of a linear level that open maps, and the money doesn't mean much at all.
blackbite50 How in the world did you conclude from what I said that I don't want a challenge for my achievements? There is a very clear line between a challenge and being unfair. If the game wants me to achieve something, then it should fucking let me keep track of what I'm achieving. Like in Thief.
ya know, if i made a stealth/horror game (WITCH I REALLY REALLY REALLY WANT TO!!) I'd get the people from thief and silent hill 2. and i'd ley capcom do the adversisment.
Eliza1a4 Then you've just taken 2 intellectual properties and welded them together or do you mean the staff and producers of silent hill 2 and thief in which case that is possibly not a bad team if some what different in their perspectives towards a game and you would have to pick individuals from each due to the fact that it would just get confusing and by advertisement i assume you mean you would want capcom to produce it in which case again there are worse choices, in fact thats probably the company i'd choose if i could(in the future hopefully) but its more than just having those teams you need a unique IP and an idea of what the environment and characters will look like, you need a clear vision( i know because it took me about 3 month's to figure mine out and that was just for my university course ) and an idea behind it otherwise you end up with a convoluted mess with no real direction and capcom wouldn't produce it.
I tried to do a non Lethal from the start but got board reloading from having to keep reloading when ever any one spots me. So I only killed when needed and did the nonlethal approach when available. By the time the loading screen told me about chaos from killing to much I already had a high chaos and was beyond the point of no return. Ahh sod it then. Kill everything.
I found it really fun, I loved the DLC to play as the Prick that killed the Queen, and I openly accept the criticism you offer. You do present it comically.
Yeah so stupid why do they always let you assassinate somebody and then brief you after which you get to assassinate somebody else. Oh wait I remembered why that is: it’s because you’re an assassin. Yes the binary moral system is cheesy but I liked it because you at least impact the ending in some form. The guards are mostly typical baddies but there were also cases where you had dialogue and situations where you were confronted with somewhat good guards so it’s not always black and white as ZP claims. The game world looks awesome and it contained a lot of in depth info and the occasional fun side quest and the change in scenery as the infection increased was great too. I also liked the contrast of the Boyle level for example where you had the contrast between the poor disease ridden slums and the outlandish feasts given by the rich. The stealth gameplay was fun too. It’s a great game but I suggest you play it on hard and really go full stealth. I get the review some things are cliché but I don’t see why there needs to be SO much emphasis on that.
Mostly because Yahtzee is more of an sarcastic entertainer than he is an actual critic. He likes bitching and his bitching seems to tickle everyone's funny bones, so off he goes. I find him funny even if he does shit on most of my favorite games. Though I would never take him seriously, it's a good way to piss yourself off. lol And also, Dishonored is one of the best this gen, in my opinion. Up there with the Bioshocks and Human Revolution.
There are 13 different endings, but its hard to get all but 3: 1.) All good ending 2.) All evil ending 3.) She dies ending But at least the enemies had some self-preservation and a decent AI
Well, why would you play through the game in a way that you didn't want to play it just to get a certain ending on the first playthrough? The whole point at 3:35 seems more like a you problem than a problem with the game. Still entertaining review and opinions are opinions so whatever.
i think pretty much everyone tried to do it the 'good' way at first. but until you're more skilled, you usually just end up getting discovered then massacring everyone.
Lair Osen I did but that's only because I like playing stealth games as stealthy as I can without killing anyone. If I'm seen I either hide or restart the mission. That's just how I play.
I really did enjoy Dishonored, and I thought that the characters, backstory, and setting were great. Sure, the silent protagonist is overplayed as hell, but I thought it suited Corvo well. He's a bodyguard, not a salesman, even if it would have been nice for him to get a voice for the few lines he did have. But I will agree that it did pretty blatantly force you towards the nonlethal way of doing things. 'Here, have a giant array of killy tools and magic powers... oh, by the way, if you kill people on a regular basis, sweet little Emily who is probably your daughter turns into a tyrant and you pave the way to her throne in blood. Oh, and you're not allowed to kill the zombies who have no hope of being cured before they die, or the drugged-up sociopaths on stilts who can't be taken down in any nonlethal fashion.' For a game that was most often advertised as a 'choose your path' or 'revenge revenge revenge' sort of thing, they really do push you towards the more pacifistic path. I eventually got used to it and rationalized it, but for maybe the first half of the game, I was pretty damn disgruntled that I wasn't even allowed to fight back, which turned into pretty persistent save-scumming throughout the entire game. I'd save before I was about to attack, after I hid the body... every two minutes, every minute, sometimes even every thirty seconds. And that did detract from the experience pretty majorly.
1:08 To be fair though, that wouldn't exactly be an easy conversation for him even if he did talk. Allow me to demonstrate:
(Guards come in)
Guard Leader: He's killed the Empress!
Corvo: It wasn't me, I swear!
Guard Leader: You're the only one here! If it wasn't you, then who did?
Corvo: Ummm... a bunch of magical assassins who teleported away before you got here?
Guard Leader: ...
Corvo: I'm going to prison, aren't I?
Just say it was a bunch of assassins who got away before they got there. Leave out the magical stuff.
Intergalactic Human Empire Exactly
It wasn't me, it was the one-armed man!!!
Kinda weird to mention, seeing as Corvo can speak in the sequel
Because the royal spymaster _and_ the high overseer accused him right then and there, not to mention the entirety of the empire was being corrupted. So if corvo even did speak he would've been executed evident by the fact that he didn't sign any confession after he was captured and tortured.
Seriously do you guys skip the cutscenes or something...?
The one thing that annoyed me about the moral choices is that you get all this cool shit to use, but it's mostly lethal. I mean in Deus Ex they at least offered you different skills and weaponry in order to play a stealthy/pacifist run.
***** I think that's intentional as Corvo the character is meant to be tempted by the awesome (albeit questionably immoral) supernatural powers given by the outsider throughout the the course of the game and so you are as well.
***** I don't think you're so much discouraged to use them as you are challenged to use them, despite the warnings of a dark ending. The game places these tools before you and says: Do with them what you wish. You're given a choice, but it becomes more and more of an illusion as you realize that what you're doing is basically assassination. Even the non-lethal options kind of ruin peoples' lives...
***** Agree 100%
+David Garcia (D.R.G) I enjoyed ruining those assholes' lives. :D
+ℰɑℊℓℯℰyℯℳcℱℓy I disagree 50%. Ur right when you say most of the gadgets are lethal. The only non-lethal one I think was the sleep darts. Same goes for the upgrades. The only non-lethal upgrade I can think of are the silent boots. But the powers were fine in the non-lethal department. Stopping or slowing time, possession of animals or people, seeing through walls, teleporting further, jumping higher and moving faster all weren't lethal, and were all good for stealth. Anyway, Dishonored 2 got robots for us to "kill". :D
So, it turns out, in the next game, Corvo is going to be having a voice. And the voice will be Stephen Russell. Who voiced... Garrett from the first 3 Thief games.
That is some straight fucking meta right there. Everyone says Dishonored is basically trying to be Thief, so they basically said, "yeah, you know what, no point in hiding it anymore"
And then the latest Thief game tried to be Dishonoured... This shit goes deep.
Wasn't Dishonored made by a lot of the same developers?
It's more like a Spiritual Successor to Thief, considering the brand disappeared. Saying it's 'Ripping it off' is a bit odd when it's been genuinely gone for so long, only sort of rebooting way after Dishonoured came out.
yup them and half life devs that left(including the guy most responsible for the iconic city look in HL2) due to not being allowed to you know work on bloody games
he also voices codsworth in fallout 4
Shall we gather for whiskey and cigars tonight?
Never doubt it.
Chances are slim.
blow off choffer
(Summons swarm of rats)
Perhaps
In my game, the guards seem to question the people in charge and regret what they have done
A lot of reviewers (through no fault of their own) don't realize how deep this game is. It becomes clear when you replay the game a different way that the developers took a LOT of steps to make more differences between the world in a good playthrough vs a bad one. The banter of guards changes, people see the main character differently, there are more rats, alternate pathways, different dialogues in cutscenes, and of course the secret REALLY bad ending
+Tim Chaos mine was a chaos playthrough and it seemed out of place
But that still doesn't excuse the lackluster writing and generally poor voice acting. I love the game, but totally agree with Yahtz when he says that the game play isn't organic enough. I don't want to be made to feel guilty or suffer penalties for playing how I want to play.
When i played it, i never thought the writing and voice acting was poor at all. In fact, the game really shined in those aspects to me.
One of the most memorable conversations I heard was in the Knife of Dunwall, during the mission where you have to take out Arnold Timsh.
A rookie guard is asked to evict some family friends, even though they don't have the plague. He protests, and the senior guard launches into a rant about how if they refuse then they will be reassigned to places that actually were infected.
He then listed a few horror stories, that the player would have already seen happen countless times in the main game, and can therefore instantly relate to them.
The rookie then reluctantly agrees, and the senior guard then says "no room for heroes in the time of the plague" and reassures him that he will keep his job if he follows orders.
A lot of the conversations are actually really deep if you stop, listen, and think about them within the context of the game's world.
The guards became guards because it is the only stable career they could find considering the condition of the city. They are permitted to carry weapons for self defence, and they are paid in coin and rations of elixir. They do bad things because the people giving them orders are corrupt, and eventually the guards themselves became desensitized to it.
Then there are the street thugs, who themselves are just trying to make a living. Or the Overseers, who are the way they are because they were kidnapped and brainwashed at a young age.
lol Corvo got the job because he ploughed the Empress
Yuki Terumi
He got the job because the Duke of Serkonos was like: "Hey, Empress. Here's a deal to cement the relationship between our two nations. See this guy named Corvo? He's a badass. He would make a great bodyguard. Take him!"
Corvo only did that AFRER he got the job.
+Peter yeah "AFRER" he got the job XD
She was 12 when he got the job ... I hope that was not the reason
Reverse that. Corvo was banging the Empress because he was her bodyguard.
@@doc8125 I think they're similarly aged, Corvo was a child prodigy in sword fighting or something
for some reason i fucking love this game
like every criticism is valid but i fucking love it oh my god i dont know why
it just really
i dunno why
I HAVE NO IDEA
BUT I LOVE IT
This!
+Nonuv Urbeeznus like everyone else? youre so special.
+Nonuv Urbeeznus it's because it's an awesome game
Me too, and i guess it is because it doesn't really matter if a game is flawed, games are a form of entertainment and if can entertain you, it is doing its job well.
Homeless angry black man
Ooh, sorry. Did I offend your fedora?
I liked how the ending was based off of moral choices. I played through the game, not realising that I was being judged for my actions, hacking and slashing at anything that moved with only a couple of moments where I chose to be merciful. This lead me to be really shocked at the bad ending I got and really made me reflect on why I chose to play in a certain way and it even made me feel a tad guilty because of it. I think if a game can make you feel some kind of emotion and makes you reflect on yourself to such an extent it's a good one in my books.
***** Yeah, I agree with you in that regard. There were times I wanted to be sneaky and not kill everything in sight but I didn't have the patience to replay things over and over whenever I got caught.
The only thing that made me feel bad was samuel betraying me, causing me to fail until i had to put him down before he alerted the guards ;(
I think the moral choice system was shit for the same reason Yahtzee thinks so. One of the first loading screens in the game, before you get a chance to kill anyone while breaking out of prison, tells you that killing people or neutralizing them had effects on your mission and the game's ending. Anyone who doesn't realize this simply doesn't pay attention/read properly.
Upon realizing this, you immediately decide which ending you want, and that alters your playstyle accordingly and effectively turns your "moral choices" into inFamous; you go hard one way for your desired ending, not because it felt right, not because you felt you had to, but because the game promises a specific reward if you play that specific way.
I'd feel differently if the game never told you about the repercussions of your actions before you even have a chance to play, because then it might have surprised me. But the fact that it basically says "BEING A BAD GUY MEANS BAD THINGS WILL HAPPEN AT THE END" before you get a sword completely ruins it for me.
Jade Venator Fair enough, that's understandable (though you could tone down the passive aggressiveness a bit aye).
I played with my sister so I was busy talking to her during loading screens rather than reading them hence why I missed that out and why the ending was a shock to me. I agree if I had of seen that text then I would have altered my gameplay. But them adding that is a more a fault of the game designers I suppose.
***** I'm a her.
this was probably my favourite stealth em up it's rare to find a stealth game that i was wanting to play again the day after i completed it
What I hate is that some people can't seem to tell the difference between a silent protagonist and a protagonist who doesn't have a voice actor.
You know, for example Gordon Freeman doesn't have a word of dialogue in Half-Life games, therefore he's a silent protagonist. On the other hand, Corvo Attano, Crono, Link, the Vault Dweller and Dragonborn have clear dialogue (or dialogue options) shown in text even though they aren't voiced, therefore they're just characters without voice-actors. See what I mean?
the Dragonborn is voiced actually. Though its usually just grunts of pain and dragon shouts
Corvo barely ever "speaks" though. There are like four dialogue options throughout the game.
Sky Snow It still counts.
I guess, let's just call Corvo really shy.
Yeah, but if you have just read the dialogue option that you selected, why would you need your character to say it? Mass effect did a good job of it though.
Characterization comes through using the heart imo. After playing through the game again using the heart on every single character and place I learned so much more about everyone and the story and it added a lot of emotion too.
stay still, bring out heart, click to listen, click to listen, click to listen
yeah that definitely doesn't get boring after the first dozen times you do it
Well 7 years ago, building atmosphere was rare. Skyrim is older than that and I still see it everywhere and it is the cheapest, dumbest, most naive, McFantasy game ever made. There are relatively few gamers who go through games as they would irl, taking in characters, environments, ect. with high impulse control and attention spans, appreciating character developement, situations not going as planned, not save-scumming, dealing with consequences and letting stories play out and doing what they would do in that situation.
Most are just instant-gratification pizza hut working man children who need immediate game-driven feedback of exploding lights and sounds and that's why we have 90% of console, mobile, Blizzard, Nintendo, ect. Why do you think people whine that CK Red Games have bugs and ignore the fact they have the best worlds, characters, stories by far in any game? You think they are there for that shit? No, the exploding lights just need to not go out of frame every 1/20000 gaming seconds....as that is all they take in when gaming.
Super Hero Movies vs. Adult Movies where people ask questions and think about the ending
@@moody1320 If you're not a mongaloid who can appreciate writing and story, no, it doesn't. You can move freely as you listen.
@@judgeholden6761 I hope you are doing better these days man /: bloody hell that reply in particular was just needlessly rude. I can appreciate the passion you have for the game but I agree with the first reply guy. You should not have to use certain items for the world to feel lively (I agree with Yahtzee, I found most of the game and levels to be dull aside from the first stage and the party). A game’s world should be able to stand on its own. Using items to get more world building should make something good become great.
Dishonoured was certainly not for me considering how relieved/burnt out I felt when it was over, but the fact that you (and many other people apparently) enjoyed the game means that your point about games with a focus on “atmosphere” is kind of redundant. People are very much into games like this! I’m not a fan of Arkane since I dislike both of the games of theirs i’ve played (Prey was the other one) but the majority enjoyed it which is what matters to most people anyway.
Ignoring a few other things like the passive-aggressiveness of that last paragraph, I think your viewpoint is a bit single-minded. I will admit that I was blazing through Dishonoured to get it over and done with as fast as possible so I won’t comment on the world-building but I agree with Yahtzee here for every other point since I have seen it first hand. The game was disappointing. I did do things the way I would in real life. If some knob compromised our position by shooting into the air as I get off his boat I would probably shoot him which I did (this works which is nice!) so even when trying to get into the game it just was not my bag. I agree that Skyrim is overrated though.
At least we can all agree he likes this far more than the new Thief.
Last time I checked the studio behind Thief 2014 didn't want to make a sequel because it was poorly received
Speaks volumes on how much they care about Thief, they pretty much just stuck Thief on there for brand recognition
Maybe they should've kept Stephen Russell and didn't make 2014 Garret a shitty emo
As far as the characterization, I find I must disagree with Yahtzee rather strongly on this one. If you go for a nonlethal approach (no killing, sneaky sneaky) as opposed to a murderous one, you uncover FAR more of the world's lore. Which, I would propose, makes sense. Instead of shoving a steampunk dagger into the gullet of some poor chap, you get to hear what said gullet has to say of the world either through idle speech or conversing with another person. In addition, not offing people leads to more branching story lines.
Although I must say, uncovering a lot of the story in this game ~IS~ a bit of a chore. That said, it is definitely present and not lacking.
SpiritCock Very good points, Mr. SpiritCock.
It's from Ginsburg, luddite.
SpiritCock lol luddite. now that's funny!
My thanks.
"Slicing necks like your wife left you for a jugular vein"
I must've rewinded 10 times after hearing that.
To some extent I agree with Yahtzee on silent protagonists. I have the DLC's so played as Daud and I found his story more interesting because I was able to grasp the character of the man, what he was doing and why. A blank slate like Corvo is just a reactionary character responding to what happens around for as Jim Sterling would put it "some reasons"....
Dishonored is a lot like Bioshock because Arcane Studios worked on parts of one the the Bioshock games and presumably took some mechanics they worked on for that and put it into Dishonored
You can dual wield in Bioshock 2 and Infinite though.
Maybe it was the art style, the world building, the epic optimization and performance on pc, or the story but somehow this game got me just SO damn immersed in it.
I love this game. =]
0:56 For those who are wondering, that is indeed his actual face.
I never quite understood whether the zero punctuation people liked a game or disliked a game but this is just hilarious.
It's all about the backhanded compliments.
He was okay with the game and I respect that. Even if its one of my favorite games. It was a good opinion and I was happier he didn't completely hate it.
I tried to play Dishonored with a little bit of murder here and there...
but then I found a note about how much a guard liked being alive and how much he missed his wife
and then Emily started drawing me pictures and expressing concern over the scary villain in the city
~siiigh~ And then I started to feel like using spring traps to mercilessly rip off the limbs of guards might be a bit evil of me...
3:00 Best Sword Fight Animation Ever!!
1st playthrough: murder everyone and everything, destroy mechanisms, bash sword against wall to draw even more atention and more manual, 1v1 bloodshed.
2nd: flashy technical and horrible assassinations, like *stop time*, *strong wind* then *blink*, *slap a frag mine on back of guard*, *time resumes* *a huge group of alerted guards is dismembered in 1.3 seconds* (takes a shit-ton of time to master and many reloads)
3rd: ghost, easy enough, a bit boring
final pt: Shadow ash kill bloodshed, no corpses so good ending while murdering everything
Yes, thank you for proving how the system works!
My biggest problem with Dishonored (and the DLC) was the lack of any way to check my no-kill/ghost status until the end of a mission, leaving me no choice but to redo an entire level if I screwed up, ad no way to be certain what my mistake was.
The game's moral choice system would've been a lot better if the game had never told us there was a choice. Shame how such a small thing can have a huge impact on the enjoyment of a game.
It would have been terrible if the game didn't tell you.
The weepers and rats increase as you kill, so you might think about how you should act.
You could go for the easy route and kill everyone but there will be more weepers and rats, potentially making it harder, and vice versa
If you didn't know you would just play how you like and it would all be inconsequential just taking away from the gameplay. You might think, " Wow, these rats are annoying" but you wouldn't think, "Maybe I shouldn't slit as many throats and just put them to sleep.
So again, that would be terrible.
Yeah...no
Would be terrible. Please go back to 1st grade
AppleJooc Park Not at all. If it was presented as a dialogue with any of the huge cast of characters, that would be enough. Just someone tell Corvo "The Bodies in the streets are feeding the rats. Their nests grow stronger, and so do the plague. Its a vicious circle, the more people die, the more people get infected."
That would be enough for any player figure out. And if you though that wasn't enough, various people can hammer the subject a little more to fix it in the players minds. And this is only one method, instead of a loading screen tell you "Hey! There is a bad ending! Don't fuck it up!"
This is why I think the best moral choice in a game is in Metro 2033.
hot damn, i love the way this guy turns a phrase and spouts ridiculously unexpected analogies
I love reading the comments from people who have never seen any other Zero Punctuation videos.
MrFancyKiwi They have. I think you're a bit entirely wrong there.
Slit pipes McGee, now there is an RPG character waiting to happen. dibs!
He'd be a cleric, right?
For some strange reason, even though I have watched this and most of yatzees videos 3-4 times, it's only now that I feel obligated to post some rebuttals to his points.
1)silent protagonist: headcannon is that corvo is a mute. Timelines show that corvo knew the empress before her rise to power, so it makes sense that when he was appointed to be her bodyguard that all of the city would know his face. And when you think about dialogue choices, none of them branch to other dialogue. these quick rebuttals are from corvo's mind, explaining why they usually are so brash. simply, when corvo says "I have no need for your services, Peirro" he actually says nothing and just bolts in the other direction.
this theory is proven further with the dlc. daud is fully voiced. so unless it was an artistic or plot decisions, why would they include full voice narration for the cheaper games, but not the more expensive, entry one?
2)I kinda believe this was done intentional. you weren't supposed to like any of the loyalist that essentially use corvo as their weapon. Havlock its crude and destructive, Martin is powerhungry, Pendleton is a gluttonus asshole, hell, even the maids were meant to be unlikable, lydia was a bitch unless you caught her by surprise the first day, then she spends the day hitting on you, and wallace is a massive asshole if you listen to how he talks and what the heart says.
funny enough, the gaurds are more human then the loyalists are. I felt a guilt I didnt feel again untill spec ops: the line when I heard a gaurd shout "The man you killed had a wife and kids asshole" or "I'll have a drink for the men you slaughered today"
and funny enough, this ends with a point I found really out of character for yatzee. He praised the story and world building in the dark souls series, but shuns it here. Did he not stop to read anything? the lore is massive in that game. its dizzying. Some of the most interesting characters are side ones, like granny rags. I expected more from yatzee to not take things only at face value and never explore
3)The rpg elements: the game wouldn't be as amazingly versatile and the combat would not be nearly as fun without them. And honestly if your running away from enemy forces, then your doing something wrong. shots can be parlayed while you shoot the man aiming a gun at you in the leg, then you proceed to slaughter an entire squadron. Ideally, the last level is the easiest because of this, because by then you've leveled up to the point of god form, and you just had to fight your way through daud and his men who are near as superpowered as you
4)The moral choice system: I found it fitting. I'm probably the only one who did but, oh well. I feel like If you fell into temptation and slaughtered everything in sight, that you deserve a slap on the wrist. And hell, the way i played i deserved way more then just a slap on the wrist. It makes no sense that the game would go "wow, you killed most of the population, giving endless food for these monster rats. good work! happly ever after". The game gives you ammunition for doing things the violent way because it wants you to give in and turn into a vengeful spirit. like the outsider, watching you. He expects you to run in and slaughter everything, but the only way you suprise him is if you do things nonlethal. And the only way you cand end up with bland corvo ending is if you do half and half. either slaughter or save, then you get the tital of masked demon or saint, respectively. I don't know why people didn't expect that
all in all, a fair review, but not up to the standards we hold him up to today. the fact that he sprinted headlong into the game without any exploration is a little saddening, and I hope that it didn't stop anyone from actually playing and enjoying the game
Gingereenio Actually, he praised the world building. 2:26
And Corvo being a mute sounds weird. Pretty sure there are some dialog choices which would be almost impossible to convey without talking. And Daud being voiced doesn't prove anything. He already had a voice. Maybe they thought it would be nice of him to use it because people didn't like silent Corvo.
I don't know why people are so obsessed with getting the "good ending" that they don't just play the game the way they want to. The "bad ending" of Dishonored didn't punish you for being immoral; it just reflected the fact that you killed a bunch of people. If that was how you chose to play, why is that a problem.
The game was not structured around moral choices. The explicit choices you made, i.e., how you disposed of your assigned targets, were morally ambiguous. The non-lethal method tended to be pretty damned brutal, condemning the target to a lifetime of agony instead of a quick death. The chaos system, on the other hand, led to changes in the environment that not only reflected but also encouraged your style of play. If you liked stabbing people in the face, you got more people to stab in the face. If you were sneaky, the environment became more conducive to sneakiness.
Also, the "bad ending" was accompanied by a far more eventful and climactic final level, more than compensating for the bleak little post-game narration some people seem so afraid of.
I'm not certain that choking some bloke for 5 seconds leads to a lifetime of agony.
I mean the non lethal disposal of the main targets, not choking out grunts on the way.
vanteesomeone Ah, never mind.
Yeah, playing lethal was way better and more fun.
I actually went for low chaos, not for the ending, but because I didn't want to murder everyone who were perfectly innocent in the worst possible period of Dunwall
Usually I'm not too big on the silent protagonist thing either (as I kind of wish Link could actually speak and such) but I feel like it worked for this game because I imagined Corvo as some silent, shady, assassin/guardian that speaks through his actions most of the time and that the only time he would talk genuinely would be when he was with the Empress and Emily (presumably his wife and daughter) which made events have more impact and made him, imo, more badass. Also, for some reason, I was actually able to successfully feel like I WAS HIM (which silent protagonists can't usually make me do even though that's what silent protagonists are supposed to do in the first place) - especially with the kickass soundtrack playing as I was running and blinking around like a magical goddamn NINJA.
We need more games where your reward for beating it is a popsicle.
for fucks sake its Corvo Attano
*****
His name?
You can read it on onto billboard of the city from the first mission
You can also sign a guestbook on the forth(?) mission with your real name
assadissa2 also NPC's actually say your name directly to your face
assadissa2 fourth, if that's what the question mark was.
The Armored Idiot the ? is when you sign on it, you don't have to but you can
+Sam Seidel You say it like that, yet I was obsessed with the game when it came out and had no idea what it was when he mentioned it in the video.
Just cause I feel I need to defend Dishonored, of course Corvo couldn't save the empress! What do you think facing supernatural assassins is a day to day job for him? The whole power thing is not something that's common, having the outsiders mark is essentially mythic in dishonoreds world.
Other then that, I can mainly see your point and had a bit of a giggle. But I'm a sucker for great worlds in games and stories and absolutely love Dishonoreds world, so there's that.
I have to say that i like the fact that the moral choice reasoning for how things fuck up, essentially boils down to: there is a plague, therefore:
*mo' bodies = mo' plague*, so raising the death toll should have a very negative impact on the city.
HOWEVER, that shit is essentially thrown out the window by the end, and what shocked me the most was how people were fucking reacting over my actions, i say this because during every single mission ending, whenever i had killed a shit ton of bad guys or not, i would be complimented, that is up until the very last mission when suddenly Samuel confused me for Hitler and fired a warning shot to denounce my location.
And another thing that pissed me off is the fact that we have no fucking idea what the outsider is supposed to be, i read everything i visited all the shrines, but his presence is simply and almost non-existing, he's just there to give you powers. Nothing else.
Overall this feels like someone had a great idea but no one wanted to invest on it, so we ended up with a pretty malnourished yet fun game that had a ton of potential, that failed to deliver.
The outsider was supposed to be a confusing figure :/
Joseph Charles One thing is a character being confusing and mysterious, another thing, is someone who obviously was meant to have an important role, but by the end, never actually fulfills or accomplishes anything.
I say this because he is never all that present to be relevant, and he is not subtle enough to be mysterious.
He seems like just some demi-god dude that is bored, so he just gives a power to Corvo and watches him go along as a bored person zapping through the tv.
Examples of well executed mysterious/ confusing characters in games:
-Sheogorath, the prince of madness from elder scrolls (he is entertainingly interesting because of the lore behind him and also due to the mission where we can find him);
-The g-man from half life (he is ominous, appears multiple times and has clearly an importante role within the universe of half-life);
-the "strange man" from red dead redemption, he appears in only 3/4 sidequests that are branched out on the many chapters of the story and he judges the main character based upon his actions, many theorize he might be the devil, god, death itself, or an hallucinatory manifestion of the protagonist's own consciousness, this blurred line of his existence makes for an amazingly interesting character.
Also, i'm not questioning wether you like or not this character, i'm telling you why it personally didn't work for me. :)
ChanologyAgent Yes, but that's exactly my main gripe with him, he was supposed to be more interesting, but there comes a point when the lore can no longer help with this, and only the actual presence of this character has to strike an impact into the player. And he didn't.
Like i said in the first comment i posted, this was supposed to have been a great game, but somebody did not want to invest enough time, or money or both into, which left us with an almost good game.
I say almost good, because the pretty much all the upgrade to the combat were either incredibly useless or completely OP. Not to mention that going for a stealthy non-violent run is unrewarding as hell. I mean, i understand that if you wanna be a saint and not kill anybody in this game then at least ALLOW the player to become better at being non lethal. There's no way to increase the tranquilizer darts. What's up with that?!
And how about hitting the guy in the head with the blade's pommel to knock him down? it is louder but saves time. How about carrying a sort of baton to knock out enemies instead of killing them while in combat? Because whenever you are spotted, it becomes really annoying having to flee just to have him alert the others, instead of being able to rush the dude and KO his ass before he alerts his mates.
ChanologyAgent That's another thing i had forgotten! The reason i was saying he sounded like a "demi-god dude" was because his voice was definately bordering the astounding frontier of "Meh" levels of interest xD
KRIMZONMEKANISM I think that's the point of the character. He's lived forever and seen nearly everything. By this point he's pretty much just chucking bazookas into the monkey enclosure in the vain hope that they do something amusing with them.
Although the end result is a bit grating to listen to, yes.
I just realized what's always bothered me about Zero Punctuation. He never shows any gameplay. I realize that this show is not and never was intended to be a detailed look into a game, and having gameplay with it would ruin the whole thing, but the games Yahzee bashes are often really fun to play, and some people might walk away from reviews like this and not buy the game based on his word alone.
I wouldn't recommend that anyone use Yatzee's videos for the basis of a video game purchase. His work satirical; meant to be laughed at for it's humor and not taken as a serious review. I specifically watch his videos on games that I personally found a great deal of enjoyment out of...and lmao at his brutalizing them. It's what he does best.
You say that as though he's bashing this game. He put it in his top 5 of the year.
... You just realized that Yahtzee's reviews MIGHT not be completely serious? Good on you, fella.
Jeremy Sumrak
You obviously don't know what satire means, because if you did, then you'd know that his reviews are still supposed to be taken seriously. He may occasionally joke about certain things like Silent Hill's formula, but that doesn't discredit his analysis of the game; he is no different than Mr. Plinkett.
Jeremy Sumrak that's what I do too, ignore Jeremy Sumrak and whatever he is saying. I watch videos from him talking about either games I love or games I know sucks and it's a great enjoyment. I go elsewhere for game recommendations.
I remember being annoye a few hours in when i noticed the guards had random lines to pretend it was dialogue with a random response from the other so it started to feel cheap when i saw guards rolling the dice for a comment to the other on every stage...
Deus Ex HR did in a good way by making them have an actual conversation about their superiors or the situation when you get near and after resume their patrols
1:30
"That's a combine zombie, a zombine. Hehe"
*stares blankly*
That is actually what they are called lol...
+Griffin Lynch Well duh, that was a HL2 Ep 2 quote
i don't count dishonored as a stealth game but rather an action game with stealth elements because i think a stealth games are fun because of the tension that come from the fear of being caught and there is no tension when i know if i am caught i can just slice my way through everybody and it would be infinitely easier. i could go for no kil runs but why would should i artificially increase the difficulty like that
I love how some people say this and it tells me you did not even get past 1,or 2 missons XD like Griffin wheeler said he disliked it and once he got the game he loved it.... so i rest my case......
i got up to the lady boyle segment. but i wasnt invested in the characters and the world is just incredibly dull, maybe its the voice acting but i stopped playing after but its not as difficult as you make it out to be. the levels are fairly linear even though they may feel large and its always clear where you need to go and most of the runes are easily attainable. plus its incredibly easy to just massacre everybody with your incredible array of spells and tools and waltz your way across the level even on the highest difficulty unless you're braindead
pyroneutral Try getting a low chaos not "waltzing" your way to killing people (low as in no killing ) it makes the game more fun and hard
i find its more fun to make up ridiculous ways of killing people because as stealth games go its subpar. in hitman you can make a plethora of distractions, in thief you have a bunch of specialized arrows and tools and relies on methodical step by step approach to stealth as well as large open ended levels. deus ex had chasms of special places that if you can get there stealthily can actually change how the levels plays out. dishonored doesn't have any of that. the guard paths are very predictable. and while dishonored does have a few ways of getting in and out of a level and alternative ways of dispatching people they are easy to pull of and find as well and not all that great except for that bit where can control a fish. and a non lethal playthrough only forces me to wait for guard A to go to point B which isnt very engaging because there is no threat. people don't wait in stealth games, they're planning 4-5 steps ahead so they don't have to go through the shitty combat. but dishonored combat is not shit its fun really fucking fun. it just doesn't feel like a stealth game or rather it feels like an introductory stealth game
Try playing through the game on one of the harder difficulties and getting caught by three guards and a Tallboy.
No slashing your way out of that.
I dunno why but this episode has me in stitches everytime I watch it.
The world building was amazing. Especially the way they built Emily as a character. You got to see her before her mother's death, then rescue her, and she seems to have taken it rather well all things considered. She acts all proper when Corvo's about, but the moment he's gone she acts just like a kid. It makes her feel more real, and more like she's a person than a cardboard cutout that's a couple feet shorter than all the other ones.
So I liked the characters. Though most of the good parts about them were hidden away in audio logs.
Also I loved the level where it's a party, and you can sign your name in the guest book. If you do it as you walk in the guards will be alerted, because somebody read the guest list, and found out that assassin who broke out of prison a few days back is at the masquerade ball. I feel like they should've realized that when someone was shot outside.
So have two save files with one being Dr. Jekyll and the other one being Mr. Hyde. Got it.
Still more thief than the 2013 Thief
Yeah, Thief 2014 was better tho.
TheGamingMate It's not hard to be better then Thief 2013.
amen
theif is trash to me.....
STOP THAT, NOAM CHOMSKY.
"Surrounded by more pricks than the receptionist at the hedgehog nymphomania clinic."
-why i love Ben Yahtzee
Along the same lines, one thing I really didn't like about the moral choice aspect of Dishonored is that if you are going for the good ending, the sleep darts are your best tool but it doesn't give you the option to use them on a regular basis. Seriously, they worked perfectly and they were easy. You snipe someone from a distance, creep up to hide their bodies, and done. They were amazing and I loved them. It would just be nice if you could carry more than a small handful of them. There were upgrades to pretty much double the amount of normal bolts you could carry, but not much of anything for sleep darts. There weren't all that many you could find during missions either. Once I figured that out, I kind of said fuck it and went for a mid chaos ending. I don't really care about being a perfectionist in gaming, since I would rather play a game for its story, enjoy it for what it is, then move on then spend hours and hours trying to get slightly different endings.
Yahtzee and I apparently share 0.01% of a mind, as I also started my first playthrough of the game goon non-lethal (reloading a save if something went wrong, and another playthrough where I killed everyone like a cold blooded assassin on meth
dishonored is a great game and did so much well.
story, art style, gameplay,... Could have been better indeed and you make some good points. But it still scores way better than assassins creed, hitman,... for me
i agree, loved this game and the dlc was cool too
There are 3 Endings, so that means you can play 3 play throughs
1. Moderate Chaos- Be stealthy and murderous.
2. High Chaos- Kill everyone (Or at least a lot of them) Also I think there a 3 versions of the High Chaos. A. Save Emily B. Don't Save Emily C. Be as ruthless as you can in the play through kill everyone (EVERYTHING)
3. Low Chaos- Don't kill anyone (Except Targets). As long as 3 people or less don't die, your good.
You don't even need to kill your targets. You can neutralize them in other ways.
I apparently got the low chaos ending although I killed more than 3 didn't know about the ending until I had killed a few.
There is low chaos, high chaos, and fail to save Emily.
Low chaos: Speed run through everything with blink.
***** There is no Medium Chaos ending...
I played the whole game as a ghost, aka never being detected.
But people still apparently still managed to have wanted posters of me with my mask
Slit-Pipes McGee shall be the name of my new rogue.
One of the things that made Dragon Age: Origins so special to me was that it didn't have a binary moral choice at the end and even when the choices were binary, they certainly weren't black and white.
The enemies in this game really failed to offer any form of challenge.
The only reason to actually stealth was if you were a pacifist and didn't want to hurt anyone or just because you wanted to play the game in an artificial 'hardmode'.
Guards should be threatening! They should be the reason why we're sneaking rather than going in guns blazing, not our own conscience!
They're HUMAN. You have magic powers, including some where you stop time. Of course that would happen.
It made much more sense to have the bad ending, because the empire was burning down already, and as the outsider points out, he says "the empire needed the right man do bring it down", the empress was killed, the lord regent was either killed by you or sent to coldrigde prison and Emily was just young, nobody could bring Dunwall back (based on your decision) but I never had such a good experience after playing the game, thinking that (apart from the outsider and the powers) the atmosphere and the story, could have easily happened in the past (obviously not) but you just had that feeling. The London setting, I absolutely loved! But when you get potrayed I thought the game was amense
Damian Freeman I do agree with you, the game was absolutely brilliant there was nothing not to like apart from the ending I suppose, but I do agree. I can't wait for dishonored 2
Yh like a prequel I guess that would be pretty good, but I would like it to be set a bit later after Emily is not empress anymore!
Damian Freeman I don't know whether that would ruin it, because the outsider has to give Emily powers, I feel dishonored 2 will be good, the storyline in 1 was amazing, like it felt real, but with powers. The music that built tension was amazing, and I felt the characters fit in really well
Yes, yes that would be amazing, I feel dishonored 2, will not be as good as number 1 though as most game series' have the first one as the best!!
My recommendation for this game is to just ignore the moral choice system. I ended up playing trying to go stealthy and non-lethal as much as possible, but when I get found out just going with the flow and try to fight / flee then revert back to non-lethal until the muck hits the fan again. I found the ebb and flow of paced sneaking and frantic flailing much more fun then.
1:22 this is the best description of the game i've ever heard
There's a Reference to a Thief game in Dishonored. In the Assassin's Hideout in the Flooded District you can see an assassin being lectured how to sneak, with audio awfully similar to the original Thief. Thank you +Andrzej Romaniuk
Are you referring to the gameplay and world?
+TheHutcharmy No like, an ACTUAL reference. I believe it's about a training course in Thief 2 in Dishonored.
+Red Pool☯ in the assasins hideout in the Flooded District we can see an assasin being lectured how to sneak. With audio awfully similar to the orgininal thief.
+Andrzej Romaniuk Thank you so much. I forgot about this comment. But yes, this is the refrence.
+Andrzej Romaniuk upon completing the task the assassin says "well done, I did not see you traverse the room" which is exactly what one of the Keepers say in the Training mission.
I got through the whole game without killing anyone but didn't get the no kills achievement because there were 7 deaths from guards SHOOTING EACH OTHER!!! >:( so I got that achievement at least.
Also, you can non lethal escape pursuit pretty much by either sleep darting whoever spotted you (if it was only one or two guys) or legging it and teleporting over the nearest wall.
Yeah, I found that out too. Reloaded a save.
+PonzooonTheGreat lol achievement whores are usually the ones that suck, how ironic
+PonzooonTheGreat It is still your fault that they shot each other. Holding someone in place and forcing the other person to shoot him is still your fault that it happened.
tubertron412 If I just run past between 2 guards and the draw, miss me and shoot each other, is that still my fault??
PonzooonTheGreat well that is their stupidity but i was under the impression you did the old stop time, mind control then start time again
The 'good' and 'bad' endings are weird, (Spoiler Alert) in that the good ending is boring, "I poisoned them, go ahead and save Emily", whereas in the bad ending there's an internal struggle going on and you have to save her at the last second
Yeah the bad ending was the one that actualy had some proper drama in it and felt like closure to this whole "revenge solves everything" -story.
Last second? More like time freeze and assisted suicide
It's not so much a moral choice as it is keeping clean. If you cause panic, the world sucks. If you don't let anyone see the dead guards everywhere, the world is slightly better.
I enjoyed Dishonored. My main issue is that I'm not great at stealth games, so most missions had me starting stealthy, failing to be stealthy, and just stabbing everyone out in the open in a massive sword fight. I had fun with it though. I have some of the DLC, but I haven't played much of that. There's some replayable missions where you do small tasks and stuff for score or something, which is ok, but eh. There's some story DLC which is ok, but by the time I got around to playing them, I kinda forgot how to play the game, and would have to re play a large amount of the game to remember what I'm doing. The DLC expects you to have played the main game(which makes sense) so it doesn't give you it's own tutorial or anything, it just throws you straight into it(which again, makes sense, and is fine..I just wouldn't have minded an optional mini-tutorial to catch you back up to speed.)
there are actually more than two endings, at least with few tweaks here and there
Three major endings what with your choice of Emily's fate in high chaos' end.
Oh my, the game doesn't let me kill, because it holds the good ending hostage.
Killing 30% of the guards on a level is Low Chaos.
Completing 2 levels (for instance Dunwall Tower and Flooded District) on high chaos will not change the overall Low. Also, Kingsparrow can be completed in high chaos, because it doesn't matter to the ending.
Playing stealth, killing only when there is no other way (choking bonecharm makes nonlethal as fast as lethal and it's easy to get early on), you can get good ending with a stable amount of corpses behind you.
So all of you in the comments stop wanking about not being able to kill people. All your non combat upgrade money can go into fast working darts anyway.
Easy? At least the game dumped alot of mp bone charms at me early game instead of throwing shit like albino or wink of fate but i always got the choke bone shard after the betrayal of the loyalists
@@PancakemonsterFO4 Yeah, I don't remember what I was smoking when writing this. Still, good ending is pretty achievable and I don't know why people pummeled down on that myth that the game doesn't let you kill.
@@KosmataBradva good ending is actually more fun since you really learn to appreciate your environment like are there rats? Could be a ratpath nearby. Or is this roof climbable? Might take the skyroute and skip all the bobbies guarding the place
Only problem i had with the game is you never get feedback when somebody dies other then the sword wich often ends up with me replaying the entire mission and going overboard with savety on parts where you MIGHT got someone killed or got spotted for a second before the sleepdart hit them
@@PancakemonsterFO4 Yea, but this is more about casual play. Obviously if you are going for Clean Hands, you would have a pretty good grasp at the game.
I'm just mad about people playing it for the first time with their brain off, ooga-booga cut everyone, game is fun, then cry about being limited for a good ending.
When as you said it, yes, in fact the real fun is figuring out how to deal with the enviorment, not just the open combat.
Honestly i a with yahtzee all making the protagonist silent has ever done for me is make them seem distant and difficult to relate to. I relate with and understand Lara Croft and Ezio Auditore because they have voices, opinions, and truly are fleshed out as people witch lets me to get more invested in the game.
Yeah, a silent protagonist, unless iconic like Link or Freeman is too doddly in between a written character like Ezio and a blank slate like Fallout
I like coming up with ideas for games. These days, I heavily consider what Yahtzee amd other RUclipsrs might say about the ideas to keep myself in line
"Stop that Noam Chomsky"
I'm dead, send help.
Well, there's not a lot we can do to help that problem. Maybe send some flowers and a note?
Can wait for Dishonored 2
Mr. Croshaw, you're just now discovering my favorite way to play "morality" games? I've been doing that for years! For maximum cognitive dissonance fun, the first run I always play as the noble goody-two-shoes Jedi-wannabe. Then I replay as, well, "Mr. Yahtzee Croshaw", i.e. evil but lovable %^&*^^^%%%^^, dining on the hearts of orphan kids while making charming and witty one-liners. :)
As one of my favourite games, I feel like you're being a bit unfair here.
1. The protagonist is Corvo Attano. Now that's out of the way...
2. He doesn't start off an assassin, and technically even if he was it would have been Imperial rather than Royal because he served the Empress. He starts off as a bodyguard and later becomes an assassin in order to avenge her death and put her daughter on the throne.
3. He didn't exactly have a lot of control over the Empress being killed considering he was being held four feet off the ground in a magic glowy-green tractor beam in addition to just having returned from a several month journey - by the Empress's orders I might add.
4. It was a frame job, Corvo couldn't have defended himself from the Spymaster and the High Overseer's accusations if he'd tried.
Yes, I agree, I agree
LOLed at the robot voice and the imp slaying a guy and farting in his face. And I chuckled a bit at some funny parts too.
Sadly, most of the other sweet shops put their ferrero rocher in crap or sewage, so damp toilet paper isn't so bad.
i usually plays Dishonored when i am sick, its weird, i think its because there is nothing that could stay in my way for playing it(except being sick), i don't have to rush anything, things happens and its somehow more appealing to walk around in a rat filled rundown town that have a plague while sick, finishing the game without kill anyone and stuff like that.
the only regret i have with the game is that i bought Deus ex Humman revolution before Dishonored, because Dishonored those EVERYTHING better them Deus ex HR maybe not the original but comparing Dex HR vs Dishonored, Dishonored dose everything better, the choices are more clearer and more things has impact on the world the combat feels better the stealth feels better you can actually switch style of play(in Dex HR you did pick something like hacking to be efficient in, and them you are kinda stuck in it, and hacking in dexHr is unbalanced.) the game is shorter but it uses ALL the game play time to its fullest.
All along i am not buying Mankind divided because Dishonored 2 properly will do the same thing of outperforming Deus ex again.
The Artist Of War
Meanwhile I personally feel the complete opposite. Dishonored was a drag, and the fact I was obligated to play it strictly by its rules if I wanted the 'good' ending bogged it down to the point I dropped it midway through the brothel level. I'm giving the new DE sequel a pass as well for the moment between aged hardware and not having the time, but will pick it up again; which is more than I can say for either Dishonored.
When you have to wonder whether or not to recommend a game like Dishonored, holy crap your standards are way too high and weird. Good luck playing one and a half game a year with expectations like that
You must be new here
+0nlySurvivor oh not at all, which is why I'm surprised. I know half the fun of these reviews is the fact that he hardly has anything positive to say about a game, but what I appreciate is he's usually not WRONG, he just exaggerates a bit. You can usually tell which games he actually enjoyed vs. the ones that were legitimately awful. That said, "I don't know if I would recommend this" is pretty cut-and-dry and strangely harsh for this game, especially one that apparently is better in some ways than Yahtzee's favorite Thief (I wouldn't know, haven't played it myself)
Tim Chaos Thats true but the reason why is because while the gameplay is good the morale system and the ''robots'' are the things that make him doubt.
+0nlySurvivor fair, but even still I feel like those are greatly exaggerated. I don't get the "robot enemies" thing, but I get why it feels that way. The world is dripping with personality, WAY more than most shooters, but I think it's hiding behind the ol' silent protagonist. I'll give him that. However, the moral system has a nice twist that, admittedly, I didn't even know about: if you go FULL evil, not just bad, then you get a special ending where *spoilers* your one friend betrays you at the end. He drops you off at the mission like every other, but fires a flare off alerting the enemies to your presence, and tells you that you're no hero and deserve to die. I thought that was smart and actually flies in the face of some of the main criticisms of the morality system, that there is no big difference between how people see you in the end.
Tim Chaos Thats a good point... idk why he didnt reccommend it.
I loved Dishonored, but I loved the Knife of Dunwall/Brigmore Witches DLC even more, due in part to abandoning the silent protagonist thing. Really hoping they continue with voiced protagonists with Dishonored 2, though that would in part involve getting a voice for Corvo for the first time. I at least hope they voice Emily though.
Shall we gather for whiskey and cigars tonight
Never daud it
+Aaron Walton I'm pretty sure Corvo and Emily are going to have voices, so you don't have to worry about that.
Sidenote: Daud's voice was goddamn bastion levels of good.
I agree. I just finished Brigmore last night, and I thought Daud was a much more interesting and sordid character. Plus, he is masterfully voiced by the one and only Mister Blonde.
The voice actor was great. Really gave it an almost noir detective movie feel with that amazing gravelly voice-over.
+Aaron Walton It has been confirmed that Dishonored 2 will have both Emily and Corvo voiced.
My personal favorite game of all time. I love everything about it, especially the world design/atmosphere.
I'm glad that the silent protagonist trope is slowly going away. I get more invested when the character I'm playing has an actual personality to connect to. I can find things to relate to the character
I wonder what he thinks of the new Thief game
Well, when a game is shit, people tend to be disappointed. When a game from a series that someone really loves turns out to be a soulless, boring mess, we can expect a very entertaining rant.
he hates it
Dishonoured is one of my favourite games of all time, but I always hated how the good/bad endings were tied to how many guards I killed. I'm not sure if there's a better way to go about it, perhaps have the morality effect something else, but I never got to play Dishonoured the way I *wanted* to, and that was disappointing.
Yeah it is kind of annoying but there is no other real way to do it but you could still play the game the way you wanted it would just change the ending, if you wanted leap from a building 100 feet above them and rip the throats out of guards or shoot their eyeballs out of their skulls then you can or you can avoid them and take a less violent approach if you want, i mean it does kind of stand on it's high horse if you are bad by giving you the your actions have consequences now look what you've done speech, but it doesn't really stop you just groans at you if you do and makes the dunwall a little bit more horrible if you do
I hated how you could knock out every guard and drag them away from water/rats and you'd still end up with a death at the end of a mission. Killed the "good" approach for me.
I had a few mysterious deaths pop up on my summary screens as well; Had to start the whole level over just to maintain that 0. (Yes, I know that 1 or 2 deaths don't prevent the ending, but I didn't know that *then*)
Jason_c_o The glitch into water and drown thing for KO'd enemies was apparently an old bug that was never addressed, and the non-lethal way to take care of the inquisitor guy couldn't be done without someone walking in and discovering it unless you effectively incapacitated everyone in the building whose patrol paths intersect the one guy's who walks in. After two retries, I shelved the thing.
Probably didn't deserve to be, but felt too glitchy and underthought for the stealth approach.
Wait...so it didn't occur to you that you could load a save for a mission and kill everyone? You're that caught up with the good and bad endings that you didn't bother to do a lethal second playthrough?
For me, the moral choice just drained all my interest and i didnt even bother finishing the game because i want to play the game my preffered way while still getting a decent ending and Dishonored just doesnt allow you to do that.
The morality system is a huge part of how you interact with the world and how the world reacts to your actions. You still get to play it *your* way, nothing's stopping you.
XxLeCaptainxX The problem i had is that my way wont give me a decent time with the game. My way is having as much fun as possible while getting a good ending and getting a good ending in dishonored requires carful observation, planning and sitting on my butt waiting for a chance to move ahead. When i camp in one spot waiting for a opportunity to sneak up on a guard and throttle him i dont have fun, i wish i was playing something else and i feel the game forces me the choose between the good ending and a good time.
I generally only enjoy the games where i feel all time spent is time well spent, and thats where Dishonored just doesnt make the cut for me.
I have never understood people like you. Why throw away all the fun (the reason you are even playing the game) for a good ending? What's so great about it? I played dishonored slitting the throat of every person I could get my hands on, shooting guards, throwing grenades and it was a blast. I can't imagine taking all of that away for a good ending unless you're in it for the challenge.
daidai907 This also presents another issue i have with the moral choice, Corvo does not have a legit reason to take a violent approach. He is established as a master of stealth and bodyguard of the empress, which means he has to be aware that he is screwing everyone over by killing people. I feel Corvo's character is completely ignored when the player plays the game in a high chaos way.The reason i bring this up is because i feel that part of what makes a good moral choice is that both the player and the avatar has valid reasons for taking any approach and while the player may kill for the sake of amusment, Corvo lacks any legitimate reason to murder people.
BlitzBurn I actually agree. Hence why I don't do the Slit Pipes McGee one. I guess you could make the argument that he feels betrayed in getting thrown in jail and framed but that wouldn't make too much sense.
Dishonered is a great reminder of the long forgotten stealth genre, main gripe I have is the game giving you a veritable smorgasbord of lethal tools and weapons to play with then low key chastises you for using them, like the springrazor tripmines. Those things are fucking sick, but I don't want to kill anyone so I don't use them so so much for that. Surely if they really want us to forgo killing people maybe they'd pad out your non lethal kit as well. Like how about a blackjack for knocking people out quickly but noisily? How about gas/shock mines? How about noisemaker bolts? Or is that too obvious a rip off from Thiefs playbook?
Yahtzee, if you had to pick between Dishonored and Thief 4, which one woukd you go with? Since watching your Thief 4 video, I couldn't help but be curious.
This game disappointed me, I was expecting a big open world full of missions and fun and getting around the city without being spotted and stuff like that. What i got was a short level based romp through a cool setting that re-used levels for different missions. Plus I hate it when killing is bad, sometimes blood needs to be spilled, Corvo isn't Batman, he can fight crime and still have a joyous time slitting throats. Why have a knife and crossbow if you aren't gonna use them? (sleep darts, or whatever they were, aside)
They only use the same level once and even then its just a fraction of it, and you can kill people, just balance it out with sparing the targets and getting seen less.
The endings make sense, if you kill more guards naturally the law and order of the city's going to break down further, there'll be fewer people to control the plague and quarantine people, and naturally the plague would exacerbate and romp over the city. Would you rather your actions have no effect at all on the ending? If thats the case I suppose bioshock infinite should be pretty interesting for you yea ;)
Its true that the non-lethal methods are fairly bland compared to the murder methods though, but at least they're fixing that in the DLCs. Also I think the main attraction of the game was that you could complete a level in many different ways of infiltration. You can possess stuff, go in sneakily underground or skirt around on the rooftops. Or simply march in like rambo. And pray tell, how many levels were re-used? I think the game's pretty open world enough. If you would compare this to other games like Bioshock Infinite (which rather lacks exploration) you'd find that the level design's pretty sufficient.
TheAzuremight yeah ive started playing it through again since its free on xbox right now and ive started to like it more. Ive just came to accept the game for what it is rather than wish for something different and ive changed my opinion a bit and am enjoying it more.
Open world would have been fun, but the levels themselves have such a nice design that i can't really fault them for not being fully open.
Artyom Out of curiosity, I was thinking of playing the game as "Only kill targets, no one else." Can I still get the "good" ending out of that? Or is the "(shocked gasp, hand on chest) don't *murder* him, you vicious brute!" chaos system too easily thrown off to allow that?
*Disclaimer*: I'm not against avoiding killing in a stealth game, especially when it comes to guards, my only beef is with the main targets.
This game is my 2nd favourite game.
I love it.
However....
I can't call it a stealth game with a straight face.
It offers the option of stealth, the levels are designed in a way to allow stealth,
but the AI is the kicker.
It's just bad.
I think anyone who has played the game knows what I mean.
Joseph Charles What?
No.
Ricky Mcrolly literally fucking what, I agree with you fully.
You'rea Pleb I was pointing towards the "bad AI" thing and stealth mechanics.
I just think he's bad at the game that all he does is come in guns blazin' style.
Ricky Mcrolly What?
I said it's way too easy.
the ai doesn't notice anything.
Joseph Charles The AI doesn't notice anything? Really? Dude, the AI is excellent and if you make a noise, you are SCREWED.
They can easily notice you, as they do look around the area when they are suspicious.
I don't know what the fuck you're trying to prove. The AI notices you just like a real person would.
If it wasn't for the fucking moral choice aspect this game would be 10/10 in my opinion.
Grei Weurdin The game _is_ 10/10 in my opinion, but I guess it's because I'm a twat who enjoys playing non lethally, so the moral thing didn't bother me one bit.
You'rea Pleb Heh, fair enough, I love doing all three playstyles but I wish you wouldn't get punished for two of them.
Ah guys Emily is alive in the sequel so it doesn't matter
Grei Weurdin The moral choice in this game is more about Emily than it is the player. If you kill people, it'll change her outlook on life. I actually enjoyed the morals in this game because it had a unique spin.
14Schofield That's true, I just don't like being punished for doing the playstyle that's most fun to me
i like how you implied it took some of thief's ideas, even though thief was made after dishonored
I love Dishonored. My first *real* mainstream game. Corvo's seven years older than the Empress. I like the steampunk feel. I also like the difference between Thief and this. First difference: superpowers, second: You can move about on rooftops.
He fails to protect the empress because master assassins pop in from seemingly nowhere and use magic, which he doesn't possess to freeze him into place. Also, it doesn't matter if he shouts his innocence, if you'd paid any attention to the story whatsoever you'd realize it was all a set-up by the spy master.
You can finish the game perfect ghost without ever using any powers, so it's your fault if you made the game too easy because you have no self-restraint.
Yeah, the chaos system is kind of lame, but it really only exists to punish (or reward, depending on your view) players who run around killing everything instead of taking the stealth approach, by throwing more enemies and rats into the level.
He is joking jesus Christmas dear sir
Can someone explain to me how me going on a murderous rampage through the city kills a little girls brain cells?
I don't understand what you mean?
George Stead
Sorry about that i heard that she wasn't able to keep the city alive but turns out that was a lie
The way it goes is that Corvo has a lot of influence on the girl(Emily). So if Corvo is a non forgiving mass murderer out looking for an endless stream of blood, Emily would rule with the same kind of ruthless mentality. Still a stretch but that's how the game works.
This is one i have to disagree with you. What kind of a moral system would you expect? one where no matter what you pick you get the same thing? Here the choices you make actually have an effect not only on the ending but also on the missions since the more you kill the more the plague and rats spread making it harder to move around. If you expected different reactions on every npc based on who and how many you kill you got the wrong game. This wasn't an rpg with stealth it was stealth with rpg elements.
It's all fine if this wasn't your ideal game but don't judge it on how close it was to being how you wanted it but by how well it stands on it's own.
I love you
Ah guys Emily is alive in the sequel so it doesn't matter
Ashaira I think a good solution to this would be to make killing low-brow guards/weepers not raise chaos levels, but killing your targets to determine the outcome. It's really a shame, because Dishonored's combat is even better than the stealth, and the stealth itself is phenomenal.
Mostafa Shahin actually it does because if emily died in your save you don't play her.
Anonymous Brit they will prob make a sistem where you can choose what happen during your game. as for the story explanation we will have to wait and see.
Does anyone else binge watch these every 6ish months?
"Stabstravaganza"
"...Like a surprise hate conga."
well i prefer silent protagonist, it does help roleplay so ha ha hahaha
If the character were interesting on their own, perhaps you wouldn't want your self-insert fanfiction. You can characterize someone and still feel like you're that character; not making any character whatsoever is just a cop-out.
***** Making broken, bug-ridden games are also their thing; no one gives them a free pass for that, either. And you've _really_ got to be fucking something up when even your own fans, of which Elder Scrolls has many of, is willing to tell you how bad you are at it. It's approaching self-parody at this point.
So no, "it's kind of their thing" is not a valid excuse.
***** It's not really a Bethesda game, they only published it, so marketing and distribution nonsense. It was made by Arkane Studios.
ReinWeisserRitter Bingo! It's just a way to avoid writing the main character.
Bioshock Infinite has made it very very apparent that you can have an exciting First Person game without having to blank the character's personality.
*****
He said it's a silent protagonist because "it's a Bethesda game" and that shouldn't be an excuse because there are bad things (mostly bugs) that come with "being a Bethesda game"
Well, I agree with the killing part in the game. There should be a penalty for killing people, especially innocent guards just doing their job. It makes sense to have a worse ending, and most importantly of all, the goal CAN be accomplished without killing innocent people, but it's harder to do (Much like Thief, a game I've really gotten into in the last few weeks). What I don't like is the ghost achievement. Not being seen ever? That's fucking bullshit. It's unnatural to have to load up your game so much. The problem is, by letting people see you, yeah, they get a little riled up, but they still know you're around, even acknowledge it in the game. The problem that I have with this is that it can happen by accident (you getting seen) while killing someone is a cognitive thing. You decide if you kill someone or not, so it's easy to just decide to not kill anyone. If you do, something went wrong in your brain. By that logic, you can go through the whole game without using quicksaves. On the other hand, you can get seen quite a lot. Thief wasn't bullshit like that. You just can't kill anyone, that's the point. If you get seen, you're on your own (run and run, close doors behind you and hide in a dark corner, then hope the guard didn't hear you hide there) just DON'T kill anyone. It's much more natural. In Dishonored, I hate how I have to reload any time anyone catches sight of me. It breaks the game's pacing even more. I'd much rather choke a dude, be seen, then run for my life and hide in a dumpster or something. That's natural. BUT THAT'S NOT ALL! The absolute worst part is, that the game likes to prank you. In Thief, if you accidentally kill someone (like hit him too hard with your blackjack or something) then the game is like "whoa whoa, where do you think you're going? You fucked up! Now restart from your last save, dipshit!". So you know you just have to get through a level. In Dishonored, the game doesn't tell you if you've actually been discovered or accidentally killed someone. And there is absolutely no way to check that, either. The only way to know is at the end of a level. ONLY AT THE END can you find out if you fucked up. If you did, then tough luck, you have to repeat the WHOLE FUCKING MISSION again, because they don't even tell you where or who spotted you. I actually quit the game after mission 7, because it took me about 7-8 hours to beat that level, and at the end I found out I accidentally killed one person. ONE PERSON AND I HAVE TO REPEAT ALL OF THAT! THE ENTIRETY OF THE LONGEST MISSION IN THE GAME! No I will not! If the game fixed the flaw of not telling you if you fucked up, and removing the "not being seen" bullshit, I might like it as much as Thief. Actually no, it doesn't have interesting characters, the missions are more wide segments of a linear level that open maps, and the money doesn't mean much at all.
Save-scumming is needed if you want the ghost achievement.
7-8 hours to beat level 7?
Jesus.
There are consequences for killing everyone besides the bad ending
You just need to pay attention
the guilt and seeing my Emily turn into a monster........................
darezzi97 ikr why should achievements actually require you to achieve something :/
^sarcasm
blackbite50 How in the world did you conclude from what I said that I don't want a challenge for my achievements? There is a very clear line between a challenge and being unfair. If the game wants me to achieve something, then it should fucking let me keep track of what I'm achieving. Like in Thief.
ya know, if i made a stealth/horror game (WITCH I REALLY REALLY REALLY WANT TO!!) I'd get the people from thief and silent hill 2. and i'd ley capcom do the adversisment.
...then how are you the one making it?
But...
capcom doesent Advertise games?
Eliza1a4 Then you've just taken 2 intellectual properties and welded them together or do you mean the staff and producers of silent hill 2 and thief in which case that is possibly not a bad team if some what different in their perspectives towards a game and you would have to pick individuals from each due to the fact that it would just get confusing and by advertisement i assume you mean you would want capcom to produce it in which case again there are worse choices, in fact thats probably the company i'd choose if i could(in the future hopefully) but its more than just having those teams you need a unique IP and an idea of what the environment and characters will look like, you need a clear vision( i know because it took me about 3 month's to figure mine out and that was just for my university course ) and an idea behind it otherwise you end up with a convoluted mess with no real direction and capcom wouldn't produce it.
Well theres Evil within
I tried to do a non Lethal from the start but got board reloading from having to keep reloading when ever any one spots me. So I only killed when needed and did the nonlethal approach when available. By the time the loading screen told me about chaos from killing to much I already had a high chaos and was beyond the point of no return. Ahh sod it then. Kill everything.
I found it really fun, I loved the DLC to play as the Prick that killed the Queen, and I openly accept the criticism you offer. You do present it comically.
Yeah so stupid why do they always let you assassinate somebody and then brief you after which you get to assassinate somebody else. Oh wait I remembered why that is: it’s because you’re an assassin. Yes the binary moral system is cheesy but I liked it because you at least impact the ending in some form. The guards are mostly typical baddies but there were also cases where you had dialogue and situations where you were confronted with somewhat good guards so it’s not always black and white as ZP claims. The game world looks awesome and it contained a lot of in depth info and the occasional fun side quest and the change in scenery as the infection increased was great too. I also liked the contrast of the Boyle level for example where you had the contrast between the poor disease ridden slums and the outlandish feasts given by the rich. The stealth gameplay was fun too. It’s a great game but I suggest you play it on hard and really go full stealth.
I get the review some things are cliché but I don’t see why there needs to be SO much emphasis on that.
Mostly because Yahtzee is more of an sarcastic entertainer than he is an actual critic. He likes bitching and his bitching seems to tickle everyone's funny bones, so off he goes. I find him funny even if he does shit on most of my favorite games. Though I would never take him seriously, it's a good way to piss yourself off. lol
And also, Dishonored is one of the best this gen, in my opinion. Up there with the Bioshocks and Human Revolution.
There are 13 different endings, but its hard to get all but 3:
1.) All good ending
2.) All evil ending
3.) She dies ending
But at least the enemies had some self-preservation and a decent AI
Well, why would you play through the game in a way that you didn't want to play it just to get a certain ending on the first playthrough? The whole point at 3:35 seems more like a you problem than a problem with the game.
Still entertaining review and opinions are opinions so whatever.
i think pretty much everyone tried to do it the 'good' way at first. but until you're more skilled, you usually just end up getting discovered then massacring everyone.
Lair Osen I did but that's only because I like playing stealth games as stealthy as I can without killing anyone. If I'm seen I either hide or restart the mission. That's just how I play.
I usually start every game as a bad guy so when I play as the good guy the second time I can feel myself redeemed for my actions earlier.
So, does this guy LIKE any video games?
he liked the game
*****
and portal
sam bloomfield And Skyrim
well he said he would over look a lot of problems but yes he did say it was good
he likes a lot of games it's just really hard to figure out.
I actually believe that this is a TRUE successor to the thief series, unlike thief 3 and 4.
I really did enjoy Dishonored, and I thought that the characters, backstory, and setting were great. Sure, the silent protagonist is overplayed as hell, but I thought it suited Corvo well. He's a bodyguard, not a salesman, even if it would have been nice for him to get a voice for the few lines he did have. But I will agree that it did pretty blatantly force you towards the nonlethal way of doing things. 'Here, have a giant array of killy tools and magic powers... oh, by the way, if you kill people on a regular basis, sweet little Emily who is probably your daughter turns into a tyrant and you pave the way to her throne in blood. Oh, and you're not allowed to kill the zombies who have no hope of being cured before they die, or the drugged-up sociopaths on stilts who can't be taken down in any nonlethal fashion.' For a game that was most often advertised as a 'choose your path' or 'revenge revenge revenge' sort of thing, they really do push you towards the more pacifistic path. I eventually got used to it and rationalized it, but for maybe the first half of the game, I was pretty damn disgruntled that I wasn't even allowed to fight back, which turned into pretty persistent save-scumming throughout the entire game. I'd save before I was about to attack, after I hid the body... every two minutes, every minute, sometimes even every thirty seconds. And that did detract from the experience pretty majorly.