I'm only a couple hours in, but what happened to the writing in this series?
Very minor spoilers from the very first scene.
The writing wasn't amazing in the first game, but it's so heavy handed and expository in this one. Like, the throne room scene at the start where the characters say a bunch of really clunky expository dialogue, stuff that both of them already know, no one would ever talk like that.
I'm finding the bad/clunky dialogue keeps taking me out of the game, which never happened in the first game or with Knife Of Dunwall or Brigmore Witches.
The first game seemed to have at least some subtlety, I mean they never even outright tell you Corvo is Emily's father. A lot of the stuff you are left to infer, and I loved that approach.
So far in Dishonored II it isn't like that at all. I get that they have to make sure that people who didn't play the first game understand what's happening, but it's not even so much the exposition as how it's delivered.
Like, in that opening scene Emily even implies she thinks her father might actually be the Crown Killer, and he's just like "Naw, it is our enemies trying to undermine us." Like, if my daughter had just indicated she thought I might have murdered a bunch of people my reaction would be more along the lines of "Do you really think I would do something like that?!" and you could have Emily reply "Well.. you have done questionable things in the past.." which at least somewhat organically alludes to the first game.
And it's pretty much the same writers from the first game, too, except Harvey Smith isn't credited this time and they have one additional writer. I don't get it.
Gameplay-wise I'm loving it so far. Feels great, looks great. I just hope that this bad expository dialogue drops off now that I'm out of the first area of the game.
What's up with the "breakable" doors? So far I haven't figured out how to break any.
For anyone who's made it past Mission 3:...The Good Doctor
I failed to talk to Dr. Hypatia about Sokolov before she transformed. But the mission objective says it's okay, "there may be another way to learn what happened to Sokolov". I've been all over the map and still don't have a clue what the other way is. Anyone know by any chance?
You could break them using a pistol or a grenade
Or if you invest into Strength Enhancement, it'll allow you to break them with your sword.
You could break them using a pistol or a grenade
Or if you invest into Strength Enhancement, it'll allow you to break them with your sword.
How is the Xbox one version?
Yeesh, tough crowd in here. Does the PC port turn bad later? I'm maybe halfwayish through the first mission after escaping Dunwall and things seem fine on High running a 970 after I turned off volumetric lighting and bloom. My only real complaint is the mouse feels a bit floaty.
If you're already in the Karnaca then that seems to be about as bad as it gets. If it doesn't bother you now, you're probably fine. I've actually been mostly OK with performance but the mouse feel is KILLING me, so I've decided to wait for a patch. As usual, people are overblowing the issues on PC - it has some disappointing aspects, but it's not anywhere near unfixable.
There's an Audiograph in the same room nearby. Click it and you'll learn what happened to Sokolov
Oh okay cool. Yeah I hope the mouse input gets some changes. It's not that I can't control it just fine, it just doesn't feel perfect like the first game did. More than good enough for my first playthrough though so I think I'll keep going for now.
So is this one of those games that benifets from turning off all objective indicators? Is the level design good enough and clear enough to eventually funnel you to the places you need to be?
Running on the PS4 Pro:
Really liking the game so far.
Corvo's mid gameplay voiceovers are annoying and silly
ugh
So they happen in the middle of gameplay, completely unprompted? Something I liked about Corvo in the original is that there were a lot of quiet moments where you were left to your own thoughts. You know, time to take in the strange and beautiful scenery.
Corvo was completely silent in the first game....
It's weird to taut the first game's supposed quiet moments when just about every minute of the game was a quiet moment, as far as Corvo's performance is concerned....yes? What's your point?
It's weird to taut the first game's supposed quiet moments when just about every minute of the game was a quiet moment, as far as Corvo's performance is concerned.
I'm with you. Especially since it's a lot of stuff that doesn't need a voiceover. I'm not going to go as far as to say it's Dexter-esque but it isn't far off.It's not weird at all if the second game's quiet moments are going to be filled with voice over.
Loving what I've played so far, everything has been expanded upon beautifully, particularly the area design. Meticulously crafted and a joy to explore.
Performance hasn't been an issue so far on regular PS4.
So they happen in the middle of gameplay, completely unprompted? Something I liked about Corvo in the original is that there were a lot of quiet moments where you were left to your own thoughts. You know, time to take in the strange and beautiful scenery.
Is it harder than the first Dishonored or is it just my impression? Maybe it's because the "no powers" stretch is a bit longer, but the first mission kicked my ass on Hard when trying to non-lethally explore most of the level. Maybe I'm just rusty, but I felt I did not have many tools at my disposal and there were a ton of enemies.
About the ranged weapons: are they exclusive based on the character? I hate the loud pistol Emily has, I want my crossbow back.