DjchunKfunK wrote:So far I have to say I am seriously underwhelmed. Mechanically it feels very, very similar to the first game and at the same time somehow not as fun to play. On top of that I don't think the artstyle is as strong as it was in the original game, it seems to be lacking something right now. I've only played the first proper mission so far so I'm willing to put off a final judgement until I've played a bit more, but it needs to improve.
DjchunKfunK wrote:That's interesting what you say about stealth because I've always felt that Dishonored was quite poor at stealth. You can always get by, but when you compare it to something like Thief it always felt slightly lacking and I find the same to be true here. Any game that claims to be a stealth game and then doesn't let you knockout guards when they come round corners has failed. I think the awareness indicator fills up too fast and there are certain skills you need to take if you want to have a chance of not having to kill people in most areas.
I also don't like the fact that you can't mark people so you have to get the skill that lets you see through walls and also saps your adrenaline. This could just be me used to a 'modern crutch' but I think being able to mark people makes a stealth game much more enjoyable rather than having to rely on the sound of footsteps which is pretty imprecise.
All in all I am finding it harder to go the stealth route than I remember from the first game. So far it has been very much a case of try to sneak, get found, quick-load.
You can trace Dishonored 2's lineage back to Looking Glass and Ion Storm, and the design philosophies of games like Thief and Deus Ex. It's not just that this is a first-person game that lets you choose between sneaking or combat; between lethality or pacifism. The legacy of these early-2000s classics is of worlds that follow consistent rules, allowing you to plan your actions safe in the knowledge that things will either work as they should, or go hilariously wrong for reasons that, in hindsight, make sense.
I'm surprised when a guard is immolated after I shoot him with a sleep dart. But it happens for a reason. In Dishonored 2, certain bottles of alcohol burst into flame when smashed—a trick useful for burning down the nests of Karnaca's parasitic bloodflies. This is a universal rule that exists outside of the player's direct involvement—a rule that can trigger when, for instance, a recently tranquilized guard drops their drinking glass onto a bottle. It's not about realism—this is a game in which one of the main characters has a parkour tentacle—but it works, and feels immersive, because everything has its own defining laws within the fiction. The biggest joy of Dishonored 2 is in discovering these systems, and manipulating them to your own ends. That wouldn't work if you couldn't trust in its simulation of the world.
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