Monthly Archives: February 2016

Bioshock Infinite (PC, Mac, Linux, PS3, XBox 360)

Falling_Desktop_1280x1024

The year is 1912, one year after Andrew Ryan was born. You play as Booker DeWitt a particularly hard-boiled former Pinkerton agent and current private investigator with a past that weighs on his conscience and his wallet. He’s got a job that’s taking him all the way to Columbia, a city above the clouds. His task is simple, find a particular girl and bring her unharmed back to New York City, but if it sounds too good to be true it probably is. Welcome to Columbia! A city of wonders, industrial and scientific, built on the backs of poor unfortunate souls. Bring them the girl and wipe away the debt.

History

Bioshock Infinite was created by 2K games and directed by Ken Levine.  It runs on a heavily modified Unreal Engine 3 with everything built from scratch, nothing was recycled from previous Bioshock Titles. The player-character, DeWitt, was given a voice and is the only Bioshock protagonist to have one. This was implemented so that DeWitt and Elizabeth — the girl what will wipe away his debt — could have a more emotional bond (Drawing inspiration from the awkwardness in Half Life 2’s player character silence when dealing with his companion characters).

Not all was well in the land of the 2K however. Before release several members of Levine’s studio, Irrational Games,  were relieved and their positions were filled by others. In addition many vigors, enemies, weapons, and other assets had to be cut to meet the deadline. On a brighter note however Infinite did not use DRM systems that interfered with the game experience.

Bioshock Infinite was released on March 26, 2013. It’s competition was Starcraft II: Heart of the Swarm (PC), Luigi’s Mansion: Dark Moon (3DS), and Tomb Raider (PC, PS3, XBox 360).

Experiences

Elizabeth is a marvelously well rounded character. She becomes the focal point of the entire game. I persevered and kept going to see what would become of her and what she was thinking, DeWitt only seemed accessory in comparison. The guy who had to tote the gun, because we needed someone’s innocence to be lost and it wasn’t gonna be DeWitt’s. DeWitt’s also not very witty, he constantly needs Elizabeth to pick locks, find supplies, help him out, and explain science to him. Elizabeth is an escort character who pulls her weight and keeps me constantly interested in her plights, emotional situation, and combat aptitude.

bioshock-infinite-elizabeth-throwing-rifle

Holy hell! A non-combat AI companion who’s helpful and interesting?! Lightning has struck twice.

Gameplay

Despite being in a different setting the gameplay is shockingly similar to the adventures through Rapture. Bioshock Infinite is a first person shooter where Booker shoots the people and goes to the places where the plot continues. There are some minor differences however. DeWitt has a health, EVE — I mean salts, and a shield meter. When his shield gets broken he’ll begin taking actual health damage but has an incredibly large health pool — those Pinkertons are tough, I suppose… tougher than a Big Daddy even.  Booker also hijacks a Skyhook pretty quickly which allows him to ride Columbia’s rail-car system and traverse great distances very quickly. Things grow more complex when Elizabeth gets introduced into the equation. The mysterious girl has the ability to reveal and open tears into alternate realities. This allows her to provide cover, allies, weapons, money, and all sorts of resources to keep Booker in the fight.

The Gush

Elizabeth has a jailer and a guardian known only as Songbird. The tenacious machine-man hybrid will do whatever it takes to keep Elizabeth safe… mostly from you and mostly by destroying things. But there is a scene where DeWitt gets to fight alongside Songbird and it’s the first time the player ends up in the Little Sister position in the Big Daddy/ Little Sister relationship.

maxresdefault

Just some size comparison there. Songbird is huge, dangerous, frightening, and astonishingly sweet.

I absolutely adore the Lutece twins. These guys bring DeWitt to Columbia and guide him throughout the story, teleporting wherever they’re needed. Their antics always serve as an entertaining and informative experience, one that explains aspects of the game, complex scientific subjects, and the world of the story.

Bioshock_infinite_lutece_twins

I’m curious what bet he lost to have to wear that sign.

The Kvetch

Vigors are dumb. They’re in the game simply because plasmids were in the other two. The plasmids were an integral part of Rapture’s setting that represented corruption, greed, and addiction in a sleek gene altering package. They show off how Ryan’s lack of fetters may have doomed the city he built. Vigors do… cool attacks on the bad men. There’s no allusion to Vigor abuse or even an explanation for their invention besides Columbia found a tear to Rapture and took that shit. They serve as a vestigial limb that takes me out of the immersion. Speaking of immersion…

Why is Booker limited to carrying only two weapons and two vigors at once? I understand why he can’t carry the mini-gatling gun all willy-nilly but Jack and Delta were able to carry around a small arsenal. That might not be realistic but when we have shields, alternate realities, the power to endure death, and a flying city I’m willing to suspend some disbelief for DeWitt having a backpack or something. Speaking of that flying city…

The_Flying_City_of_Columbia

It looks so beautiful… but where’s all the ice, pain, and death?

Rapture was beautiful in large part to its visual design and small part to its plausibility. Someone as rich or crazy as Andrew Ryan or Bruce Wayne would be able to construct it. Columbia on the other hand would be able to fly thanks to the Lutece particle technology but the air would be too thin and cold to support a population. It just doesn’t work. And speaking of that population…

Columbia is a flying city, why does it have a gigantic standing army? Who’s going to invade them, aliens? I know there’s a resistance movement made up of pissed off members of the underprivileged black and irish population –among others– but it never seemed like there was ever open warfare between them. And to bring things full circle where are the Vigor wielding guards? There are the fire guys and the crow guys but the first vigor DeWitt gets mind controls people and then makes them kill themselves. Why isn’t anyone using that on me? This thing was available to the public as a sort of DATE RAPE SUBSTANCE but certainly has no military application, I guess. Certainly not the way that I used it to make soldiers kill their friends and then themselves.

The Verdict

Bioshock Infinite is a marvelous game that occurs before, during, and after every Bioshock game there is, was, or will be. This means you can play it at any point in the series. It goes on Steam with a $30 price tag almost three years after its release with another $20 stacked on top of that if you want to get all the DLC which I have heard good things about but have not played. I would definitely pick it up on sale or at least pick up the main title at full price if this really got your attention although I feel the original Bioshock is the most powerful title in the series.

Next Week: Don’t Starve

Bioshock 2 (PC, Mac, PS3, XBox 360)

This review assumes that you’ve read my previous review for Bioshock. So check it out unless you’re comfortable with your knowledge on the subject.

Rain_1680x1050

In the end of Bioshock the hero of that tale left Rapture, alone, with a some Little Sisters, or a legion of splicers — the stories differ. But Rapture was still down there, still biding its time, still going crazier and crazier. Before Rapture’s fall Andrew Ryan hired a psychologist, Sofia Lamb, to stem Rapture’s growing instability. In the absence of Ryan, Atlas, and Fontaine she sidled into power as no one but her could read and control the minds of the splicers. What are her plans? No one is quite sure but it requires the accumulation of large sums of ADAM, something made complicated with the disappearance — or rescue– and age of the first batch of Little Sisters. Older Little Sister’s can’t scavenge the powerful stuff from corpses any more and there are no more little girls in Rapture. So off the Big Sisters go to Iceland and Europe to steal children to become new Little Sisters to continue her experiments.

You play as Subject Delta, a ghost from Lamb’s past, sworn to protect her daughter Eleanor as her Big Daddy. Grown up as Eleanor may be, Delta must find her or he’ll die as part of his Daddy conditioning. Brought back from the dead by Eleanor and with drill at the ready Rapture’s fate will fall to you as you decide what is just and right by Sofia’s sympathizers and the new batch of Little Sisters. The splicers would do well to steer clear of the only Big Daddy who can think, feel… and wield plasmids.

History

Hot on the heels of Bioshock 1 2K started working on Bioshock 2. Originally subtitled Sea of Dreams, this moniker was dropped. Plot and gameplay details were revealed in a 2009 issue of Game Informer. Alongside this 2K launched a website called ‘There’s Something in the Sea’ explaining the tale of Mark Meltzer who was investigating the disappearance of girls who lived on the shore.

Fun Fact: Original designs only contained one Big Sister who would harass Delta for interacting with Little Sisters and would flee when dropped to low enough health. Lead Designer Zak McClendon said they cut it becase it would be unsatisfying to have a foe that the player couldn’t finish off.

Bioshock 2 was released on February 9th 2010. It’s competition was Stalker: Call of Pripyat (PC), Deadly Premonition (XBox 360 and PS3), and Heavy Rain (PS3)

Experiences

One of my favorite parts of Bioshock was the section in which Jack has to disguise himself as a Big Daddy. He gets a special uniform that reduces the damage he takes and gets to guide Little Sisters around to get them to an escape Bathysphere. It was an incredibly frustrating part of the game as the little ones are very fragile, thankfully it was also very short. But like Road Warrior’s Tanker Chase to Fury Road, this game took that short section that people remember prominently and turned it into a full experience. The focus and design expands the idea into everything I wanted it to be. It made me feel powerful and even a little reckless at times, everything I witnessed in Bioshock’s iconic Bouncer Big Daddy archetype.

subjectdelta_2560x1600

I can’t count the number of times I charged a splicer and shouted, “get away from her!”

Gameplay

The gameplay itself has not evolved much since Bioshock 1. The story is one that’s completely original but it all leads to the same end, a wild romp through Rapture filled with a few puzzles, moral decisions, gun-play, and hacking. It’s really difficult to talk about it because there’s not much that’s actually different. It’s got the same plasmids and functional reprints of weapons from the first game.

The big new innovative gameplay elements would be walking on the sea floor — which is pretty cool and fun — and adopting Little Sisters. Delta can either harvest Little Sisters on the spot or adopt them to score more ADAM from nearby corpses. Then, Delta can either rescue the poor girl or harvest them anyway. Either way, after Delta has handled the Little Sisters a Big Sister will arrive to attack him. And get ready for a big damn fight. Big Sisters are lithe, small, fast, and have a variety of attacks and methods designed to wreck Delta’s slow lumbering ass. — Oh yeah and Delta’s Eve is fed intravenously so for those who were totally grossed out by all the needles before there are slightly fewer.

Bioshock-2-little-sister

That armor might look ramshackle but ADAM has a lot of long term effects.

The Gush

I hope you’re ready for more moral decisions because Bioshock 2 wants to add another layer to things. Delta will be judged for harvesting or rescuing Little Sisters as well as taking the lives of certain defenseless characters — note that I say defenseless, not innocent. Kill too many and well… let’s just say that it might set a bad example.

The character designs are stellar once again. Lamb, Delta, Big Sisters, Little Sisters, and the Splicers are all visually distinct and interesting. Everytime I look at them I see more and more. A lot of work was put into them, I can shoot the bowler hat off of the big muscly guys and that’s just fun.

The new weapons are fitting replacements for Jack’s arsenal. They’re like Jack’s stuff… but for a Big Daddy. A shotgun, machine gun, utility launcher, and spear gun — as opposed to the crossbow — but bigger and badder. And of course, the incredibly powerful wrench has been replaced by the iconic drill. A weapon that will render your opponents into a meaty pulp so long as the fuel lasts.

bioshock-2-screenshot

Yes, this double barreled shotgun does in fact have three chambers for each barrel.

The character models in this game are much improved from the original. They’re smoother, slicker, and generally better looking. I didn’t even realize it, however, until I saw them side by side.

Brigid Tenenbaum goes from this

to…

Very Different. I much prefer the latter.

The Kvetch

The game still tries to play like a horror game sometimes and it just doesn’t fly. In Bioshock 1 I was Jack, a dude with a wrench in a shirt running around getting blown up, clawed at, or shot at by anything I looked at the wrong way. Jack may have been capable enough to defeat those enemies but he was also vulnerable in such a way that I didn’t feel indestructible in his shoes. When I’m in that Big Daddy suit though nothing else matters. When I’m Delta I don’t care what it is, it had better step off me and/or my Little Sister or I’m gonna take it for a spin on the end of my drill and use its flailing torso to bludgeon more splicers to death.

Most of the plot left me a little baffled. It’s totally possible to miss some journal entries and then not know what the Big Sisters are, where the new Little Sisters came from, and how/why Sofia Lamb is trying to take over Rapture. I guess none of that plot is really necessary for the story of ‘you are Big Daddy, save Little Sister’ but it was the secondary draw for the first game and it’s odd for it to be so buried or borderline incomprehensible here.

The hacking minigame is a thing of the past. No longer will we be able to silently play pipe dreams to hack a turret in the middle of combat. Now we must have a slider bar stop on certain sections in real time during a fight. Those elbow joints will be sorely missed.

bioshock_2_2010_20

I guess this is… mer… really normal and not unique at all.

Yes this game has multiplayer… no I don’t know why. I’ve never played it and I’m entirely uninterested in giving it a shot. I came here for Big Daddy action not capture the flag with douchebags on the internet.

Vending machines no longer obnoxiously bellow ‘Welcome to a Circus of Value!’ or ‘Ammo Bandito!’ and I miss that.

The Verdict

If nothing would please you more than the experience of being a Big Daddy, or a shield bearer, or a bodyguard with a license to kill then I can’t recommend Bioshock 2 enough. That being said I didn’t find it as narratively, philosophically, or politically compelling as the original. Not to say that it’s a bad game, I don’t think that it’s objectively bad but compared to the original it comes up short. It retails for $20 on Steam but I think, six years after the fact, it’s worth more like $15 so I’d recommend getting it on sale.

Next Week: Bioshock Infinite

Bioshock (PC, Mac, iOS, PS3, and XBox 360)

Bioshock_series

A plane crashes into the Atlantic Ocean and there is one miraculous survivor. Stranded in the sea he makes his way to the burning light of a nearby lighthouse. Emblazoned in a marquis above the arch reads ‘Welcome to Rapture’. Inexplicably drawn to a bathysphere deeper within our hero hears words of desperation coming from a nearby radio. The static laden voice asks the survivor to come to Rapture and help him save his wife and child, for Rapture has lost its mind. The survivor cannot speak, he cannot disagree. He would kindly love to.

To the sea floor he goes bound for a city in which the great are not restrained by the weak. Where the human genome has been mapped, a map which they have changed into a canvas. And where a man is entitle to the sweat of his brow.

History

Published by 2K games, and developed by 2K Boston and 2K Australia with help from other 2K teams. Bioshock was planned as the spiritual successor to System Shock 2 after 2K got bored of making games in the future/space. The original idea did take place in space with a drone, defender, harvester relationship being the primary focus of the game with the player being a sort of brain-washing enthusiast. These themes were too dark and were considered un-publishable but the themes would endure to Bioshock as we know it.

Fun Fact: The underwater 1940s-punk aesthetic of Rapture was created because the team thought cyber-punk was getting a little boring.

Bioshock was released on August 21st, 2007. It’s competition was Wild Arms 5 (PS2), Medieval 2: Total War: Kingdoms (PC), and Lair (PS3).

Experiences

Last week on this very blog I discussed Dishonored, a game that lies to the player too much for all the wrong reasons. This is a game that employs its deception masterfully. I fear I may have gone too far bringing it up but the game is 9 years old and I just have to point out when people do it right. And in this post-Undertale world the line between mechanic and in-game entity are becoming more and more blurry every day… and it makes me giddy.

Gameplay

Bioshock is a first person Action RPG which features a host of weapons, pseudo-magical powers — called plasmids –, tons of upgrades, and hordes of different kinds of enemies who’ll want to mess up your day. The game leads you on a guided tour of Rapture’s most prominent — and deadly — locations as you find more weapons to keep you up to snuff in combat and plasmids to widen the design space — seriously, just think of all the things you can do with the power of telekinesis or the ability to shoot lightning… in an underwater city.

14312_bioshock13_medium

Which will become incredibly useful when you’re fighting a woman like this.

No matter what you’ll be fighting your way through Rapture. How you do that is up to you. You can spend ADAM to upgrade or purchase additional plasmids, use dollars to buy ammo from hackable vending machines, or use other machines to upgrade your favorite shooter. All of these being totally viable options.

What’s this ADAM that’s in all caps up there? Why it’s the genetic sensation that’s sweeping the city! ADAM is a miracle material that allows quick and easy manipulation of someone’s genetic code, giving them the power to create fire or summon a cloud of angry bees — warning. Sellers of plasmids are not responsible for unintended genetic rewriting or any damage to the psyche caused by use of such products. How do you get ADAM, well you’ll (harvester) have to get it from the Little Sisters (Drones) but be careful of their Big Daddy bodyguards (defender). What you do with the poor girl is up to you at that point but, just remember, you get more ADAM by performing invasive surgery to get the ADAM out.

bioshock-03

Ah, the Little Sister. As iconic as she is creepy.

The Gush

Between weapon, plasmid, and personal upgrades the only wrong way to play the game is not to explore and discover these things — then again, that’d make a helluva challenge. Even if you want to go through the whole game with the wrench as a melee warrior that’s totally possible and even capable of doing more damage than any other weapon in the game.

Holy philosophy Batfellows! Are you ready to see Capitalism, Libertarianism, and even more isms duke it out for control of Rapture? If you’re not then you’d best get ready because that’s what this game is all about.

I’ve got to say, I really like the hacking minigame. I never though pipe dreams could be so much fun!

Or should I say ‘plumbing minigame’?

Rapture might seem too far out to be real but I find it incredibly fascinating that it’s not impossible to build the fabled city. It would be incredibly impractical — and even more expensive — but Andrew Ryan was not a practical man.  The sheer technical possibility of its creation — even in the era of the game the 1940s — shows how much the designers cared about the world they made.

The music in this game is very impressive. I still can’t listen to ‘Welcome to Rapture’  without shedding a tear. It perfectly compliments the visuals musically with ideas of what could have been. Something irrevocably lost, a doomed experiment that could have produced wonders.

The Kvush

I really like the persistent moral choice presented by Bioshock but I feel the good side of the bargain might be too powerful. The big choice is rescuing the Little Sisters and getting a small ADAM supply or killing them — well… they might survive the incredibly invasive surgery — and getting a huge ADAM supply. But if you keep saving the children then you’ll be rewarded with little care packages filled with med kits, unique plasmids, ADAM, money, and even special ammo types. In the end harvesting all of them only offers the player 10% more  ADAM than they would have gotten otherwise. Oh… well, I guess the player doesn’t know that. The player has to trust that their good deeds will be rewarded in what presents itself as a Libertarian utopia. That all of Ayn Rand’s ideas go out the window when someone’s kindness is rewarded. When someone does something just because they feel that butterfly roiling of a good deed. That people feel indebted to those who do right by them. Did I just talk myself out of thinking this was bad design?

2376132-cohen_trailerscreen_web

I don’t know, did you?

The Kvetch

The final boss SUCKS. After all this buildup and all of these complex psychological themes and intrigue the final boss is a big red jerk you shoot until he dies — three times, just in case one was too easy. The game even has a killer finale leading up to him that had my pulse pounding and my hands sweaty with stress and excitement. But the let down of his defeat could only be saved by the game’s stellar ending. Still, the fight is really boring and plain.

The Verdict

Wet damn this game is good. For twenty dollars on Steam it’s a steal. And that’s not even including buying a used copy for your console machine or how cheap it gets when it’s frequently on sale online. I cannot recommend playing this game enough. I find it incredibly shocking how well it holds up today.

Next Week: Bioshock 2

Dishonored (PC, PS3, PS4, Xbox 360, Xbox One)

Dishonored-Game

Welcome to the city of Dunwall! Where fascism lurks around every corner, the plague is in season, and conspiracy is omnipresent. You play as local badass and Protector the the Empress Corvo Attano. But none of that really matters as in the first 20 minutes of play you get punked by an assassin who kills the Empress right in front of you. To top it all off the Empress’ daughter, Emily, is kidnapped. In short, you’ve been Dishonored if you will. You must take revenge against the people who performed these vile deeds. By blade, shade, or spell you will eliminate those responsible — and maybe put Emily back on the throne… or whatever, I dunno.

History

Dishonored was developed by Arkane Studios lead by Raphael Colantonio and Harvey Smith and published by Bethesda. It seems like development began with the setting and world as a whole, followed by Corvo’s abilities, and then the levels were designed with Corvo’s capabilities in mind. Colantonio was quoted as saying, “we wanted to give [the player] very strong powers, to make [the player] really a badass, but at the same time we didn’t want the game to be too easy,”.

Fun Fact: The implementation of a morality system’s cause and effect was included after John Houston witnessed a tester infiltrate a masquerade ball. Instead of acquiring clues by listening to the other guests, the tester elected to kill them all and sort it all out later. Needless to say, Houston found this disconcerting and added consequences to actions like this.

Dishonored was released on October 9th, 2012. It’s competition was XCOM: Enemy Unknown (PC, PS3, XBox 360), Hotline Miami (PC), and Assassin’s Creed 3 (PS3, XBox 360).

Experiences

Dishonored is the first game that I completed out of spite. My friends and review publications gave it stellar recomendations so I figured I’d give it a shot. I’ll get to my disappointment later but the point is that I couldn’t review the game in good conscience until I finished it, so I did. Every mission I wanted to put it down but I thought, “It’d be a shitty review if I put the game down… maybe it’ll get better.” It never did. It just got harder and more frustrating. The quick-save key will be your best friend… until you save yourself into a shitty situation.

Gameplay

Dishonored is a first person action game with a heavy emphasis on stealth. You’ll have to sneak your way through the diseased and rotten city to reach the target of the day — or night. Whatever blocks you path you can sneak by, disable, kill, ignore, or outrun in any combination or measure. These guards aren’t dumb though, they’ll recognize when things are amiss. From seeing you to spotting bodies, the more alert they become the more aggressive and thorough their searching techniques become.

2016-01-17_00001

I mean, they’re not always completely brilliant.

Corvo has a repertoire of magical activated and passive abilities. From the power to teleport, see through objects, and double jump Corvo’s magical powers will improve his chances of survival and eventually lead him to dominate his enemies — both figuratively and literally. Corvo can improve these abilities by finding Whale Bone Runes and Charms so keep an eye out for them.

One of the main aspects of the city is the Chaos level. Actions that Corvo take can increase or decrease the Chaos level. The greater the chaos grows the more plague rat swarms that will appear to feast on the living and the dead as well as an increase of Weepers — basically plague zombies. If you want to really get your murder on then it might have dire consequences down the line for Corvo and his allies.

The Gush

The setting is gloriously atmospheric. The Whale-Punk aesthetic is something I might actually run a roleplaying game in sometime. It creates a world in which knowledge is great in certain areas and yet totally limited in others. I adore something about the absurdity inherent in a world with single shot pistols and giant lightning walls both being relatively recent discoveries.

Samuel, just Samuel. The only character I could bear to listen to for more than a few minutes. The only character I can think of who sounded like he gave a shit on a consistent basis. Samuel the sailor is Corvo’s main transportation and primary source of information. Samuel gives Corvo a short briefing of every area before they arrive and he’s got a sweet scruffy voice. I was always glad to hear him and have him by my side.

dishonored-review-boat-1920

Look at that architecture! And while you’re at it check out Samuel’s grizzled mug.

Actually assassinating people is incredibly fun. There are different ways to approach every target and elements of the stage you can use against them. Unfortunately, if you elect to dispatch of them non-lethally, most of these avenues are locked off to you. So… I guess it pays to be good.

In addition to different ways to dispatch your targets there are a myriad of ways to actually reach them. From sewer tunnels to kicking down the front door, there’s no wrong way to reach your victim. Unless you’re trying to be non-lethal. Then the right way is the incredibly sneaky way where no one sees you and you knock out every guard along the way.

The Rant

Before I get to the Kvetch I’ve got to get mad. I’m mad because Dishonored is a game that lies to me three times in the first 30 minutes. Lying to the player is a dicey proposition that should always be approached with caution but is not necessarily a bad thing. I feel though that Dishonored does it wrong.

The first lie I was told was that Corvo Attano is a badass. He might be a badass when I’m in control but as soon as the cutscene starts I’m surprised he doesn’t choke on his own tongue. In the first scene of the game he manages to fail to protect The Empress of Dunwall, which I must remind you is his JOB as Royal Protector. Not only does he fail but he doesn’t even lay a finger on the person responsible. I know that it sets up the Assassin as a bad motherfucker but I’m certain Corvo’s Badassery and the Assassin’s bad motherfucker status could both have been maintained. What if instead of getting force choked and punked Corvo and that Assassin fight for a bit — maybe plug in a combat tutorial or something, I dunno — then when Corvo’s got this guy on the ropes he pulls out the force choke. Now I know I’m good at this whole Royal Protector thing, but I failed because my opponent straight up cheated. It also makes getting magical powers feel more important.

Lie the second is that leaving corpses makes the plague get worse. Rushing through the tunnels of the prison, a tutorial mentions that leaving corpses does just that and this rampant killing will lead to a darker conclusion. Aight, sounds good, leave no trace and all’s well. One of Corvo’s abilities he can put rune points into is called Shadow Kill and makes it so at the first level enemies who die via stealthy means are turned to ash. And at the second level enemies turn to ash no matter how they’re killed. Sounds great, no bodies, no problems. I had to spend eight points on it but it’s worth it to be able to play the game without as guilty a conscience. Wrong. It’s not leaving the bodies, it’s simply the act of killing the guards. Anyone you kill, whether they turn to ash or not, contribute to the plague’s worsening effects. So that’s a save down the tubes unless I feel like being a prick and continuing the murder cycle.

2443729-ratswarm.large

I was too busy letting the rats eat innocents to consider the ramifications of my actions!

The third is much more intangible and definitely doesn’t constitute deception on the part of the game but I’m getting ahead of myself. When I saw the trailers and heard what people had to say about the game I imagined Corvo as a tragic hero. A prisoner taken from his lofty position to become experimental plaything for magic research and what have you. That the iconic mask was a byproduct of the scarring caused by the experiments, the knife being unkind to our dear Corvo. That’s not the case. Corvo is offered magic for… reasons… well no reason at all really. The Outsider bestows magical powers upon him cause they’re cool, yo. And Corvo’s tinkerer buddy Piero makes Corvo the mask for no real reason. Piero says It’s a sort of sentimental thing that will strike fear into Corvo’s enemies. Alright, I’m down, sounds good, maybe there will be like a Batman thing where I can spook guards to sow dissent in their ranks. I can dig it. I make landing in the first mission, choke out a guard, equip my still beating heart in my left hand, blade in my right. I’ve got my spooky mask on and I teleport up to a passerby in the street and she says…

2016-02-03_00002

That is the wrong fucking answer. That is a completely illogical and immersion shattering travesty of atmosphere and writing. The mask serves no purpose other than to be something cool to put on the front of the game box or to make the cosplay recognizable. Without the mask Corvo would be a cloaked guy with long black hair or something — I can’t even remember what he looks like. I know I can’t hold Arkane Studios to the standards of a game I created in my head but these narrative elements could have some heft instead of none at all.

maxresdefault

I mean, they make good binoculars… what a croc.

The Kvetch

Way at the end of the game Corvo encounters assassins that share in his magical powers. The thing being, they don’t take into account Corvo’s abilities in a scene where they imprison him. Well, I mean, it’s not as if you could tell the guy was magical just by looking at him except OH WAIT! The Outsider’s mark is blatantly on Corvo’s hand as a sign of his magical power. So… these assassins put him in a hole and expect everything to be fine — which leads me to believe they are incredibly stupid… or the designers plum forgot all this shit.

What is the Outsider’s deal? He gives Corvo magical powers to make things, “more interesting,” but has excessive boredom and simultaneously near infinite power. He gives Corvo ‘Great Things are Expected of You’ speech #385 and sends him back into the world with a nifty teleport. Seriously, this is a cool character, give him something to do.

Dishonored® Definitive Edition_20150826130034

Yeah… but why?

I don’t know what to think about the moral decisions the game has you make. Oh wait, yes I do, I find them very unsatisfying.  Assassination targets offer a lethal or nonlethal approach — kill them or soothe your conscience by knowing that they’re merely out of the way. The issue is that the non-lethal solutions often present a fate worse than death and penalize the player with a killer’s reputation otherwise. For instance, one of the nonlethal solutions was to send the targets shaved, mutilated, and mute into mines they owned to die slowly in the horrible conditions. Ironic but certainly not merciful — can’t I just shove them into a cell until we put Emily back on the throne? And I know we have a cell because it’s where we shove the man who’s killed hundreds in his ethically bankrupt experiments to cure the plague. There’s even a situation where instead of murdering a woman there’s an option to send her off in a boat with an admirer who will, “Make her love him.” And that’s considered the moral high ground, or something. I’m willing to choose the lesser of two evils but why not offer me a third legitimately good option? How about not framing non-lethal tactics as being inherently superior to simple and merciful murder? How about that?

The Verdict

If the aesthetic remotely interested you and you’re a fan of stealth games then you could do worse that picking up this game for $20 on Steam. I bashed it pretty hard but if I were better at stealth heavy games then I might have had more fun with it. That being said, the moral decisions are kind of crap and there are parts of the narrative that seem incredibly forced. If you’re able to ignore all that and just want to teleport around ghosting guards then I know you’ll have a good time but I’ll always see this game as something that’s too flawed for me to truly enjoy.

Next Week: Bioshock