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Dishonored - game by Arkane studio


Diego

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There are a few things I would like:

  • Better readable graphics
  • Selective maps to be carried with you for some missions - perhaps to be found.
  • Compass
  • Player thief lantern/torch
  • AI lanterns/torches.
  • Forward lean (to look down over balconies,ledges, etc. A workaround is turn sideways and lean sideways and look down.
  • Shadows to have more effect in concealment even if not to the extent of Thief.
  • Foliage and 'corner edge' concealment so long as less than say 5 or 10% of you is showing.

Return to Cathedral Tower spoiler:

 

Anyone found a way to KO the overseer in the room with the 4 poster bed without causing an alert later? It seems a guard always comes along later and says 'Overseer are you alright?' I assume because he doesn't answer. I hid under the table and I literally became buried in bodies eventually. They just piled up as they came at me and I shot them. It was like the old movie Zulu. Even if I left the room before they came I could hear them alert later. Even if I entered the room from a different direction. I might go back and try sneaking that room without touching the overseer.

 

Anyone find the safe code for that same room? The only number I found in that room was on sub/ship? painting 080 but it wasn't the number.

 

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Some strange things happening...

 

 

I went back to the overseers room but now I see it's the Lord Regent, the guy you are supposed to assassinate. I'm sure it wasn't before. Furthermore, there is now a large target arrow over his head you can't miss. When I played yesterday I choked this guy on several reloads and there's no way I could have missed the arrow and the guards called him overseer not Lord Regent.

 

But even stranger. I came in the door this time and hid under the table then used a sleep dart. Everything went into super slowmo. I thought at first it was a feature as he collapsed but I could barely move and it wasn't fun at all. Everything was smooth but just really slow. I could see no message or clue. I reloaded and it always did it after I used the sleep dart. I gave up after 5 or 6 minutes. I rebooted (xbox) and this time I went out and choked him from behind and there was no slowmo. I got the rune and read the books then cut his throat, his body at the back of the balcony and got out of there. Within a minute there was an alert. It seems impossible to take him out without an alert. I got out the building and down to Sam within 2 or 3 minutes. Mission over and only saw a fraction of it so I'm going back and deliberately avoiding the Lord Regent. This doesn't make sense. I'm supposed to assassinate him but it's fairly easy to get to him early then get out. He wasn't in that bedchamber when I played it the first time round for sure. Perhaps that time there had already been an alert so he'd gone to a safe place.

 

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Started playing this game. So far this had been a mediocre stealth experience.

 

I am hugly miss the lightgem! Really.

 

And I don't like the handholding visual GUI. I know I can disable most of those. But it feels unsafifying to "guess" if you are at a safe spot or probaly viewable without the HUD clue of enemy vision. So I got busted often and had to fight as I reload only when being dead. So far fightinhg and assassination feels more rewarding than stealth. That's not a bad thing in itself - but I was primary looking for a satifying stealth experience. That didn't felt that so far. Maybe I had too much expectations regard the stealth possibilties of Dishonerd. It seam more aimend to an action experience so far.

 

Anyone who don't like the player feet sound as well? It's too lout and clumpsy ... like a space marine, very annyoing!

Shooting with the crossbrow is also less fun than the bow aim in Thief and TDM.

The opening from doors feels unnatural, being that fast.

Some of the textures are mean and washed-out, specially for being a Triple AAA game from 2012.

And the arbitrary collecting of coins feels more like console point hunting, but a rewarding seach for loot and valuables to be able to buy equipment.

 

I also have some Thief 3 Deja Vu with the blinking of books and usable items. - Digi and Purah, didn't you learn from some Thief 3 mistakes?? Is there a setting to disable this in the HUD options? (didn't find this one so far)

There is also an annoying HUD bug with the steam version (Inventory don't open properly)...

 

The good:

 

I like how the steampunk, some characters and the world are illustrated. With nice ideas. The story getting promising. The use of powers fun. Loading times are fast. And the swimming is well done.

Innovations like key hole spying are nice, but not really new. That had been done before and better in "Velvet Assassin".

 

Some of the disappointing things may get better during the game or accustomed to me. There must be some reasons to all the fuzz about this game, as many of you very much like it ... I'll see...

Edited by fllood

"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

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Having high expectations is a problem - I had no special expectations so was pleasantly surprised. Also, I made the mistake of starting Dishonored with the feeling I know all about stealth but in fact I know all about playing Thief-type stealth and Dishonored is somewhat different. I'm getting better at it second time around.

 

Swimming - you reminded me I don't like the lack of buoyancy. In Thief you rise slowly to the surface; in Dark Mod it depends on whether crouch is set. In Dishonored, the water looks good but I feel weighted down.

 

I agree the player feet sound - there's a delay so sometimes you think you hear someone else's footsteps but they're your own! I think we had that in TDM at one time but I think it got fixed.

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  • 3 weeks later...

The DLC looks very dissapointing

 

http://www.dishonored.com/dlc#/dunwall-city-trials

 

I was hoping for a new area of Dunwall to explore. There doesn't seem to be any storyline either. Its just "10 Trials" and they seem to specialise on indivdual things like combat, magic etc. So I assume only one of them is going to focus on stealth. I think I'd have more fun if I just replayed the actual game.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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I also have some Thief 3 Deja Vu with the blinking of books and usable items. - Digi and Purah, didn't you learn from some Thief 3 mistakes??

I must say that I liked this feature in Thief 3 as it avoids frustation (donno how it looks in Dishonored, if it's too obvious then you may be right, but I wouldn't call it an error overall)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

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I hope so. I really enjoy the world that they've built and they certainly have lots to work with. I'd even be up for Dishonored 2.

The back-story would certainly be conducive to a sequel, It wouldn't even need to take place on the Isles. Maybe a new story taking place

on the crazy jungle continent that the rat-plague came from?

 

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Or the other empire Corvo went to to ask for help just before the game started.

 

Thats pretty much I was thinking for the DLC. You have plenty of room for an interesting story right there.

 

I'm going to replay this over Xmas and try and not kill anyone this time.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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I must say that I liked this feature in Thief 3 as it avoids frustation (donno how it looks in Dishonored, if it's too obvious then you may be right, but I wouldn't call it an error overall)

For me the hint blinking is too much right in the face in Dishonered. Constantly yelling "Hhuhu I'm a Game!!" every time something shout "hey look here". Such constant reminding I am (just) playing a game do break immersion being engrossed in a fictional world. At least for me. Unless done subtle like the passing-by frobbing in the LGS Thief 1+2 or TDM which do it right.

Edited by fllood

"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

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As I said, I don't know the game. I saw some ingame trailer and the gui looked very over-exaggerratted to me (if this is the right word ... and I spelled it right :unsure: ) It should always be a help, but never immersion-breaking

But IMO the latter wasn't the case in TDM, I found it even better than in T1/2 where I've sometimes overseen the loot :blush:

strangely this doesn't happen often in TDM, but maybe it's because the (loot) objects are much bigger here, who knews

 

what is passing-by frobbing? something like a drive-by-frob :huh: (stealing lollipops from kids while sitting in a car driving-by the playground :D )

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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who knews what is passing-by frobbing? something like a drive-by-frob :huh: (stealing lollipops from kids while sitting in a car driving-by the playground :D )

 

damn... you spoiled my concept for the Unusual gameplay contest!! ;)

 

With "passing-by frobbing" in TDM mean that loot do only highlight in distance of a certain frob-rage (that is 100 units / about 2 meters per default in TDM, changable by the mapper).

 

Unlike that in Thief 3 and Dishonered loot is constantly blinking even you are in Miles distance. I think in Dishonered it's worse handholding than in Thief 3. Even i don't like the loot blink in Thief 3 I haveto say it is very subtle regards Dishonered stoplight blinking for "interesting" objects.

And while in Thief 3 only a faint spark do blink in Dishonored the whole object do blink fully highlighted. Next to loot also books and usables objects blink highlighted in Dishonered. In a farcry from subtle color! Do think of a Builder loot gold symbol blinking in white color from the top roof of a cathedral when entering ground in Biker's Alberic's Curse FM, for example. ...

You can disable a lot GUI in Dishonered, but this you can not.

 

So I think exploration for loots and interesting things is less fun and interesting in Dishonered as it could be. It's a fun game though in other aspects if you do not start playing with expectation being a core stealth game. As Fidcal well said.

Edited by fllood

"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

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  • 3 weeks later...

Loved it, thought it was great, would buy again at $60. But it's cheaper now and you can find a good sale price.

 

The maps have quite a bit of exploring and side quests so it depends how you play. I tried to be really sneaky and search every square inch of game, I spent at least 20 hours playing it first time. Second time i started playing more aggressive but got sidetracked. I've heard people can complete in a few hours, but that would be just rushing through and the game is too awesome to do that imo.

Dark is the sway that mows like a harvest

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I say it's worth it. There are more than 4 missions.

It took me just under 20 hours to play the first time too.

And because they're sneaking missions, they're good for replaying in the same way Thief & FMs can be replayed to hone a perfect sneaky path or ghost it. The missions look fantastic and play very well.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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Random thoughts from my second playthrough.

 

First playthough I wasn't really impressed with the graphics. I now think that the watercolour look is beautiful and provides a pleasant contrast to the bleak setting and story.

 

Kaldwins bridge is one of my favourite moments in recent gaming history. I love climbing through and over all the abondoned buildings at the beggining and climbing to the top of the bridge. Isn't this the map that Digital Nightfall worked on? I cant wait to read Simplen00bs reaction to this.

 

Lady Boyles Manor is pure eye candy. Unfortunately once you know what to do you can complete this in something like 2 minutes.

 

I wish Corvo would say something and show a bit of personality.

 

I'm trying not to use any magic. I used blink a lot the first time. Its much more fun trying to find places to mantle up to and tunnels to explore.

 

I'm trying not to kill anyone and get the good ending. I think I might have buggered it up though. I fired some sleeping darts at the assissins in the flooded district and they fell off the roof. I also shot a few of those gargoyle like things that spit acid. I dont know if they count as "killing people".

 

This has great replayability as there are tonnes of areas I'm finding that I never found before.

Edited by Sir Taffsalot

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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I'm trying not to kill anyone and get the good ending. I think I might have buggered it up though. I fired some sleeping darts at the assissins in the flooded district and they fell off the roof. I also shot a few of those gargoyle like things that spit acid. I dont know if they count as "killing people".

 

It does not seem like killing people by itself causes "high chaos" and gets you a bad ending, or if it does then the effect is pretty small.

 

I don't know exactly what matters for chaos, but it seems chaos is more about people knowing you're running around killing people than the actual killing of people. From what I've tried in a few missions, killing people quietly and putting them away doesn't seem to cause chaos, but killing people in plain view of other people and leaving corpses everywhere to be found does.

Even then, there does seem to be a significant threshold you have to pass to go over the edge into "high chaos", so it doesn't seem like the random odd accident will hurt much.

 

I think I ended up killing a bunch of random people on certain missions and still managed get "low chaos" anyway as long as it stayed fairly controlled. I think you're fairly safe.

Edited by Professor Paul1290
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Isn't this the map that Digital Nightfall worked on?

 

Yes.

 

I'm trying not to kill anyone and get the good ending. I think I might have buggered it up though.

 

Funny, I'm finding it hard to get the chaos ending. It looked cooler when I saw it in some LPs after I played, but I think you have to do a LOT of mayhem like Paul was saying to get high chaos. Just killing a few innocent people isn't enough. It's actually hard for me because it runs against my conditioning. Even when I was *trying* to get high chaos I wasn't doing it very well haha. I kept naturally wanting to sneaking past anyway.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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I haven't made a 2nd run yet for 'high chaos' but I think theres a chaos indicator when you complete a level that tells you how your chaos is progressing. I don't think high-chaos mode would be hard to get myself into at all, except the non-combatants. It's natural FPS gaming instinct to want to shoot bad people in the back of the head when they're not looking, so that you can move back and forth freely without worrying about them anymore.

 

As much as I love stealth and ghosting and all that, it's still always an exercise in restraining my trigger finger. Too much Doom/quake/quake2 as a kid, I think.

 

That is another reason I love TDM. Even if I set no personal, or role-playing "moral" restrictions against myself, and want to knock someone out because they are annoying me and taking up my time waiting for them to move away etc etc, if they're wearing helmets or are just at a weird approach angle/distance/lighting, just trying to swing a good blackjack KO is risky to blowing the whole operation, and similarly with any armor vs arrows, so the game mechanics work as a second fail-safe check against my own instinct to neutralize the opposition.

You don't really get that even with games like Dishonored, because you can totally go magically-enhanced Rambo even if you screw up. But it makes going "high chaos" that much easier, and feels that much more natural to the gameplay.

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Bought this few days ago on steam sale for 25e. In fear of spoilers, I've not read this thread in detail.

 

Played the first few missions and gotta say this is the best game I've enjoyed for a looong while. Simply put: ingenious. Beautiful. Interesting. Clever plot (thus far). High level of depth. Well-thought characters and personas. Hands down, hats off there is nothing about this game I do not like. My gameplay tactic is possession based: I enjoy possessing the targets, walk them to a private spot, finish them, then hide the bodies by tossing them into pits/sea or feed them to local rats. (No rat swarm power yet)

 

There are important gameplay lessons which TDM mappers should pay attention to and learn from: the ingenious utilization on the height-dimension. While missions with fully detailed rooftop and ground level are probably unaccessable to us, we still can use the idea indoors. Not that every single location should have a full-access network above the floor level, but some more breather spots on rafters, chandeliers et cetera. The rope arrow is our Blink.

  • Like 1

Clipper

-The mapper's best friend.

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I played Corvo as a vengeance-obsessed, destructive individual, and got a high chaos ending out of it -- almost the darkest, with I think two exceptions.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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