
So what's the fail-buzz all about then?
1st and foremost: spawning
Let's set the Assassins aside, but when I ooze stealthy through a brothel, taking out all persons and enemies in a non-lethal way, even hiding them from the rats, then I'm kinda disappointed when further enemies spawn into the scene willy-nilly. Spawning, IMHO, is the most boring way of adding to a game's difficulty and it is a testimony to bad or immature level design.
In fact, when I sneaked up to 3rd floor in the Golden Cat and 5 yards behind me, on the stair itself, 2 guards materialized ...it was just lampshade time. This is where I quit Dishonored and flushed it from the harddrive, knowing that it would go on like this in further levels and only become worse.
A game doesn't become harder by merely having foes spawned like mushrooms. This is a cheap and uninspired way of increasing difficulty, it is boring and only serves the CounterStrikers amongst the "thieves". it becomes harder when you have to accomplish a task and you are only allowed a subset of equipment, powers, ammo or upgrades or applying mission-relevant restrictions (limited time is also possible, but that's the only thing I hate even more than spawning. Yes, I mean you, Splinter Cell *spit*

2nd: Textures
I know, this is the day and age of consoles, but honestly: these textures? really? I can live with the graphic style very well, I also find the world excellently modeled and designed ... but these textures? REALLY?
3rd: Console on a PC
In case a developer drops in, let me ask a (rhetorical) question: Can I have a bit of that stuff you were smoking when you tied the KBD-shortcuts to the save-games? Haven't had weed with that impact in a looooong time

Talking of save-games: has that been going through testing at all? has nobody mentioned that the save-game labels show a datetime that has nothing to do with the actual content of the save? Not going to mention the save-slot-system which is an artefact of the kiddie-console-gamer age we are witnessing.
4th: Turbo boosted enemies upon detection
Get detected by a single guard and a second later a whole bunch comes for you like homing missiles. No line of sight but they still know where I am, the lucky chaps don't even have to look left or right: dashing through the door, turning your direction and shooting at you is one. A bit boring if you ask me.
5th: lethal vs. non-lethal gameplay / Chaos
I don't quite get the concept behind this mumbo-jumbo. It makes the game appear neither fish nor flesh to me. So am I supposed to sneak? Then why am I forced into fights?
From out of the game-universe this approach has ruined all the immersion that built up during the first mission. From rescuing Emily on I knew that I will not be able to play this game like I want to play it. The developers force their idea of "broad masses"-attraction onto me and this doesn't let me connect with the game any longer.
6th: Avatar massively overpowered ... and yet massively underpowered
10 bolts of each kind? Numerous bullets? Grenade galore and shrapnel mines? Teleportation, time bending, upgrades to no end and then some runes and bones? Is this the "SALE-SALE-SALE, Everything Must Go"-call of a game that is a bastard-kid of SystemShock, Thief, Max Payne, Assassins Creed, Witcher, SplinterCell and whatnot?
That is on one side of the game-balance scale: a multitude of (more or less useless) powers and equipment. And on the other side is just this weird "Chaos"-theory that tries to make me use that stuff cautiously.
Then again: once discovered it goes *snip-snap*boom*clang*arf*arf*zonc* ... and you are dead. Again, hold your horses, I know, I am "too dumb to play it right", and all the other stuff we find in forums, whenever critique hits the emotional world of teenies and the games they love (this week). Actually, I don't play it at all then

It's like running for a subway train: you either do that or you keep your cools. I for my part will not be forced by game-designers to a specific kind of gameplay. In decades of playing games I have always found that the "Quit"-button is a more than welcome exit strategy in case of attempted "gameplay duress".
Well, that's long enough for a rant. I wish the dev-team all the success in their future endeavours and as it goes for Dishonored: it was certainly worth the try developing this. But Thief is Thief and Thief is King; unique in gameplay and its whole universe. Dishonored doesn't even make "Heir to the throne", let alone "Princess".
The fact that Dishonored got all that overwhelmingly positive reception shows two things:
a: if you've got the coin, game magazines "love" every game
b: when the sun of well balanced, immersive, top-notch-produced (these textures? REALLY?) and mature games is low, even dwarfs throw long shadows.
And sadly, due to "a" and "b", I am totally and positively convinced that Eidos will totally f*** up Thief IV ... and ppl will LURRVEE it!
greetz, y'all & enjoy this game
excuse typos and errors, not my native language
