Dishonored review: Story-driven role-playing
Dishonored is that rare RPG that makes role-playing the game, not the number crunching or the desire to create the ideal build or get that epic piece of gear. Arkane Studios has crafted a story-driven masterpiece that defies convention and is worthy of the title of classic.
A beautiful setting, with an ugly underside that needed cleansing.
I didn't have to kill the Pendleton brothers, but I wanted to.
This Dishonored review was based on a digital PC version of the game provided by the publisher.
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John Keefer posted a new article, Dishonored review: Story-driven role-playing.
Dishonored is that rare RPG that makes role-playing the game, not the number crunching or the desire to create the ideal build or get that epic piece of gear. Arkane Studios has crafted a story-driven masterpiece that defies convention and is worthy of the title of classic.-
http://www.eurogamer.net/articles/2012-10-08-dishonored-review
http://www.giantbomb.com/dishonored/61-35850/reviews/
http://www.giantbomb.com/quick-look-dishonored/17-6654/
http://www.ign.com/articles/2012/10/08/dishonored-review
http://www.joystiq.com/2012/10/08/dishonored-review/
Couldn't think of any other sites off the top of my head -
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Fixed URL for the above since CMS messed up: http://totalgamingnetwork.com/content.php?152-Dishonored-%28PC%29-Review
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The AI is incredibly intelligent. Leaving a body in plain sight will alert other guards. Noises or even your footsteps can put guards in a greater state of awareness, forcing you to hide for a while until things settle down.
- please retract the Line "The AI is incredibly intelligent"
per, the contradiction between "intelligent ai" and just hiding for x time until ai stops looking -
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One thing that got me is how good the AI's peripheral vision is, and how they will walk one way and turn their head to look around. I can see myself getting undone from that quite a few times... and I love it.
Seems like a mix between Thief and Bioshock with some City 17 steampunk fun thrown in. Roll on Thursday. -
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You use the term RPG a lot in there, and nothing I've seen makes this look like an RPG. It seems like anything not Call of Duty or a racing game is labeled RPG these days. I mean in a really broad way Rock Band is a role playing game, but it isn't an RPG. The problem is I can tell when something isn't an RPG, but I can't define what makes one. Did I mention RPG? Are pee jee! This looks like Thief, not Mass Effect or The Witcher.
That said, I haven't played it yet, so maybe there is a ton of conversation gameplay I don't know about existing in there.-
Don't get caught up in the letters. It's role playing. I could choose my style of play and getting through the missions was as much about being creative and thinking through your actions as it was accomplishing the goal. There were a few places where you could choose dialogue options but I felt I was actually able to become the character and play my way without it boiling down to a diablo or WoW-style experience.
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As I said it the review, playing through the game gave me an actual feeling of my old pen & paper RPG days where you would assume the persona of a character and interact with the DM not so much in dialogue, but more in "I do this and this" and the DM tells you the consequences. And you don't have to use any powers or do any upgrades at all. To me the truest sense of an role-playing is customizing the experience for the player and letting them choose how to play
There is so much overlap in genres these days and I think Dishonored breaks a lot of conventions of those genres. It IS an RPG, but it is also Action, and Adventure. Genre definitions aside, the game is excellent and had me emotionally invested in an outcome that I was helping create.
Of course, Harvey said the team never thought of the game as Steapunk either, but he sees why people could label it that.-
I hear what you are saying and I agree. Your logic is sound, it's just that the term "RPG" has a kind of baggage associated with it. It has come to mean something other than what the literal definition of the phrase implies. But, no biggie, it was a great review and it sounds like an excellent game. Can't wait to check it out.
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I think we're seeing this as a natural consequence of game writing gradually getting better and technology and design allowing for more RPG-like mechanics in games that are not traditional CRPGs. More games are getting stories more sophisticated than "evil bads need to be shot inna face", more games are making player choice more significant in the stories, and more games are integrating character advancement aspects. The result is that you can validly say you are role playing in a game that would not have been considered an RPG ten years ago.
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I think that is taking it a bit too far, as there were other elements that factored in. I would never call DOOM or the Longest Journey RPGs. But I think there is room for plenty of discussion that the convention of genre as we know it today is blurred a lot more. But I don't want that discussion to take away from what is arguably the best game of the year so far for me.
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I knew I had seen this somewhere and it seems appropriate now. Harvey Smith interviewing Gary Gygax in 2002 (the interview was about LA Online, but both question and answer apply to our discussion here) -- http://www.gamasutra.com/view/feature/2934/the_dungeon_master_an_interview_.php :
Harvey: RPG's often split people into several camps, sometimes polarized between those players more interested in interactive storytelling and those players more interested in killing monsters and collecting treasure. There're also people who play for the interesting tactical challenges, seeing the game as an extended board game. (deleted specific questions about LA Online)
Gary: Insightful, that question, and allow me comment on it a bit before answering.
I do not, and I stress NOT, believe that the RPG is "storytelling" in the way that is usually presented. If there is a story to be told, it comes from the interaction of all participants, not merely the Game Master--who should not a "Storyteller" but a narrator and co-player! The players are not acting out roles designed for them by the GM, they are acting in character to create the story, and that tale is told as the game unfolds, and as directed by their actions, with random factors that even the GM can't predict possibly altering the course of things. Storytelling is what novelists, screenwriters, and playwrights do. It has little or no connection to the RPG, which differs in all aspects from the entertainment forms such authors create for.
As false to the game form as the pre-scripted "story," is play that has little more in it than seek and destroy missions, vacuous effort where the participants fight and kill some monster so as to gain more power and thus be able to look for yet more potent opponents in a spiral that leads nowhere save eventual boredom. So pure hack and slash play is anathema to me too.
Tactical, and strategic, play is a fine addition to the RPG, and if it is in-character, something I see as desirable, In this category fall such things as exploration, economics, politics, and even intrigue.
I think this fits Dishonored perfectly, especially the last sentence.
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I thoroughly enjoyed the story, even though a few spots were predictable. It was easy to get immersed in everything that was happening. I thought the voice acting was well done as well. Carrie Fisher is the Broadcaster heard in the background on the loudspeakers spouting Dunwall propaganda and news. Susan Saradon plays Granny Rags, a cool character that is not totally part of the main story line. It was a pretty stellar voice cast and the script for them was pretty good.
But that's just me ...
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Just wanted to say, this review convinced me to get the game. Hearing that the story and gameworld made you change your playthrough is a rarity, I only ever did that with Witcher 2 where I never bothered trying reloading a save to get a different decision because I was content living with the consequences.