Dishonored

How To Prepare Dishonored's Only Appetizing DishI loved Dishonored's dank, diseased city of Dunwall. It felt so fully realized, and had so much character. A lot of that came from the food. Like Bioshock before it, most of Dishonored's characters leave food lying around. As the protagonist Corvo meanders from room to room, he'll often take stabbing-breaks to eat everything that's not nailed down.


Most of the food in the game is pretty gross—jellied eels! ew!—but there was one thing that, every time I found one laying around, I'd eat in a heartbeat: The delicious-sounding apricot tartlet.


The folks over at Gourmet Gaming have, in their inimitable style, posted a recipe for recreating the tartlets from the game. If you've got the culinary chops, you too can make a bunch of these, then leave them lying around your property to nourish any mask-wearing assassins who may sneak by.


How To Prepare Dishonored's Only Appetizing Dish


Eat? Don't mind if I do.


Dishonored - Apricot Tartlet [Gourmet Gaming]


Dishonored

Wonderful but Lonely: The Empty Cities of Halo 4, Dishonored and Recent Video Games Playing Tokyo Jungle reminds me of my insomnia, of all things. The reason I often stay up until I can greet sunrise is because there's this serene calm that comes with being awake late at night.


Everyone is asleep. The streets are empty. It's peaceful to not have anyone around. I can focus. It's kind of like a power fantasy, actually. The world is at once both mine to take and yet beyond me—a not tameable entity whose machinations do not care for, and sometimes defy the going-ons of people. The world keeps spinning whether you're awake or not.


The world also keeps going whether you're alive or not. While playing as a Pomeranian that travels post-apocalyptic Tokyo to kill and eat animals in an effort to stay alive isn't as calming as the velvet of the night, there's still an air of peacefulness that comes with it.


The reasons are ones that I think Hayao Miyazaki, who is behind popular films like Spirited Away and Ponyo, would be enthusiastic about. Noted by academics for his disdain of digital things, a New Yorker profile once quoted him saying that he looked "forward to the time when Tokyo is submerged by the ocean and the NTV tower becomes an island, when the human population plummets and there are no more high-rises." Kind of extreme! Unsurprisingly a good deal of his work was in love with the idea of a Japan that was more in-tune with nature and the spiritual world ruled by Shintoism, Yokai and Kami.


World War 2 changed everything according to Miyazaki—with it came the creation of a consumerist society that destroyed the environment. He didn't like that. An article by the Japanese Times quotes him saying, "I was frustrated because nature - the mountains and rivers - was being destroyed in the name of economic progress." The book 'Anime from Akira to Princess Mononoke' also quotes him saying that, "People changed their value system from Gods to money." The people of Japan had lost their way, and the only way things could be remedied was if humanity disappeared altogether.Wonderful but Lonely: The Empty Cities of Halo 4, Dishonored and Recent Video Games


And what we have in Tokyo Jungle is similar to the world that Miyazaki might've envisioned...if it wasn't likely that he hates video games. No spirits in Tokyo Jungle, but definitely a sense that nature rules supreme. Seen in light of the animator's criticisms of society, it's easy to pinpoint why something like Tokyo Jungle feels calming, almost necessary: gone are the pesky, annoying humans who didn't value the right things. In their place exists not a more ruthless reality of kill or be killed—as one might initially think when looking at Tokyo Jungle—but rather an ecosystem whose participants are well aware of their role in nature. Everything in its right place.


Maybe that sounds nihilistic, but in reality I don't see Tokyo Jungle's premise shying too far away from the type of world that most games present us. Where game spaces might feature well-designed architecture, well-written history, or a game might feature well-designed mechanics, people still feel absent fairly regularly.


Recently Simon Parkin similarly criticized Halo 4 in a review over at Eurogamer for its lack of people:


"But while this one-man army has renewed purpose and a new crisis to tackle, that lack of humanity is hidden in plain sight. For a game so focused on saving the universe, the Halo series is curiously devoid of people to save. It's filled with others to destroy, of course...


It's a universe filled with weapons, more weapons than ever before, the Prometheans adding their armoury of esoteric rifles and machine guns to the already enormous array of killing tools. But people to save? You won't find many of those here."


While I've not played Halo 4, I've felt similarly recently while playing Dishonored—which technically does have people, but hear me out. The game takes place in an Victorian setting based off 1800's London, with a plague decimating a city built to be surprisingly accommodating to a sneaky assassin. So much effort was put into building that city, building a world that fascinates with its politics and history, ultimately leaving you wondering about its society.


But where are most of the people to ground all of that? Why are the people so far out of the frame unless someone needs to be killed or avoided, why am I working so hard to save a city that is basically dead? What in the world is everyone fighting over?


There was a moment in one of the missions in Dishonored, where I endeavored to climb to the highest peak of the level. The streets were largely empty and quiet in this part of town, the only audible thing was the beating of the heart I held in my hands. The vibe was right for climbing crazy high, I decided.


Wonderful but Lonely: The Empty Cities of Halo 4, Dishonored and Recent Video Games


As Corvo landed his final blink, all I could feel was a thrill. Not so much of reaching my summit, but instead of conquering the night, of conquering my skills. A sense of control that came with doing whatever I wanted: the city was mine. But as I looked around from above, everything under me looked empty and unpopulated.


I thought about the kingdom under the tyranny of the lord regent, I thought of the great whale beasts that we killed to fuel our everyday conveniences—both things that I never really got to see in the game. I'm more acquainted with the rats of Dunwall, with the books of Dunwall than its actual everyday citizens.


Instead what we have are thugs, the military, the aristocracy, the weepers and a very small surviving population that I barely got to know—possibly due to the plague and because the point of Dishonored isn't the characterization, rather how we go about eliminating our targets. But what is a city without the everyday people? The thrill disappeared, and in its stead came this overwhelming feeling of destitution.


The thing about insomnia is, once I snap out of the dark spell of the night, once I look past the romanticism of having no people around, I don't feel idealistic or empowered about it anymore. I just feel lonely.


Thought of some empty games or cities while you read this? Share some pictures in the comments!


Dishonored
Dishonored Corvo Attano pose closeup


Though not as ludicrous as a Victorian-esque assassin impersonating a British actor impersonating an American vigilante with halitosis, the idea of a speaking Corvo Attano flitting about Dunwall's dankness in Dishonored seems unfeasible—especially after we learned his brooding silence brushed close into "creepy as hell" territory. But that's what Dishonored co-creators Raphael Colantonio and Harvey Smith told OPM UK, even revealing the displaced royal protector's original incarnation as a ninja.

"We added some text input options for Corvo around alpha but never really went further," they said. "To this day, we wonder what the other version would have felt like in the game."

Colantonio and Smith both explained that an anchoring design element throughout Corvo's gradual reworking was the choice to stay your blade and seek non-lethal solutions. Corvo's acceptance of both slayed or spared outcomes was a deliberate decision to let players mold Corvo's personality as they wish. "If we portrayed Corvo angry and seeking revenge, it might offend the non-lethal player who is seeking a stable outcome for Dunwall and vice versa," they said.

The rest of OPM UK's report details interesting concept iterations for the mighty Tallboys (once a meek streetlamp lighter) and Corvo's signature Blink ability (initially an optional power). Well worth the read.
Dishonored
No-Trace-3-Banner


As I discovered in the previous episode of No Trace, making Corvo's assassinations look like accidents isn't exactly a noble endeavor. I've fed innocent people to rats in order to cover my tracks, and in this week's episode I'll put innocent people - and fish - to the blade if it'll help me build a more convincing lie. I am not especially proud of myself. Nor am I especially good at staging a staircase slip-up. I'll let you figure that out for yourself.

In episode two, I take on the Pendleton twins in the Golden Cat bath house, and finally figure out how to make Corvo talk. There will be vomit. I will have trouble with a locker door. I will make a certain amount of use of stock sound effects and circus music. Needless to say, there will be spoilers.



If you're new to the series, start here. If you've finished the game, you can also give our Dishonored podcast special a listen for more of our thoughts. Check back next week for episode three.
Dishonored - PC Gamer
podcast_relayered small


Martin, Chris and Tom Senior discuss wibbly wizard whirlwinds, the problem with peace, returning to Guild Wars 2 and what today's games might taste like if they were food. Also featuring the Steam charts, your questions from Twitter, and an exploration of hamster Objectivism.

We've noticed some comments about people not being able to see the Flash podcast player on previous episodes. This may be down to an ad blocker - if you're running one, you may need to temporarily disable it. You can always subscribe on iTunes. And you should!

Show notes:

Shepard's awkward, awkward dancing.
Adam Jensen can dance if he wants to, he can leave his friends behind.
Star Wars: The Old Republic free to play details.
Our Dishonored podcast special.


Amnesia: The Dark Descent



Join Evan, Omri, and T.J. for a descent into the frightening (and sometimes disappointingly not-so-frightening) world of horror games on this minimally-gimmicky, holiday-themed epsiode. Featuring SPOOKY news, SPOOKY discussion of upcoming DLC for some of our favorite games, and SPOOKY musing on whether Minecraft is still relevant. Listeners beware, you're in for... PC Gamer Podcast 334: Burger Commando

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Dishonored

A dance party with corpses?! Corpses that I made?! Sign me up!


The guys are RoosterTeeth have outdone themselves yet again. *slow clap*


Achievement Hunter : Things to do in: Dishonored - Dance Party [YouTube]


Dishonored
Dishonored alerted City Watch


The rusted, iron-wrought gate clangs shut behind you. Heaving a sigh of relief, you eagerly anticipate the after-action report charting your achievements of another aced Dishonored mission. Alerts: none. Detections: zip. Enemies killed: one. Bodies fou—wait, one?! You didn't lift your blade at all against the City Watch during that run, and you even ensured a shadowy dumping corner in the sewers for the unconscious. "The sewers," you quickly realize, an teeming with swarms of infested rats hungering for a fleshy meal. Whoops.

Dancing the detection disco in Dishonored often hinges success or failure upon a single decision or mistake rippling with a cascading effect across your Chaos rating and applied lethality. Keeping Corvo's observed presence minimal gives you a shot at the boast-worthy Ghost Achievement—where you complete Dishonored with no alerts—but the effort also ties heavily into the multiple detection and Chaos mechanics lurking beneath the game's steam-stained hood.

Earlier this month, Bethesda laid out details on the specific workings of detection and Chaos to help ambitious assassins attain the perfect balance of subtlety and savagery they prefer. Like a revelatory journal entry, the official forum post reveals all, but we've pasted the important bits below. Have a look:

How does the Chaos system work? How do I raise or lower the Chaos level that is displayed on the end mission stats screen?

Chaos is a value that is adjusted according to the actions of your character during gameplay. This system is a hidden mechanic and you will only see the Chaos rating displayed during the ‘end mission’ Stats screen.
Weepers do count for detection. They do raise the Chaos level if they are killed.
Kills by Rewired traps will contribute to your kill amounts and Chaos; that’s Watchtowers, Arc Pylons, and Wall of Lights.
Rats, Hagfish and River Krust do not raise Chaos if killed. They also do not count towards detection of your character.
Wolfhound kills do not count towards Chaos, but they can detect your character and will count towards that. They can also discover bodies, as well as their corpse will count towards “bodies found”.
Your character’s Chaos level will change the story outcome and lead to other various differences throughout gameplay, such as more enemy characters, more rats, or different scenes/environment items and conversations.
Basic rule is killing less than 20 percent of the characters in a Mission should allow the Low Chaos rating to be sustained.

I’m getting stats for bodies being found or killed when I’ve rendered NPCs unconscious, why?

Not hiding bodies well enough after choking them out or sleep darting them can sometimes lead to other characters finding them.
Unconscious characters won’t survive a fall from a great height, or a slip into the water which will also result in a kill towards your character stats.

Situations that could lead to an NPC being killed inadvertently

Sleep Darting or Choking out an NPC and having them hit an object when falling, causing death
Sleep Darting or Choking out an NPC near a ledge and having them fall to cause death
Sleep Darting or Choking out an NPC and having them fall into water will cause drowning death
Sleep Darting or Choking an NPC and allowing them to fall down a long flight of stairs will sometimes cause them to die (possible with the stairs in the Overseer building)
Placing an unconscious NPC in water, or even near shallow puddles, can cause drowning death
Placing an unconscious body on un-even terrain near water can sometimes lead to the NPC slowly moving and falling into water, which would count as an NPC kill (in Prison Sewers for example)
Rendering an NPC unconscious near a damage source (such as a fireplace or lit grill) may cause the NPC to take damage and die
Leaving an unconscious NPC in the middle of the street or alley, where rats have access to the body, can result in clean-up which will count as a kill for the player
Accidentally casting Devouring Swarm near an unconscious NPC could cause the rats to clean up the body, counting as a NPC kill
Accidentally casting Windblast near an unconscious NPC could cause damage leading to NPC death
Having a Grenade, Springrazor or Whale Oil Battery explode near an unconscious NPC could cause splash damage resulting in NPC death
Throwing an unconscious NPC into a Wall of Light, or near and Arc Pylon would incinerate the NPC and count as a kill
Leaving unconscious NPCs in the area around the large door on which the player places the explosive device in Prison will cause the NPCs to die when the device goes off. This includes in and around the nearby dumpster and behind the consoles and gate switch across from the door on the upper level.
Rendering an enemy unconscious while fighting a nearby Tallboy can cause the Tallboy to stomp at the player, essentially killing the nearby unconscious NPC in the process
Rendering an enemy unconscious and having another enemy throw a projectile (such as fire bottle or grenade) at the player, can kill the nearby unconscious NPC
Leaving an NPC unconscious in the Brothel Steam room may cause “bite” damage due to hagfish in the center pool, killing the NPC


As a bonus, a player posted a short video walkthrough on surmounting a particularly tricky section of the latter portion of Corvo's journey that easily throws a Ghost run into peril due to a friendly NPC turning hostile after a scripted sequence. Check it out, but take heed of the massive spoilers revealed in the process.

Dishonored - contact@rockpapershotgun.com (John Walker)

Click upon me.

Remember Dishonored? No, you’re thinking of BioShock. Dishonored was the one with the Blinking. Yes! Gosh, those were the days. But soon we can relive them again, as Bethesda have announced a series of add-ons (not expansions, and not DLC – “add-ons”) that will be coming out in coming months. First up in December (December?! That’s hundreds of years away!) is Dunwall City Trials, and it’ll cost you €5, or £4, or whatever it is Americans use for bartering these days.

(more…)

Dishonored
Dishonored


We can look forward to three DLC packs for Dishonored during the coming year. Dishonored: Dunwall City Trials is the first. It will contain 10 challenge maps that will "test and track your combat, stealth and mobility skills." A post on the Bethblog says that an "arena battle against waves of enemy AI," a drop assassination challenge and a straightforward race will be among the challenges on offer. It'll cost £3.99 / 4.99 Euro / $4.99.

Master assassin, Daud, will "be the focus" of the second chunk of DLC, due out Spring next year. The DLC will contain new parts of Dunwall and let us experiment with Daud's weapons, powers and gadgets, which does rather suggest we'll might get to play as him.

The third DLC pack remains shrouded in masked mystery. More details are due to be announced "closer to launch next year." A single screenshot of an elevated room adorns the Bethblog post. Looks like a good tall starting point for that drop assassination challenge Bethesda mentioned.

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