Is there a place for people to discuss how disappointed they are in Dishonored?
I'm starting to feel retarded after seeing the incredible outpouring of positive press and user feedback.
I played until the second mission.
I do agree the art design is fantastic, level design is great.
Having said that, this game is as close to Bioshock as I feared it would be. Rather than giving me the feeling of being in this richly layered world that they created, it makes me feel as if I'm a ghost in a level designer's dream. Where I can only go where they expected me to go, and only interact with what they expected me to interact with.
They put a ton of work into motion capture and voice acting and other scripting exercises, but all that work is for naught when I engage multiple characters in conversation, and they all just start to ramble their script as I walk away, talking as if I was still standing there.
Dark Souls handles this well, I walk away mid-conversation? The character is going to stop talking and yell at me.
The gameplay is too streamlined. I can only pick up the objects that are shiny, and the variety of these is very limited. Any 'odd' objects get automatically turned into coins and there is no inventory space.
There are recordings strewn about, and as far as I can tell always on the same types of shiny machines, the letters and notes you find throughout are just tired. It is about as engaging as listening to the developer commentary in a Valve game.
The levels feel 'baked', very beautifully baked with some amazing god-rays and lighting though. But I feel like I am a ghost in a level designer's dream. Besides the NPC's there is no consistency in what objects I can pick up and move. With this graphical fidelity I expect to be able to pick up a brick and toss it, rather than stick to the bottles that are handed out to me. If I can't do that, don't put loose bricks in the level for decoration! The first level had a chair that didn't move when I touched it, I couldn't bump into it, I couldn't pick it up.. why? It just takes me out of the experience and shatters the illusion.
I could open the prison cell door, but not close it. Why? There is just no consistent logic to the in-game world rules.
Deus Ex 1 was much more simpler visually, but at least it allowed me to pick up any object that was not bolted to the floor. Including chairs. Yes it didn't really have any gameplay purpose, but at least it helped make the world believable.. and I could use anything around me to try and distract guards. The area outside the 'hub' pub is just _dead_, a dead-end street where the doors, glass windows and anything else is made out of cement and cannot be interacted with. Can't we just move our level-design and game-design standards along with our increased visual standards?
The 'void' sequences, despite being visually striking, showed an intense lack of forward vision when it comes to gameplay. It reminded me of the Max Payne 1 levels were you follow the trail of blood.
Some of the swordplay feels and looks great though, and the combat does leave room for a lot of dynamic situations to occur. But with the achievements the way they are, it almost makes you feel guilty for not playing full-stealth.. so why not introduce more ways for stealthy take downs? There isn't a lot of variety.
When taking the combat to the extreme, the AI sometimes is quite laughable and in places reminds me of Fallout 3 / NV.