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Dishonored review

A visually amazing, open ended stealth game that rewards exploration and creative thinking
Mon Oct 15 2012, 15:57

DISHONORED BUILDS ON THE LEGACY set by the Deus Ex, Brink and Bioshock series of games, taking their strengths and learning from their mistakes to create one of the best stealth games ever made.

Full of character, Dishonored is set in the fictional city of Dunwall and puts you in the shoes of Corvo Attano, proud protector to the city's empress. The game opens to see you returning to the city having delivered a message to one of the neighbouring states requesting aid for Dunwall, which is being ravaged by a mysterious plague.

Entering Dunwall in the opening credits, we found the city's design fascinating. Showcasing a world where magic and science coexist, Dunwall features a mix of Victorian Britain, steampunk and futuristic cyberpunk design elements that work well with its Brink- and Bioshock-reminiscent, slightly cartoony character models.

Dishonored distillery

This interest soon carried over to the main plot, with our opening encounter seeing us try and fail to stop a plot against the empress. The sequence forced us to impotently watch as the empress was killed, and her child kidnapped.

Ending with the revelation that we have been set up to take the blame for the murder, Dishonored's plot then jumps six months forward. Opening to see Corvo rotting in jail awaiting execution, the game's main plot finally kicks off with a mysterious note appearing in our cell charging us to bring the cuprits behind the empress' assassination to justic and thus save the city.

Interestingly, what "saving the city" actually entails in game is open ended and entirely up to you, thanks to Dishonored's awesome Chaos system. Dishonored is split up into nine chapters, or missions, each with incredibly different goals that can be accomplished in a variety of different ways.

For example, in the first mission we were tasked to eliminate the corrupt leader of a religious anti-magic militia. Once into the main area, which itself took some doing, requiring us to disable or circumvent the heavily patrolled surrounding area's flood lights and automated defences, we had several options available to us as to how we wanted to get rid of him.


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