Name something you want out!

Post » Sun Sep 02, 2012 5:31 am

Alright this is the curious side of me that's asking!
Choose ONE thing you think shouldn't be in Dishonored OR should be changed(from what we know about the game so far)
you HAVE to name one even if you love every inch of the game!
It can be anything from the art style to a specific weapon or a person etc.

I really am drooling over both the looks, gameplay, abilities, weapons, EVERYTHING from this game!
So this question was terribly hard to ask myself, which I sort of loved and hated at the same time :biggrin:
I really thought hard about this and came to a conclusion:

Corvo's bare hands. I want some tats on em or some sort of taint because of the mark he has!
or maybe a Glove on one hand or something! :tongue:
they just look.. simplistic and dull, that's just me though!

It was darn hard to choose! I really couldn't think about anything else, it all looks pristine as it is!!
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Trevor Bostwick
 
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Post » Sun Sep 02, 2012 6:27 am

Well he has a tat on his left hand, the Outsider's mark. Our good friend strifecross has it as his avatar, but I know what you mean. If you're going to be looking over someone's hands the entire game there should be something interesting about them.

For me the thing I'd leave out it would probably be the pre-order bonuses. I know I know its a tired example but I can't think of anything else!
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celebrity
 
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Post » Sun Sep 02, 2012 2:21 am

Hmm... this is really hard. If I had to choose I'd probably choose everything related to possession. Possession itself is a good idea, but I don't like how it was executed. I don't like the zooming to the target, I don't like the grey-and-red hue while possessing, and I don't like the view while you're possessing. It makes you look like you're controlling a camera, not whatever you're possessing. Maybe because there's no equivalent to Corvo's hands while possessing.
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Jeff Tingler
 
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Post » Sun Sep 02, 2012 2:19 am

I would have preferred a darker artstyle, akin to third instalment of thief.
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Angela Woods
 
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Post » Sun Sep 02, 2012 8:09 am

Well he has a tat on his left hand, the Outsider's mark. Our good friend strifecross has it as his avatar, but I know what you mean. If you're going to be looking over someone's hands the entire game there should be something interesting about them.

For me the thing I'd leave out it would probably be the pre-order bonuses. I know I know its a tired example but I can't think of anything else!

Yeah of course he has the mark but I just don't feel it's.. exposed enough, I would love if they did like, everytime he completed a mission or got a new ability, the mark would grow, like the areas around it would darken or his bloodveins would show up black around the mark etc. that would be sort of a cool thing that evolves through the game, and also show that he is becoming more powerful because of the mark etc.
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Johnny
 
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Post » Sun Sep 02, 2012 12:06 am

Hmm... this is really hard. If I had to choose I'd probably choose everything related to possession. Possession itself is a good idea, but I don't like how it was executed. I don't like the zooming to the target, I don't like the grey-and-red hue while possessing, and I don't like the view while you're possessing. It makes you look like you're controlling a camera, not whatever you're possessing. Maybe because there's no equivalent to Corvo's hands while possessing.

oh how could I leave that out!! Yeah now that you mention it, the view and the looks of the HUD when you posses someone, that actually was a bit too.. overdone or just too much!
If they had maybe just a little blur around the edges of the screen and all sound and voices become distant or morphed kinda, and just leave it at that, that would be preferable :P
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Nienna garcia
 
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Post » Sat Sep 01, 2012 5:12 pm

Lack of a light meter.
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Nina Mccormick
 
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Post » Sun Sep 02, 2012 2:57 am

Lack of a light meter.

What kind of light meter exactly? If it's like the one in Thief then it really has no place here. After all you can't go completely invisible in the shadows so you'll have to rely on visual and audio indicators provided by the guards' reactions.
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flora
 
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Post » Sun Sep 02, 2012 6:10 am

Ingame pre-order bonuses? I can't think of any actual game mechanics or things I don't like. :P
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Da Missz
 
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Post » Sun Sep 02, 2012 2:25 am

A bit more variety for the guards. There seems to be five different types currently, not including the tallboy drivers. I just know that with how much I'm going to play this game, that lack of variety will become more apparent.
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LittleMiss
 
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Post » Sun Sep 02, 2012 2:27 am

I have bad feeling that the last mission is going to be underwhelming. Like DX:HR underwhelming :(.
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R.I.P
 
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Post » Sat Sep 01, 2012 9:47 pm

I have bad feeling that the last mission is going to be underwhelming. Like DX:HR underwhelming :(.

And what exactly makes you think that?
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Sunnii Bebiieh
 
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Post » Sat Sep 01, 2012 8:50 pm

The last level of DX goes against everything the game's level design was about in the past levels: sprawling levels with different ways to approach each situation. The Antarctica level is nothing but a linear path that only branches with two bonus objectives that can help you out with the Ending Tron 3000 at the end. I'm afraid that in favor of their story Arkane's going to have an extremely linear level instead of a level that represents a culmination of Dishonored's best elements (sprawling levels with branching pathways, different ways to approach situations, choices in general).

Ideally I'd want a large facility with different points of entry that take you to different parts of the facility and the level design encourages both stealth and all out action (each playstyle equally challenging). Your single objective (really it could be an entire list of objectives as long as we have freedom in how to approach them) is to get to the top of the facility to face the final boss (or whatever) who you can also defeat in a variety of ways.

To get my point, let me ask you something: Whenever you reminisce about Thief 2 which level do you remember more fondly or hold in higher regard: Life of the Party or Sabotage at Soulforge?
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Richard Dixon
 
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Post » Sun Sep 02, 2012 4:57 am

It might be linear yes, but there are still options within the level. It's good that they decided to make the Chaos count decide the ending and not have a multiple choice like the Deus Ex games for the ending. Still, I do agree on that point. That's the problem with balancing plot and gameplay especially at those crucial final moments. I wouldn't hold it against them but it is an issue nonetheless.

Life of the Party of course.
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ladyflames
 
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Post » Sun Sep 02, 2012 12:24 am

It might be linear yes, but there are still options within the level. It's good that they decided to make the Chaos count decide the ending and not have a multiple choice like the Deus Ex games for the ending. Still, I do agree on that point. That's the problem with balancing plot and gameplay especially at those crucial final moments. I wouldn't hold it against them but it is an issue nonetheless.

Life of the Party of course.

Because that level represents Thief's primary elements at their best: large sprawling levels with multiple pathways and challenging sneaks.
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kirsty williams
 
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Post » Sat Sep 01, 2012 5:50 pm

But lets not forget that Sabotage at Soulforge failed mostly because it was wayy to large a level, sometimes too big and open can be bad aswell. The Maw from Thief 1 was a very linear level but I enjoyed it still because of all the wierdness in it. It felt crazy and that fit the story well. The fact that it was not a typical thief level worked in this case, still not the best level in the game though.

For some reason I think Arkane will at least make a decent ending. The one from Dark Messiah was very underwhelming but that seemed like a result of lack of time/money. The level itself was good but it led nowhere and the story was cut short by a bad outro. Dishonored is a lovechild of Arkane and Im sure Raf, Harvey and the others have some very good ideas for a ending. DX:HR, while good, was a much more produced game and that might be why the ending was so simple
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Stephanie Kemp
 
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Post » Sat Sep 01, 2012 10:03 pm

Can't think of anything in game so I'll have to say the release date to right now.
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Alycia Leann grace
 
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Post » Sat Sep 01, 2012 11:05 pm

The last level of DX goes against everything the game's level design was about in the past levels: sprawling levels with different ways to approach each situation. The Antarctica level is nothing but a linear path that only branches with two bonus objectives that can help you out with the Ending Tron 3000 at the end.

That was the end of the second one.
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SiLa
 
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Post » Sun Sep 02, 2012 8:32 am

Human Revolution or Invisible War? I'm talking about HR.
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Katharine Newton
 
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Post » Sat Sep 01, 2012 10:04 pm

The thing is that in Dishonored some levels will be larger and some smaller, probably because of the narrative but we'll have to see if that is the case. The linearity is not a problem since you can still play how you want it to play just like in HR.

It's not about not sticking to the formula it's about making the narrative matter in those last few minutes of gameplay. It's not uncommon for protagonists and gamers in that case to have tunnel vision right before the end. Also we don't know what the final mission will be. The pacing might be just right after all so I wouldn't concern myself with that. And besides, endings don't matter the path to those endings does and we'll see if the Chaos system will be able to portray that.
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Darren
 
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Post » Sat Sep 01, 2012 8:56 pm

I find myself agreeing with your strife.
However, an epic conclusive level to a game can turn into the icing on the cake, if you know what I mean.
I have no worries that Dishonored will do this, it is obvious a lot of time has gone into the creation of this game and I really doubt they would disregard the necessity of a good ending.
On another note, I personally enjoy endings that bring all of the elements of a game together in an explosive, dramatic, climatic and tense moment.
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Angela Woods
 
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Post » Sun Sep 02, 2012 6:45 am

What matters is pacing and structure, if that is covered then we have nothing to worry about.
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Josephine Gowing
 
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Post » Sun Sep 02, 2012 1:18 am

I would like the setting of the game to be less supernatural and fantasy and more grounded, i mean i am not very keen on the idea of them showing us other worlds like The Void and so on. However if the writing is good it can be handled rather well.
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cassy
 
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Post » Sun Sep 02, 2012 7:24 am

I would like the setting of the game to be less supernatural and fantasy and more grounded, i mean i am not very keen on the idea of them showing us other worlds like The Void and so on. However if the writing is good it can be handled rather well.

Gotta disagree. I actually like that this game isn't too grounded and has a fantasy, supernatural element to it.
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clelia vega
 
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