Dishonored is easy to fall in love with. First of all, because of the setting. Torn by the plague, the Victorian city from Viktor AntonovDishonored is easy to fall in love with. First of all, because of the setting. Torn by the plague, the Victorian city from Viktor Antonov (City-17, by the way, also his work) turned out to be one of the most terrible places I visited in video games. Flocks of rattles scuffle everywhere, eating decaying corpses scattered in the slums, consumptive cough is constantly heard from the gateway, and there is no cure for the approaching plague, and probably will not. In addition, at the very beginning of the game, hired killers deal with the empress right in front of the main character, Corvo Atano, the defender of Her Majesty, making him the main suspect. Corvo will have to get out of prison and avenge the offenders - both for himself and for the Empress.
True, the serene love of Dishonored does not last long - problems begin. Alas, the re-release of Dishonored: Definitive Edition for PS4 and Xbox One on August 28, neatly absorbed all the same flaws that annoyed the original. First of all, it is worth noting how one convention, which Arkane Studios decided to stuff into the game beyond some trait, prevents the player from getting to the fullest. The fact is that in Dishonored does not encourage the killing of enemies: if you sow death to the right and left, then the plague will finally swallow Danwall. Therefore, you will not see a good ending. And it's a shame.
Indeed, in theory, Dishonored is a stealth action that requires creative thinking; Arkane was able to cross the rich abilities of the hero and the complex design of the levels so that they happily coexist. Corvo knows how to quickly teleport to short distances, hiding in the shadows, turn enemies into dust, set swarms of hungry rats against enemies, and even move into other people's bodies. And this does not include bombs and mines!
All Corvo abilities have a tactical application - primarily due to the excellent level design. Each location is fraught with many alternative ways - from branching at first dizzy. But as soon as you draw a plan in your head, the virtual overseer will hit on the fingers with a stick; Despite all the freedom, Dishonored tries to keep you on a short leash. Want to set a trap by laying a couple of mines? Climbed onto the ledge of the building and want to jump on the enemy, killing him in a jump? Or maybe you want to distract the patrol and send him a flock of rats to sneak unnoticed? Of course, all this can be cranked up, but the result of these actions will be disastrous not only for your enemies, but also for you - insidiousness will not lead to a positive ending to the game. In a word, most of the possibilities are simply not used. All that remains for you is to strangle and shoot with sleeping darts. Not a lot, but then you will see the correct ending.
The second problem of Dishonored is the script, or rather its presentation. The narrative is too sketchy: there is a home location - an abandoned bar standing on the outskirts of the city, there we receive an order for the next victim, who may be involved in the attempt on the empress, and put forward on a mission. In the intervals between tasks, in fact, nothing interesting happens. Character types are too transparent - you won’t need much deduction to figure out whoever sets up Corvo the next minute. Corvo himself is always silent and does not express any emotions. At the same time, the Dishonored universe is perfectly designed. True, the scriptwriters decided to tell the most interesting through notes scattered across locations. So, you can find out the details of Danwall's economy, which is based on the sale of whale oil, or read about what is happening in neighboring cities. But the game does not have all of this.… Expand