Dishonored

Here Are the 2012 Games That Developers Want to Give Awards to Of all the video game events that happen every year, the Game Developers Choice Awards might be the ones that resonate most with game-makers. That's because they're determined by the masses of folks who make video games vote to nominate the best examples of the form from the preceding months.


For this year's GDC Awards, the games getting the most nominations are Journey (named in six categories), Dishonored (four categories) and The Walking Dead (three). The new Narrative category highlights Spec Ops: The Line and Virtue's Last Reward among others while the Innovation nominees include FTL, ZombiU and Mark of the Ninja. The full list is below, and shows off what a great and diverse year 2012 was for gaming . The 2013 awards ceremony happens on March 27th during this year's Game Developers Conference.


Best Audio
Journey (Thatgamecompany/Sony Computer Entertainment)
Hotline Miami (Dennaton Games/Devolver Digital)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)
Halo 4 (343 Industries/Microsoft Studios)


Best Debut
Humble Hearts (Dust: An Elysian Tail)
Polytron Corporation (Fez)
Giant Sparrow (The Unfinished Swan)
Subset Games (FTL: Faster Than Light)
Fireproof Games (The Room)


Best Game Design
Dishonored (Arkane Studios/Bethesda Softworks)
Mark Of The Ninja (Klei Entertainment/Microsoft Studios)
Spelunky (Derek Yu/Andy Hull)
Journey (Thatgamecompany/Sony Computer Entertainment)
XCOM: Enemy Unknown (Firaxis Games/2K Games)


Best Downloadable Game
The Walking Dead (Telltale Games)
Spelunky (Derek Yu/Andy Hull)
Trials: Evolution (RedLynx/Microsoft Studios)
Mark Of The Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)


Best Technology
Far Cry 3 (Ubisoft Montreal/Ubisoft)
PlanetSide 2 (Sony Online Entertainment)
Halo 4 (343 Industries/Microsoft Studios)
Call of Duty: Black Ops II (Treyarch/Activision)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)


Best Handheld/Mobile Game
Gravity Rush (SCE Japan Studio/Sony Computer Entertainment)
Hero Academy (Robot Entertainment)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
The Room (Fireproof Games)
Kid Icarus: Uprising (Sora/Nintendo)


Best Narrative
Spec Ops: The Line (Yager Entertainment/2K Games)
Mass Effect 3 (BioWare/Electronic Arts)
Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Virtue's Last Reward (Chunsoft/Aksys Games)


Best Visual Arts
Borderlands 2 (Gearbox Software/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)
Far Cry 3 (Ubisoft Montreal/Ubisoft)
Dishonored (Arkane Studios/Bethesda Softworks)
Halo 4 (343 Industries/Microsoft Studios)


Innovation
Mark of the Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)
FTL: Faster Than Light (Subset Games)
The Unfinished Swan (Giant Sparrow/Sony Computer Entertainment)
ZombiU (Ubisoft Montpellier/Ubisoft)


Game of the Year
Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Mass Effect 3 (BioWare/Electronic Arts)
XCOM: Enemy Unknown (Firaxis Games/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)


Dishonored
Dishonored alerted City Watch


Many minds have weighed in on the effects of violent games after the December 14 Sandy Hook school shooting. A frequently cited modern example of interactive violence is Arkane's Dishonored, a stealth game which allows the player to choose a path of brutality. In a contributed article to RPS, Joe Houston, who worked on Dishonored before leaving Arkane, stressed that we shouldn't dismiss the debate.

"It’s important as gamers not to simply retreat to the easy reaction, that games aren't a part of the problem,” Houston wrote. “While I think that might be true, I think it’s a pity to stop there. Too often we think about what we might lose as players and developers if forced to engage in that conversation, becoming blinded by the fear of censorship. As a result, we miss out on more creative and effective ways to be a part of the solution."

Houston believes violent games employing non-linear mechanics and a stronger power of choice for the player leave a more lasting "personal ownership in violence." He used Dishonored's multi-pronged approaches to completing a mission as an example, writing, "One could argue this is largely because the game can be played without killing anyone. This doesn't change all the things you might do in the game, but simply by knowing that it allows non-violence you find that every violent act you choose in cast in a sobering light.

"If thrust into a game where the choices aren’t mine to make, violence (even horrifying violence) ends up making a statement about what that game’s creators are trying to express more than it makes a statement about me the player being forced into a role," he continued.

The ever-burning question remains: do video games cause violence in real life? No, contends Houston, but they "do little to prevent it." A game with substantive, consequential, and even "distasteful" choices, he says, "just might do better because they stand a chance of making the player think about what they're doing on screen."
Dishonored

Dishonored Dev Says That Games Don't Create Violence, But They Don't Prevent It Either If you read a recent piece on video game violence, there's a good chance that somewhere in that article, included is a screenshot of a Dishonored neck stab. Last year was the year of the neck stab, after all. Rock, Paper, Shotgun spoke with the developer that coded that move in-game—Joe Houston—and he had Opinions On Game Violence.


For those that haven't played it, Dishonored is a stealthy game in which you are free to choose how to approach a problem. This poses unique questions about video game violence and what a player chooses to do, versus what a game developer gives as an option. Who holds responsibility, the person choosing or the person that gave the option in the first place?


Delving into the issue a bit in relation to actual-life violence, Houston said the following:


So does that mean that linear violent games are better for society than those like Dishonored, those that touch only superficially on violent acts versus those that allow the player to make extreme choices? I argue that linear games that have a lack of personal ownership in game violence actually do so at the disadvantage of society.


I don't believe that game violence causes real world violence, but I do believe that it does little to prevent it. And games with meaningful (and potentially distasteful) choice just might do better because they stand a chance of making the player think about what they're doing on screen.


Linear versus choice-driven games and what they offer/do when it comes to violence is arguable; there's probably no right answer. But the idea of whether or not games even have a responsibility to prevent violence is a curious one.


Do they?


By nature of how ubiquitous the medium is, it's probably irresponsible to not even think about it, at least. Certainly we've had games that aim to educate or make the world better. So it wouldn't be impossible to make a game that tries to prevent violence.


Food for thought between our neckstabs.


Dishonored Dev Joe Houston On Violence In Games [Rock, Paper, Shotgun]


Dishonored - contact@rockpapershotgun.com (RPS)

Just before Christmas, Nathan wrote a piece asking for a conversation about the role gaming violence plays in our lives. And as so many have when discussing the topic, he featured an image from Dishonored at the top – a man getting stabbed through the neck. For Joe Houston, the former Arkane developer who created that stabbing scene, this was the prompt he needed to give his own perspective on the subject. >

Whenever I’m clicking my way through game industry opinion articles, I tend to get hung up on pieces about video game violence. This is mostly because the image plastered across the top of the post is a screen grab from Dishonored. You know, the one where a member of the city watch gets his jugular opened in a first-person blast of arterial spray. But it’s not the shock of that image that stops me. No, I pause because I’m the guy that wrote the code to make the player do that in the first place.

(more…)

Dishonored

Help Make A Video Game Magazine Called Sneaky Bastards (With Awesome Dishonored Art)Aussie writer Daniel Hindes, who for a while has run a niche site called Sneaky Bastards, wants to take the idea of discussing stealth games to a more tangible format. Hence, Sneaky Bastards, the magazine.


Promising that the magazine will feature 100% new content (as in, nothing that's been on the site before), the first issue also has a stunning front cover courtesy of British artist AJ Hately, who we've featured here before.


It's hoped that the print run can be a way of "producing more of a substantial, long-form, long-lasting analysis and exploration of stealth gaming in a format that this kind of material is designed to be read and consumed in."


You can check out more, and contribute, below. Which you should. The internet is a wonderful place to read about cats and fake trailers, but this kind of in-depth discussion about such a dedicated topic is perfect for dead trees between your fingers.


Sneaky Bastards [Kickstarter]


Dishonored

Dishonored's Probably Not Right For LEGO, But Here's Dishonored LEGO AnywaySomething tells me the chances of us seeing officially licensed Dishonored LEGO are slim. Rats, murder, prostitutes... I don't think it's quite LEGO's thing. But hey, where LEGO misses an opportunity, custom builders are always there to come through with the goods.


Nathan Proudlove built this Dishonored "Tall Boy" walker, a unit in the game that spends its time trying to kill you while at the same time trying to not trip over the slightest bit of debris.


This, though, will just spend all of its time sitting on a shelf. Safer for everyone, really!


Dishonored LEGO [Proudlove, via Super Punch]


Dishonored's Probably Not Right For LEGO, But Here's Dishonored LEGO Anyway


Torchlight

Jason's Top Ten Games Of 2012 You don't realize just how good a gaming year it's been until you look back at all of the games you actually played. From physics puzzlers to ninja simulators, 2012's library was full of interesting, creative, unique experiences.


I played a lot of games last year. A few were bad. Most were good. Some were great. Those are the ones I'll remember: the games that stood out from the pack in memorable ways. So here are my ten favorite games of 2012. Presented in no particular order:



Jason's Top Ten Games Of 2012


Zero Escape: Virtue's Last Reward

My personal game of the year, Virtue's Last Reward kept me up for many hours, many nights in a row. Though some—like Kotaku boss Stephen Totilo—have found the game's opaque puzzles and overwrought dialogue to be rather tedious, I enjoyed every moment of Aksys's chilling visual novel.


Jason's Top Ten Games Of 2012


The Last Story

A wonderfully well-written role-playing game with pleasant British voice acting and combat that taught me how to enjoy running around and smashing the A button, The Last Story (not to be confused with Hironobu Sakaguchi's other work, Final Fantasy) is the year's best JRPG—if not the generation's.


Jason's Top Ten Games Of 2012


Dishonored

I've written a lot about how Dishonored is a stellar experience, but really, all that matters is the Blink spell. There are few abilities in a video game as satisfying, as empowering, as totally game-breaking as an ability that you can use to teleport anywhere at any time. The world and art direction are just dismally gorgeous icing on the delicious Blink cake.


Jason's Top Ten Games Of 2012


Persona 4: Golden

Let me sum up my feelings toward Persona 4 with an anecdote. A few nights ago, I was fighting one of the game's final bosses. After a solid 45 minutes of battling, I had taken him down to something like 10% health. I was following the same patterns: buff, attack, heal, rinse, repeat. I was ready for it to be over.


He uses one attack. Bam. My main character instantly dies. Game over. Time to start again.


If I was playing any other game, I might have quit and moved onto something else at this point. Instead, I went and killed monsters for an hour to make my characters stronger. Persona 4 is the worst. (Also the best.)


Jason's Top Ten Games Of 2012


Theatrhythm: Final Fantasy

Rhythm games are fun, Final Fantasy music is fantastic, and there's something really special about a game that combines the two. Even when you're repeating the same songs ad infinitum, it's hard not to love the addictive, frenetic tapping of Theatrhythm. The name, on the other hand, is very easy not to love.


Jason's Top Ten Games Of 2012


Quantum Conundrum

I enjoyed every minute of this first-person puzzler, wonky physics aside. I wish the ending had been more satisfying, but the journey was totally worth it.


Jason's Top Ten Games Of 2012


Torchlight 2

Funny that the year's best Diablo game wasn't even called Diablo.


Jason's Top Ten Games Of 2012


Mark of the Ninja

Forget the snappy controls and smart interface; the best part of Mark of the Ninja is that every stage feels like a puzzle with multiple solutions. Would you like to choke out that guard from behind or throw a smoke bomb so you can get past him without being seen? Ninja is a smart, tight, remarkably enjoyable game.


Jason's Top Ten Games Of 2012


Professor Layton and the Miracle Mask

It's easy to complain about the "annualization" of video games—how companies like to milk a series cow for yearly sequels until the teat has run way too dry. But when it comes to Layton, I say bring it on: the professor's charming puzzle adventures just seem to get better and better every year.


Jason's Top Ten Games Of 2012


Far Cry 3

Because shooting down pirates, running into the forest, finding myself face to face with a giant tiger, getting the hell out of dodge, finding a hang-glider, and using it to soar across the skies to safety was one of my most enjoyable gaming experiences in 2012.


Mass Effect (2007)
Mass-Effect-3 GOTY


I think the reason that Mass Effect 3 remained my favourite game of the year is also the reason it caught some flak: it was the end of a huge story that we were all seriously invested in. For me, that gave the whole 20-hour adventure an almost electric energy, the tingly feeling that everything had been leading up to this. For some, that meant the not entirely satisfying ending felt like a slap in the face.

I didn’t feel that way. I didn’t like the actual end scene much, but it was a few minutes of nonsense among twenty hours of the best Mass Effect has ever been. That was my ending: the full scale invasion of the Reapers, the desperate street battles, the tragic deaths of old friends, the final moments of camaraderie with the ones left alive. I’d already had most of the closure I needed before the... weird bit.

The history we all have with these characters, and the attachments we’ve formed with them, gave Mass Effect 3 an unfair advantage over everything else that came out this year. But it didn’t take that for granted. Despite the praise we’d all heaped on the previous two games, BioWare worked hard to do better.

For me, the most important part of that was the story. It’s BioWare’s strength, of course, but after Mass Effect 2’s unconvincing Cerberus angle I wasn’t sure they’d close it out decisively. I needn’t have worried. The climactic nature of the Reaper invasion gives Mass Effect 3’s story drive and urgency, and the premise of racing around the galaxy to drum up allies gave you a string of critical decisions to make. It felt like being in charge again.

The RPG elements finally clicked, too: it’s the first Mass Effect game where I wanted to continue with each class I tried. As well as being powerful and distinct, they were customisable in a much more significant way: it was up to you how heavily armed your class should be, and how rapidly their powers would recharge. Heavier weapons meant slower powers, and finding your preferred balance was the first time in the series that I got really excited about character builds.

Mass Effect 2 made combat satisfying, but it still dragged after the umpteenth arena scuffle with the same enemy classes and the same low walls. Mass Effect 3’s contribution was a massive overhaul in enemy design. Every faction is completely different to fight against, and you’re fighting a lot of them. Within each army, there are intricate relationships between the enemy types that you need to disrupt before they buff, heal, or armour-plate each other. Figuring out how to combine your squad’s powers to deal with that was a shifting challenge.

But maybe the most remarkable thing about Mass Effect 3 was that we were able to have any personal investment in it at all. This is a series that had been giving us hugely consequential decisions for 40 hours already: the state of the universe and most of its key players were radically different for each of us. From its first scenes to its massive conclusion, Mass Effect 3 could make no assumptions about which of your 13 companions might be alive or dead. Under the hood, it’s a nightmarishly complex web of dependencies and replacement story branches. And yet to us, the whole thing was seamlessly consistent. Everything I’d done was reflected in the ongoing situation, everyone I’d lost was gone – and the story adapted. It’s the most impressive trick I’ve ever seen a sequel pull, and it’s a big part of what made Mass Effect 3 so special.

Read More: Mass Effect 3 review.

Runners Up: XCOM: Enemy Unknown and Dishonored.
Dishonored

An Exquisite Replica Of Corvo's Mask From DishonoredThis isn't an exquisite 3D render of Corvo's mask from Dishonored. It's an actual mask, put together by the team at Technically Magic Effects.


Sadly, it's not available to buy—it's a one-off made for a competition—but that only makes it that much more of alluring.


The accuracy is a result of the source material: developers Arkane shared the actual 3D models used for the mask in the game, meaning that, technically, this is no different to Corvo's actual mask.


Except you can actually touch this one.


Corvo, DISHONORED [Technically Magic Effects, via The Omega Nerd]


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Dishonored
Dishonored 2 GOTY


One question above all others has dominated PC gaming this year. What in the name of smooth Jazz happened in Dunwall last night? It must have been astonishing, because every single guard in Dunwall is probably getting his own squad.

Did the entire guard populate undergo a singular, simultaneous act of cellular mitosis, splitting like dapper single cell organisms into identical duplicates in need of sudden leadership? Did the rat king emerge into the moonlight to be slain by the collective heroics of the entire city watch - an act of bravery so impressive that none of those involved could fail to be promoted? Or did Arkane, when setting the frequency of each bark, accidentally switch this one from "occasional" to "all the damn time forever."

Dishonored certainly isn't the only contender in this category. Over the course of 2012 soundbites have lodged themselves in the folds of our brains like audio shrapnel, playing on a loop and disrupting everyday conversation. Here's a conversation made up of a few of those quotes. if two NPCs from 2012 were to have a witter, it might go something like this. Can you guess the game each phrase came from?

NPC 1: Think you'll get your own squad after what happened last night?
NPC 2: Should've used a rubber.
NPC 1: Indeed, I believe so. Should we gather for whiskey and cigars tonight?
NPC 2: Oh fuck, a leopard!
NPC 1: Probably just rats.
NPC 2: AAAAOOOAAAOOOUUUUAAARRRGH!!
NPC 1: Shake it off!
NPC 2: We're all gonna die! We're all gonna die!XX

Answers here, highlight to reveal: Dishonored, Far Cry 3, Dishonored, Far Cry 3, Dishonored, Chivalry, Guild Wars 2, XCOM
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