Dishonoured is a game with an excellent pedigree. Bethesda Softworks have a well deserved reputation for producing classic games (seriously - these are the guys who produced Doom3, Oblivion and Skyrim to name but three).
Dishonoured owes a lot - possibly too much - to other stealth assassin games - most obviously the Assassins Creed franchise. Fortunately in this game, much like Asssassins Creed II - they have no pretense of purpose other than sneak up on a mother-fucker and stab him in the back.
What makes Dishonoured a great game is the points of difference. They expect you to take a variety of routes to acomplish your goal. This (to borrow from my day job) leads to two workstreams. One is action orientated (kill every one) the other is stealth. The stealth aspect is nice - it asks you to think about alternative routes to your goal - utilising high ledges, pipes and the airconditioning ducts. Yes, unlike Assassins Creed - Dishnoured is set in a different world. A place filled with hope and the joy of Earth Month - except for the plague. Dunwall is a city almost deserted. The only people you encounter are either city guards, thugs, and the occassional weeper - so called because they have the plague and they know they are going to die.
It does have a wonderfully Steampunk vibe to it. With all the usual SP tropes - including whales. Whales are the source of all fuel and energy in the game. You can see ships with whale carcasses hanging from their butchering decks chugging up and down the harbour. This is the game that will make groups like Greenpeace, PETA and Project Jonah have a screaming apoplexy.
You get to play the usual silent hero in FPS view. Corvo - the one time bodyguard of a slain Empress and now escaped prisoner - you fight the forces of corruption and evil - by doing things that are basically more corrupt and more evil. Fighting fire with fire is the motto du jour.
Graphically the game is a pleasure to watch - the character models are well constructed and voiced. The Unreal engine that powers the game is in fine form. The design (apart from the lack of citizens) of the city is quite unique. The only quibble I have is that once you have explored one NPC's house (as part of a bonus mission) you will find exactly the same house layout in the next mission you do. I might have been in the same guys house twice - though, but for different reasons.
Combat is very straight forward - you carry two weapons - or a sword and a gadget or magic spell. The weapons include a folding sword (always in your right hand) and a choice of pistol, crossbow, grenade, and magic spell. The magic is interesting - you have a variety of things and by far the most useful is the blink spell. It allows you to teleport a reasonable distance. Peraps to a ledge you can't otherwise reach, or from one spot of cover to another spot of cover across a well lit courtyard.
Magic is cheap and mana is readily recovered. On normal mode enemies hit hard and react well to your presence if you are detected - or if they find a a corpse of a buddy.
Not all attacks are lethal - you can sneak up and subdue people - or shoot them with sleeping darts from your crossbow. Their collegues will find them if you don't move the bodies however. Mistakes do happen - I have accidentally killed a civillian and shot a guard instead of subduing him. At the end of each mission you are rated on the amount of Chaos you have caused - currently I'm running at a High level. This means allies react differently, civillians (where ever they are) run away and I encounter more plague carrying rats and zombies than "normal."
The game also warns that this will lead to "Darker outcomes" - Which I am curious to see.
Overall - if you like a well written, deep story and original concept for a FPS game and are a big fan of Assasssins Creed - then you should own Dishonoured already.
I'd give it 4 stars out of 5 as I'm finding the game engaging and interesting.
Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts
Sunday, October 14, 2012
Wednesday, September 05, 2012
Guild Wars 2 - Genocide Entertainment?
It was nearly eight years ago (February 2005) that I started
playing Guild Wars Prophecies. Joining the beta testing team and falling in
love with what then was an entirely ground breaking MMORPG. When the game was
released officially in April that year the response was huge. Critically the
game won several prestigious awards, IGN’s Best PC RPG, and Gamespy’s MMORPG of
the Year. By August 2007 Prophecies, Factions and Nightfall (the first two
follow up expansion packs) had sold more than 5 million copies. The game’s only
true competition was World of Warcraft, which released on November 23, 2004 and
is the undisputed leader in the battle for consumer dollars and time.
Unlike WoW’s monthly subscription model NCSoft and ArenaNet
chose to make Guild Wars free to play. You bought the game license and then
played as much as you wanted, at no charge. Arguments will always abound over
which is the better game and business model. WoW’s clunky graphics and endless
grinding have always put me off. Guild Wars on the other hand looks like art
and plays like it too.
Guild Wars 2 had been rumoured for some time. The
announcement of the follow up game first came out on March 27, 2007. The sequel
announcement coincided with the release of Eye of The North, the final Guild
Wars expansion pack.
Fans then waited a further 5 years for GW2 to be released.
The amount of development required meant that no firm, tentative or other
suggested release date was given. Utilising new, proprietary technology to
produce a dynamic 3D world built around critically acclaimed concept art, Guild
Wars 2 promised a totally different approach to MMORPG’s in a game where your
choices and actions would change the environment around you. Where strategy and
tactics would play a greater part in success and skills would be learned in an
entirely different way. Oh and no monks (healing class) characters at all. You
are on your own out there.
So does the game deliver?
This is where a critical review of Guild Wars 2 gets
complicated. ArenaNet did the right thing in adopting many of the successful
elements of World of Warcraft, we now have crafting professions, gatherable
resources and dynamic areas where you spend a lot of time interacting with
other players fighting monsters and achieving quest goals.
The graphics are still excellent, though they have retained
some of the more artistic elements present in the concept art. This is
restricted to the maps (where instead of shadow of war darkness over unexplored
areas, you have a blurred, brush stroke like texture over the unreached areas
of the world) and loading screens. It’s better than having sponsor advertising
though (now there’s a hideous thought).
When it comes to gameplay, you still grind your way through
endless mobs of enemies, all carefully levelled to be a challenge, without
being unbeatable. Most of the drops are rubbish, but with the inclusion of the
crafting professions you can use many of the teeth, bones, hides, and goo
dropped by monsters in their death throes to make armour, weapons, jewellery, clothes
and food.
The questing system is completely linear. Your personal
story requires you to go from one quest to the next, often with a recommended
level difference of 3 or more. This means you have to go off and do side quests
to level up. The personal story line is intriguing and well written. The fun
really begins in the exploring and the opportunities found in the dynamic
world.
NPC’s are represented by gold hearts on the map. These are
people who need items, or something killed and they are open to anyone coming
to help. After killing a dozen monsters, and gathering a bunch of whatever item
the NPC requires, you gain experience, and the option to buy what they are
selling using karma as a currency (gold, silver and copper are also used with
merchants).
This adds an entirely new element to the game. The dynamic
world works best when the screen announces there is a new event nearby – and
you join 200 or more other players in a live battle fighting against some great
foe. It encourages the best in social gaming. When a stranger falls in front of
you, you have the option to pause in battle and spend a few second resurrecting
them. This also earns you experience.
The best thing about this is that these live and graphically intense
battles are well managed and the graphics engine, game physics and general
programme doesn’t crash or overwhelm a mid-level system even at the highest
resolutions.
The rest of the time you explore, and earn experience by
discovering waypoints (that you can teleport to for a small fee) and Points of
Interest, which encourage you to explore the nooks and crannies of the map. The
final feature are Vistas. These are high points that you climb up to, the view
from there is a sweeping panorama that also earns you experience. Assisting each
NPC with a gold-heart over their heads, discovering each Vista, POI and
Waypoint – earns you a chest reward (with experience, buffs and currency in
it).
The guilds still exist, and after some initial bugs the
partying system works well now. Allowing you to team up with friends and guild
mates to complete both personal quests, general adventuring and even dungeons.
This is a game designed to get you involved, and it does an
admirable job of it.
While I have no problem discerning fantasy from reality,
it’s the realistic elements that bother me in this game. There is a sense of casual genocide that
permeates this game. Every playable species (and every sentient non-playable
species) believe that they are on the right path. They are the ones who shall
inherit Tyria – the meek are going to be crushed, stabbed, slashed, burned,
frozen, blown up and drowned. It’s not the conversations you have with
character that you then kill en masse. It’s the finer details, like the way
they scream when they are on fire. It’s quite off putting when you realise that
the lumbering troll you are about to destroy has some strong personal views on
the current socio-political landscape.
Humans, Asurans and Nords have all been displaced by catastrophic
upheaval. This is a fantasy world set 250 years after the apocalypse. Tempers
are still frayed. Humans are forcing themselves into Centaur lands, Charr have
built a steam driven empire on the ruins of the human world, the Asurans are
forcing their way into every corner of the world with the casual contempt they
have for all races. Even the tree born Sylvari are exterminating other species
in an attempt to secure themselves some nice woodland property.
The role you take in Guild Wars 2 is not noble. You aren’t
so much the brave adventurer you were in Guild Wars, as a tool for
nationalistic expansion and colonial assimilation. The only thing missing are
the missions where you are asked to escort missionaries, or deliver plague
laden blankets to primitive tribes people.
In Guild Wars none of your enemies talked to you, unless they were
really bad guys and they were part of the greater story. They were also human
and there was a sense of right in taking up arms against them. In this game,
with its vastly expanded mythos, landscape and complexity of biodiversity –
most of the creatures you encounter have something to say. The snow giants,
once a complex and proud race, now farming potatoes and waiting for you to hack
them up. The rat like Skritt, sometimes you have to wipe them out in their hundreds,
and other times you have to save them from their obsession with shiny (and
radioactive) things. The centaurs remind me a lot of Native Americans. Forced
by an alien invader to take up arms – and based on the ease with which they
die, they are similarly outclassed in technology.
None of these misgivings stop me playing the game. They do
leave me with a lingering sense of unease and wonder if anyone else is noticing
the depth of the game, or if we have all become too desensitised to violence in
games to draw comparisons to real world issues.
www.guildwars2.com
http://en.wikipedia.org/wiki/Guild_Wars_2
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