One of them will die by my hand
tonight.
This is Dishonored, and the hands-on demo I had at Gamescom last week. It’s a game that has been turning heads since its announcement in 2011, thanks in no small part to its pedigree; the development team include alumni of both Deus Ex and Half Life 2.
I met with Dishonored’s co-creators
Harvey Smith and Raphael Colantonio at last year’s Gamescom, before
anything more than a few stills from the game had really been shown. Spending
just a few minutes hearing them talk, however, was enough to convince me that
Dishonored was going to be something special. When you have developers that are
so passionate and inspired about what they do and where their influences come
from, it’s hard to not be drawn into their world.
And the world of Dishonored is
certainly compelling. The intricacies of its gameplay and combat ideally need a
gradual introduction, rather than the everything-unlocked-at-once approach I experienced,
but the picture the game managed to paint in that time, of a dystopian world
struck by both shameless decadence and crippling poverty, is as vivid as any
I’ve seen for quite some time.
Set in the industrial city of
Dunwall, Dishonored sees you play as Corvo Atano; a once-legendary bodyguard
who is framed for the murder of the Empress in his charge, and is thus forced
to become a ruthless assassin in order to exact revenge on those who wronged
him. Like my quarry tonight – the Lady Boyle; a supporter of the oppressive
Lord Regent who assumed power following the Empresses’ death.
And so my hunt continues. This
affluent party where I now find myself is in stark contrast with the decaying
alleys just beyond the mansion walls. In just the next street over, I ran into
violent ‘weepers,’ victims of the virulent plague afflicting the populace.
Their eyes ooze blood, and their desperate, angry cries echo after me as I
flee. I also had a close encounter with a ‘Tall Boy’ – a stilted trooper who
patrols the city high above the putrid miasmas that fill the cobblestoned
streets. Swarms of rats, symbols of the fetid state of affairs in all ranks and
classes of Dunwall, pour out of every nook and crevice.
Similarities between the
festering Dunwall and City 17, Half Life 2’s ominous metropolis, are
inescapable. Unsurprising, as both are the work of art director/conceptual
artist Viktor Antonov. With Dishonored, he blends Victorian Steam Punk
aesthetics with the rotted architecture of seventeenth century London slums,
where the Black Plague and the Great Fire had taken its toll on the trampled
underclasses, and the gap between the rich and poor had never been so wide. But
where mind forg’d manacles held the unfortunate majority in place historically,
in Dishonored the downtrodden have teeth.
![]() |
Great
party - shame about the hospitality.
|
I identified the correct sister
quite quickly, thanks to a loose-lipped guest in a moth mask who I’d plied with
cider. A gentleman who claimed to be Lady Boyle’s lover had also approached me.
If I left her alive but unconscious in the basement, he pleaded, he’d whisk her
away and she would never be seen in Dunwall again. This is something developers
Arkane Studios have promised; that all assassinations will have the option of a
non-lethal resolution. They’ve also promised moral choices with non-linear
consequences, and plenty of different avenues of exploration for each
level. In other words, there won’t just be an ‘action’ path and a
‘sneaking’ path, as tends to be the case with a lot of games that claim an
emphasis on player choice.
My short time with Dishonored was
cut even shorter due to an overlapping appointment on the other side of
Koelnmesse, so my Lady Boyle, though unmasked, was left to enjoy the remainder
of her banquet unscathed. It was disappointing to say the least, but if
anything, this unresolved mission left me hungrier for more. Reading up on the
paths other players took is staggering; there is an unbelievable amount of
freedom if your imagination is up to task, and each available solution is more
inventive than the last.
I’m even more excited by Dishonored now than I was a year ago. Players are gifted a beautiful, bustling world and a variety of tools with which to influence and shape it; where what you do or don’t do will have a knock-on effect to the events that follow. It’s a dense, rich, characterful world where you rightfully feel very, very small indeed – as small and insignificant as one of the rats you can possess.
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