I’m not a stealth game expert by any means, and I’m even less well versed in what people frequently refer to ‘immersive sims’. Consequently, I had no previous experience with Arkane games, but their aesthetics (first) and the fact that they are regarded as multiple approach experiences (second) always appealed to me greatly. With that in mind, I decided to go through the Dishonored trilogy back-to-back to see if it lived up to to the cult status it has acquired over the years.
One thing stuck out to me above all else. The notion that this was a stealth franchise, a genre I often struggle with, couldn’t be further from the truth. This is, above all, a ‘style and agency’ franchise, in the sense that not only do the games fully respond to how you decide to play them, they actually strongly encourage you to experiment. From there on, it’s a simple practice exercise to master your preferred play style and how much of a badass you look - and feel - doing it. This, along with its imposing atmosphere and tone setting, fully justifies delving deep into the 3 games, even though, in my opinion, the quality doesn’t necessarily keep the same level of consistency from start to finish.
I’ll be posting my thoughts on the franchise over the next few days, starting, of course, from the beginning.
The first Dishonored was obviously my introduction to the series, and because of that it took a while for me to get used to all the different systems and gameplay mechanics, which can almost feel a bit uncomfortable when you’re as unfamiliar with them as I was. About 45 minutes into it however, I was sold. It is beyond impressive how a game made in 2012 still feels so good mechanically, for the most part at least (seriously, those chains man, WTF). The sense of movement and traversal in this game is fantastic, and it strongly reminded me of the enjoyment I got out of moving around in Sunset Overdrive. Blink, in particular, is a fantastic mechanic that serves as the centrepiece highlighting just how stylish this game is. Another thing I really appreciated was how your use of some of the mechanics relate to outcome. The Heart is such an incredible and unique feature, especially in how it is able to inform and attribute righteous morality - or infamy - to your decisions, and I love how it connects with your personal choices. In fact, I love how the game makes the non-lethal approach more challenging, an interesting in-game commentary about how it takes more effort to be a ‘nice’ person than a ‘self-serving asshole’.
The level design on display is crazy good, with a ton of ways of going about things and a wide array of tools to go about them (the number of weapons, powers, bonecharms and upgrades you can experiment with is awesome). Most if not all levels excel at something I particularly enjoy and which is tied to movement and traversal: verticality. This is done in a highly competent way that I hadn’t experienced in a game quite the same way before, to the point of it feeling daunting until you learn the ropes and go through the missions in a style that most suits your preference. The fact that the upgrades are given by the runes you find ties ability progression to the amount of investment you put into your playthrough, nudging you in the direction of exploration. Which of course, the more you do, the more comfortable and familiar with the levels you become. Ranged combat is overall pretty satisfying, but melee feels quite floaty, and I thought the hitboxes were a bit all over the place. AI is also a bit hit and miss: on the one hand, I love how enemies can take so many different routes that keep you on your toes, but on the other, they often felt a bit too ‘dumb’ with how much they were able to visually miss.
Alongside the whole mechanical and level goodness, there’s this incredibly dark, attractive atmosphere, backed by a beautiful soundtrack, that permeates the entire game. The luring oil painting aesthetics look great and can often disguise some rough texture work. The story isn’t at all the highlight of Dishonored, but I still seem to have enjoyed it more than most: the intro was impactful, the political beats were actually more complex and intricate than I had thought, the dark vibe - which adjusts to how you play - was really fitting and well done, and the supernatural lore component was a nice surprise, making the narrative lean heavily into a well established and fantasised version of the occult. It comes with an anti-climatic ending and it leaves a bit to be desired in terms of unpredictability, but it was still quite enjoyable to me. More praise here needs to go to mission structure. I love how the game doesn’t throw you into the stereotypical tropes where you’re sent out to do something that invariably goes wrong. Here, you have a mission and you do exactly what you’re asked without any scripted ‘unforeseen’ events. A breath of fresh air in game writing as a whole.
To cap it all off, the DLC (which is split into two episodes but it’s essentially one package) is very strong in almost every aspect, from story to mechanics to level design, and interconnected enough to actually make me regret some of the choices I had made in the base game. There are a couple of neat new mechanics, and I feel they absolutely nailed the protagonist and the narrative that anchors him. On top of it, the very first mission features what I consider to be the heaviest emotional moment in the entire series, one that, if you’re following the story, makes you pause and truly consider the broader consequences of the society that has been created - the ones who already played the game probably know I’m talking about the whale torture moment.
Aside from the issues with combat and AI, I feel Dishonored misses a great opportunity to explore light and shadow mechanics with any significant degree of depth, which obviously impacts the stealth experience. Tied to this, I think the way it handles sound propagation is a problem (which, I suspect, is why the devs gave you extra ways of seeing exactly where enemies are). I also had the impression the game started dragging a tad longer than it needed to after a while. This, however, is more a consequence of such big levels since, if you’re not enjoying a particular mission, this can create a state of emotional detachment. Finally, I think a Dishonored recommendation needs to come with the caveat that, for you to fully appreciate this game, you may need to give it at least a couple of playthroughs and experiment with both high and low chaos. This is because, if your goal on a first playthrough is pure stealth, not knowing the levels means the potential for constant saving/reloading is quite high, therefore leading to a more frustrating experience.
If you are able to get past these problems, however, Dishonored deserves a deep dive. There is so much here to be enjoyed that I can’t really imagine anyone coming out of it without feeling fulfilled one way or another. It was an awesome introduction to the Arkane universe, and it got me really excited for the sequel. 8.5/10
Standout missions: House of Pleasure, Lady Boyle’s Last Party (I’m a big fan of Poe’s The Masque of the Red Death) and The Flooded District from the base game; A Captain of Industry (slaughterhouse level) and Delilah’s Masterwork from the DLCs.