The tail end of a generation has never been kind to new IPs, few and far between as the days tick down until a newer, better iteration of the current tech hits consumers and renders all before it obsolete. Creating an entirely new title from scratch, for it to only have shelf-life of less than a year, you can’t blame publishers for being overly-cautious. Naturally when one is eventually announced an awed hush descends, followed by rabid fervor and eventually intense anticipation, and never was this more true than for Dishonored.
Backed by one of the biggest publishers going and fronted by the indomitable Harvey Smith, with Half Life 2 and City 17 designer Viktor Antonov waiting in the ranks, with an equally formidable voice cast to match. Bethesda have fronted the last handful of Fallout and Elder Scrolls iterations with a huge hollywood name, but Dishonored trumps all with Susan Sarandon, Carrie Fisher, Brad Dourif and Chloë Grace Moretz lending their voices to proceedings.
Unlike the Black Death, the Rat Plague does more than disease and eventually kill, having a cordyceps-like effect and inhabiting the hollow shells of former Gristonians, resulting in Weepers, an euphemism for what’re essentially docile zombies. Unfortunately the Weepers are treated by Dishonored in the same manner as its aristocracy, mere pawns, serving as little more than a narrative tool to convey the fractured nature of the city. With little exploration into personal effects the plague on the citizens, save for the odd NPC asking you where loved ones are and when set aside the likes of Rapture, Dunwall seems a little shallower than it ought to be.
The combat is largely facilitated by the excellent level design, only possible through Dishonored’s use of linear mini-sandboxes. Each level is a playground, with limitless variables and avenues of approach, not distinct paths but an entire raft of possibilities. Levels are excellently balanced, each large enough to facilitate a myriad of choice but focused enough to not lose Dunwall’s sense of craft and focus. Dishonored would undoubtably be the worse for in an entirely open setting and in many senses it feels like the game Assassin’s Creed wants to be.
Voice-acting, delivery and character animation are all flawless, standing in stark contrast to games of Bethesda past, every character has unique gesticulations, largely due to the smaller scope in which Dishonored inhabits, Arkane’s utilisation of Quantic Dream’s motion capture studios really shine through, even through such heavy stylisation. Susan Sarandon as the enigmatic and completely insane Granny Rags is a particular highlight, a synecdoche for how Dishonored approaches morality, as well as Piero and Anton Sokolov.
Arkane have delivered an excellent game, rife with possibility and marvellous combat, set within the walls of the brilliantly vivid Dunwall. Weaving it all together is a narrative that doesn’t engage quite as well as some of the greats, with stylisation opted for over characterisation, but the combat more than makes up for it. Dishonored and Arkane certainly had a tall order to fill, but it’s safe to say they footed the bill then bought drinks for everyone in the room.
THE GOOD
Dunwall is excellently realised, both artistically and mechanically, serving as the perfect canvas for completely open gameplay.
THE BAD
A lack of thorough characterisation and treatment of the Weepers lets Dishonored down slightly.
Final Verdict
Arkane have delivered an excellent game, rife with possibility and marvellous combat, set within the walls of the brilliantly vivid Dunwall.