One of my favorite trophies to get was the no kill run on the first dishonored. A lot of fun finding all the different ways to be a ghost. Though I wish they had more stealth magic, most of the stuff was combat based if I remember correctly
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Anyone ever watch stealthgamerBR dishonored videos? Freaking rad AF
I have, very satisfying to watch such a well planned and executed level.
If you like dishonored you should try prey by same studio. Level design is amazing and character interaction/plot changes based on how you play and where you are when certain events happen.
I've started playing it and it hooked me for a bit but once it really opens up I've been struggling to stick with it. Very interesting premise and characters so far though, I have no idea who can actually be trusted and that feels intentional.
Yeah I can see that. 1st play through I stuck to objectives so I knew what was going on. Next round, I intentionally did stuff out of order which changes a few things. Easy to get lost 1st time around. Especially as environment changes.
That intro section is fantastic.
Enemy design can be annoying though.
I do recall they all lacked depth and combat programing. I think the game direction focused on the environment and story more than combat. Which is how I also remember dishonored.
Mhm. Can't say I enjoyed Dishonored much, myself. I prefer Thief 1-3, probably because they are slower paced and have less combat.
All instances of combat in Dishonored are completely optional in Dishonored. It's actually one of the built in challenges of the game that you are rewarded for. Beating the game with out ever being seen is called Ghost and beating it with zero kills is called Pacifist.
Top it off by not using powers either, most enjoyable playthrough I've had.
Mostly flesh and steel! I loved the added challenge of that and how it made me rethink my comfortable routes.
In Dishonored 2 you can reject the Outsider entirely and do a zero powers run. That one is fittingly called "Only flesh and steel".
Best part about 1 is abusing stealth, 2 I had to play more straightforward
Dishonored nailed a neat trick: If every game dev stops innovating immediately after you release an innovative game, your game will always be considered highly innovative.
Yeah, people are always like, y no half life 3?
Look at what Valve has said in response to similar questions.
Its basically a polite way of saying 'yeah there really isn't a better possible first person shooter, single player experience.'
So they made a reality breaking first person puzzle game, became the de facto overlords of PC gaming platforms, invented VR tech, oh and made linux be able to run every game, oh and we make console-esque PCs now too, I guess.
Hell, I don't even know of other games that solve the 'multiplayer fps maps are predictable and boring' the way L4D did, where the map itself csn basically mutate, have a bunch of semi-procedural preset variants.
Nope, instead, we still have the most popular multiplayer FPS games have basically static, memorizable maps.
Turns out gamers broadly don't actually seem to want innovation, they seem to want gacha games, as gacha games are now basically more than half of the gaming market.
Example of that: That friend you know who's still really trying to convince you that Fallout 76 is better now.
A bit of a tangent, but tbh I feel like Half-Life Alyx was a perfect example of where they can take the franchise, but being a PC VR title (and one that really leans heavily into the tech and loses a ton if played with non-VR mods), it didn't have nearly the same impact as the rest of the franchise. It was definitely innovative but not in a way to appeal to the mass market. Not to mention it sets the stage for HL3 even more than Ep 2 did.
100% agree!
Its an outstanding achievement... but it just ain't affordable, ain't accessible, not unless they can somehow get a Steam Frame to be more like half the cost of an Index, as opposed to about the same price.
On the other hand...
It would maybe be neat if more just games in general were made with the idea of a/many VR player(s) vs a/many kb+m or controller players.
Make asymetrical gameplay that plays to the strenghts of each set up.
Remember Splinter Cell's old vs mode?
Two FPS heavies vs two TPS sneakybois?
Something like that, but specialized to different control set ups.
Actually balance around different control schemes, but where each control scheme basically is a base player class, something like that.
There are a few games and modes for games that do something like this, but nothing I am aware of thats like... a whole ass game, not just basically a minigame.
Half Life 2 was about 5 years too early to be considered "basically beyond imptovement". The graphics are a little dated now, and maybe the gameplay is a little simpler than a modern FPS, but ultimately it's pretty close to the mark. I haven't been surprised by FPS mechanics or graphics in 10 years, so there's basically no way for Half Life 3 to surprise us. Dishonored 1 and 2 were basically identical. If you told me the second one came out immediately after, I'd believe you.
Yeah, thats fair, I'm not trying to personally say HL2 is literally perfect, and I don't think Valve are either...
But they're saying that, by the time people really really wanted Half Life 3... they knew they would have to do something so revolutionary, so much better, to top it... that it actually wasn't possible.
So, think outside the box, innovate elsewhere, all the other shit they've done?
Conceptually and practically easier than making a sequel that would live up to HL3 expectations.
Although, there are apparently reports/rumors that they are now actually trying to do HL3.
But that has been the case for almost two decades.
... these things, they take time.
I adored dishonored, I played through them a couple times so I could see both endings, and I felt like it provided a really different experience.
I especially liked how you could do ng+ in dishonored 2, meant I could replay it as the other character with a bunch of free upgrades and unlocks to get things started.

Oh man, VGCats. I remember those days.
I wanted that game to have good stealth mechanics, but it honestly didn't. Start up the game, stealth into some shadows. Find a trash can, throw it 50'+ away from you and watch as every enemy within earshot runs directly at you.
Are you saying you consider bad design that enemies can see where the flying trash can came from?
Considering that they don't notice until the trashcans land, that's not a valid question. And obviously they're not all looking in your direction when you yeet the trashcan, so again, invalid question.
Dishonored (1) is my favorite game of all time. I've put in so many hours across every console I've owned since it came out in 2012. Some of the best DLC story expansions of all time, too. Glad to see it still getting some love and mourning the fact that we'll never get another game.
Raphael Colantonio, the creative mind behind Dishonored, has started a new studio! Here's an article about their next game
When I played the Dishonored series I had massive Thief vibes, I loved it! I looted everything and I killed no one, and it felt like good old times.
Reminds me, time to play them again!
I bailed on Dishonoured for one very specific reason; the morality system.
Dishonoured is, in my opinion a spectacular example of game design, and an equally spectacular example of how to break your game design by not understanding the way players interact with the tools you give them.
Dishonoured is a stealth game. It's also a game with a superb combat system, and a really fun and exciting set of powers for the player to enjoy using. These things can, sort of co-exist, if somewhat uneasily. But then you add the morality system.
The morality system, in effect, punishes you for playing the game in a non-stealthy way. Or, more specifically, for playing with the wrong kind of stealth. The morality system wants you to ghost the whole game, slipping past every opponent without the slightest evidence you were ever there. But doing that means not engaging with most of the powers and any of the combat.
Having the option to follow a ghost playstyle is great. But when the game sets up a bunch of really fun mechanics, then punishes you for engaging with those mechanics in exactly the way they were designed to be engaged with, that just sucks.
Yes, its a deliberate choice.
Dishonored is a descendant of the looking glass studio, 0451 immersive sim games, such as Deus Ex. These are games have flexibility, they let you choose how you approach. You can fight, or you can sneak, or you can do both. The game succeeds on this goal, as you can have a very satisfying time with the combat or the stealth, and you can do both. You can fight your way out of failing to sneak.
The morality system gives the game reactions to your actions, gives your choices an effect outside of the level you're currently on. It does encourage a specific play style but that is deliberate. The outsider is a malevolent force, who doesn't care for this world. He gives you these powers that come with a cost. Getting the good ending requires to resist the temptation. That's the point.
Do not cite the deep magics to me, I was there when they were written. I grew up on System Shock and Deus Ex, and that's exactly why I found Dishonoured so hard to get into. Those other games gave the player a complete free choice in how to approach them, but Dishonoured doesn't do that. It presents an apparently wide open field, but the moment you pick a particular path and set off down it, the game wags its finger and says "Oh no, not like that. That's not how you're supposed to play."
Can you explain why you think the game punishes the player for engaging in combat and killing enemies? I get that the events in the game may change but I'm not getting how that's a punishment to the player.