Retrospective - Dishonored D.E - Gameplay Carries Decisions

 

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Hello, welcome to a new chapter of the Chronicles team story.

This time about a game that on it's day personally blow my mind because all the options for one objective was insane for me.

However for this time we will talk about the game has a whole pack.

With the dlcs and trials, no spoilers as always but we will take all the content as base because that's the way it is with the D.E edition.


TL;DR

Chronicles Conclusion:

Recommended 

Brief resume: 

Sectioned by levels rpg/adventure experience without Hand-Holding problems and advantages (important point) the player has the power of decision on all the objectives

Pros:

Total freedom to complete the objectives

Lot of skills to adjust your style of gameplay

Big and diverse maps

Likeable characters 

Good story as a whole pack (Main + Dlc)

Cons:

There's hardly a middle point for the moral (Kill is way easier than not lethal everytime)

End of the story feels a bit rushed 

Side missions are very basic


The Prelude:

This type of game are my speciality, not by expertise, by taste, this games makes me invest a lot discovering every way of completing the same goal.

If you have played Deus Ex and liked it, then this is for you, with total freedom and almost none hand holding (beside the tutorials).

Then you can get by force, stealth or study the patterns of your enemies, the better chance of getting to the goal, knocking or killing an objective, etc...

Overall this is the actions that you can choose to do or not

The Story:

We play as Corvo, as the title indicated we are framed for a crime we didn't do, losing our name and reputation in the process.

We have to save Emily and don't spread the plague at the same time but that's our choice to make.

The story works in a levels way, everyone of them independent of the way you clear the past ones, the only solid consequences are that the more you kill the more "hard" levels will be

In the mean of more enemies, better geared and more trapped zones but nothing so harsh to be impossible.

More ahead the campaign, the more special objectives you can meet

We will be seeing a lot of environments, from the prison to a giant lighthouse, a royal family house and diverse neighborhoods.

The story of the game is pretty good and at the same time is basic, we have a bigger goal that's always the same and changes little overtime.

The principal missions are another story, they're very well designed and the outcomes are pretty unique (Players must work towards them).

Climbing inside a prison is more like a maze to solve than a dangerous situation but I like it

The Gameplay:

The star of the show are by far the gameplay, you have a central base with their secrets but also an option for getting new gear or upgrade your existing one.

The characters that live here are some interesting bunch and everyone brings something to the table so at the end you probably feel attached to some of them.

The colectaton is another reason the game is that good, you actually get more than a number everytime you locate and get one rune or collect money.

This get you skills or upgrades to the skills, also improvements to your not magic tools and inventory.

The blink are the most useful tool in my opinion

We start very basic but slowly we progress to a comfortable and healthy pool of gear.

From a heart that beat near collectibles that gives you upgrades, a pistol for some loud encounters, a crossbow for stealth, grenades, potions for health and mana.

Yes we have mana, that means we have magic, we can bend time or do a quick dash/teleportation for any near place that you aim to.

This will be the standard for the beginning but only keeps growing up

The game tells you that decisions matters, killing indiscriminately damages way more your reputation because the enemies are right about you so don't give them the reason.

This contrasts because at the same time the game constantly encourages you to kill because it's the fastest and easiest solution to your problems.

Surrendering to the easiest choice will let you out of some of the most interesting solutions to the missions .

Not everything resolves killing or knocking out someone so be attending the game because the clues aren't plain as the day.

You can knock out enemies but kill them anyway in various ways but including the not direct kill, the game will acknowledge it as your kill

We have independent levels but as I explained before the hazards are the only thing that one level transfer to another (plus the narrative changes a little).

We can change our behavior to our pleasure but the story don't forget so take that in account, the game will surprise you on certain moment if you don't decide a path, the middle points don't work in the narrative.

For example you can kill your objectives or  enslave them in a mine following certain steps, the narrative will remember it but you will hardly know anything more after the current level.

This don't mean that is impossible, only pretty strange.

The levels have sub-levels and interesting side stories, this can lead to a decision, good or bad for you or changing things around so keep an eye on them

In Conclusion:

The game is excellent but I know that for some people the freedom that gives you can work against them so don't enter this one without an idea.

After a couple of levels this freedom gives a freshness to the genre that I only had encountered in Deus Ex and more recently in things like Zelda Botw and Totk (check it out) for solving your problems on a "original" way.

Maybe there's more examples out there but I don't know or remember them so any comment is very much appreciated.

Anyway thanks for reaching the end of the review, we hope that you can continue supporting us as you have been.


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