Dishonored
Dishonored


One of Dishonored's most oh-so-satisfying accomplishments is a Ghost and Clean Hands run, which rewards two Achievements for evading detection and performing non-lethal takedowns for the entirety of your time in Dunwall. The video here shows the complete opposite of that scuffed coin with the circular elimination of six guards in but a few seconds. And it looks simply amazing.

Using a combination of bent time, rat swarms, teleportation, and plenty of deadly sword swings, player "kekkoSoNicSyNdIcAtE" (whoa) successfully infused the majesty of Inigo Montoya in full berserk mode with cinematography seemingly directed by the Wachowski brothers. Two Tallboys and four City Watchmen crumple beneath Corvo's kinetically balletic attacks, a sequence of brutality underscored by the first-person view.

You, too, can shove sharp pieces of metal into people's necks as well. (Dis)Honestly. Read our review for more info.
Dishonored

5 Ways Dishonored Shines On PCIn a season of outstanding PC ports, each new game has begun to arrive accompanied by the same question: Will this one kick ass on PC, as well?


Arkane's Dishonored is fantastic. It's also rooted in what some would call a holy triumvirate of of PC gaming: Deus Ex, Thief and Half-Life 2. It stands to reason, then, that the people making it wouldn't skimp on the PC features.


And, unsurprisingly, they haven't, and the PC version is terrific. That said, what is surprising here is the the console version matches the PC for almost every feature, and feels more "PC-ish" than most other games. The PC version itself isn't superior in some room-clearing, floor-mopping way; I played through the entire game on Xbox 360 before starting on PC, and found the game to be thrilling, deep, complex, nuanced.


That said, if you're planning to pick up the game and have your choice of platforms, the PC is still the way to go. Here's why:


Mouse Precision

Some of Dishonored's abilities, notably the quick-teleport "Blink" ability, just work better with the precision granted with a mouse. Aiming your blinks can feel a bit lugubrious and imprecise with a controller, particularly when under duress. There are few more enjoyable moves than to warp to behind an attacking enemy and then slit his throat, but with a controller, I too-often warped right into my assailant. With a mouse, I feel much more in command of my blinks.


Quick Power Select

Picking up from the precision of the mouse, the keyboard also gives a welcome degree of control when compared to the controller. Again, that's not to say the controller implementation is bad, just that the keyboard is better. If you've grown comfortable with all of Corvo's many deadly moves, switching between them using the number keys on a keyboard allows you to quickly chain combo moves in a way that the console's radial dial, no matter how elegant its construction, could.


Lean-to

I've already extolled the merits of leaning in games, specifically voicing my pleasure that the lean had returned to Dishonored . And while the implementation on the controller—hold "Y" and then move the thumbstick—is quite smart and works well once you get the hang of it, it's still no match for the Q and E keys on the keyboard.


Thief and Deus Ex players will be right at home playing Dishonored, and when I play using a keyboard I find myself leaning much more than I did while using a controller. A lean should be a natural extension of your movement, and without dedicated buttons, there's no way to make it perfectly smooth.


5 Ways Dishonored Shines On PC


Quick Save, Quicker Load

This might be the biggest difference, for me—I'm playing the game on hard, and as a result get spotted more and die more. It's a real boon that the PC version has a dedicated quicksave button. I appreciated being able to save at any point on the Xbox 360 version, but navigating a few menus would necessarily remove me from the action. Particularly with a game like Dishonored, repurposing the "back" button to trigger a quicksave would have been fantastic.


Better still, the PC version has scary fast load times, usually a matter of a couple of seconds. (I'm playing on a fairly run-of-the mill, non-SSD hard drive.) It's not the kind of thing you'd even notice unless you'd already sunk a dozen hours into the console version—suddenly, quickly saving, trying something, dying, and reloading takes about 20 fewer seconds each time. That adds up.


I Like The Way You Move

Dishonored has lovely visuals, but not because of a high polygon count or detailed textures—the game derives its visual splendor almost entirely from Viktor Antonov's art design. Dishonored does look better on PC running at true 1080p than it does on the Xbox—my graphics card's superior antialiasing, in particular, strengthens the lines and clarifies the draw distance. But really, the game ha a softness to the big ol' Unreal-engine textures that makes everything look soft and warm, and both PC and console versions have it. Like Borderlands 2, Dishonored isn't a game that needs eye-cuttingly sharp textures to look good.


Where the PC surpasses the console version is in clarity of motion—the framerate and the animations. This game looks fabulous running at 60 frames per second, particularly once action heats up. I'm not sure by what alchemy Arkane managed to design such a fluid and enjoyable first-person swashbuckling system, but I'm loving how much clearer the action looks now that I can see it running at a more consistent, higher framerate. (Luke brings up something worth mentioning here—sometimes, the PC version can hang on scenes as it loads them, starting with the opening camera-cut in the first menu. This actually happened to me as well, when I was using an AMD card. I recently upgraded to a GeForce, and it's gone away, but still worth noting.) The quick stabs, the brutal, matter-of-fact decapitations, even the hilariously varied expressions on enemies' faces, all come across much more clearly at a high framerate. On console, action felt more chaotic and jumbled—part of this, surely, is because I'm just better at the game now than I was when I played on console, but the framerate factors as well. The PC version lets you really see Dishonored moving at its best.


None of this is to say that the console versions of the game are lacking—whichever version you pick, you'll be getting a hell of a good game. But if you've got the option and want to see Dishonored at its best, opt for PC.


Dishonored

Dishonored spoilers follow in video.


Ok ok, I know earlier today I said I love to play games stealthy. And then I showed you guys a video of Corvo showing the guards of Dunwall who makes the decisions around here. Forceful decisions. Ones that result in many deaths.


But this sequence of deaths might be even more exciting than the last. Once you rack up enough powers, you can combine them to delightful results, like the one you see in kekkoSoNicSyNdIcAtE's video above.


I still play Dishonored stealthy, but every once in a while I'll allow myself to go all murderous just because it's too fun not to.


Dishonored super attacco poteri combinati [YouTube, thanks Cactuscat222!]


Dishonored - PC Gamer
Dishonored Neck Stab


We left discussion of Dishonored out of our latest podcast because only Tom F, Graham and I had finished it at the point of recording: but it's one of the best games this year, and we've got a lot to say about it.

In this podcast special, we talk about our experience of the game in detail, including the plot, mechanics, missions and more. Needless to say, there are major plot spoilers throughout: do not listen to this unless you've finished the game.

Read Tom's full verdict on the game in his Dishonored review. You can also check out my three alternate rulesets for the game - and vote on which you'd like to see turned into a diary series - here.

Note on the audio: A few speakers become quiet as they're talking in this episode. This is because we have a tendency to gesticulate that sometimes takes us away from our microphones. Next time, we are going to use elastic bands to tie people to the desk. By their necks.
Dishonored

Here's The Novel That Will Change How People Think About Video Games What do people really know about how video games get made? Sure, today's players know that games get designed, drawn, produced and tested. That's more than their forebears. Still, the idea of what drives people to make games—other than the fact that it seems like a fun thing to do—remains one that continues to feel frustratingly out of reach. We generally understand how performers' personalities inform their film-making, writing and music creation. But what part of a person's soul goes into a video game?


There have been books like Masters of Doom, Smartbomb and Extra Lives, which all chart the arcs of careers and histories inside the video game industry. But, Austin Grossman's new novel might be the most illuminating effort at answering that question yet. That's because Grossman writes from his own personal experience of having helped build the worlds of games like Ultima Underworld II, Thief: Deadly Shadows and Dishonored.


"YOU is a novel about games and game development," Grossman told me during a phone conversation two weeks ago. "The central characters met each other in an Intro to Programming class in 1983 in high school. One night, they had a long, rambling conversation about Tron and virtual reality and it winds up with them collectively asking ‘Will we ever be able to make the ultimate game?' "


"That's what I thought about constantly in 1983," Grossman confessed. "I saw Tron. I thought to myself, ‘Is there going to be a game that's going to be like D&D but where we get to go inside it, and it's just all real and we can do whatever we want?' And I would think to myself, " ‘Is that going to be possible one day?' " In the book, they decide to do it."


Here's The Novel That Will Change How People Think About Video Games "They decide, " ‘OK, we're going to take a vow that our lives are going to be about getting to this ideal.' Which is a nonsense ideal. Four of them continue on with this and start a new game company. And the fifth guy graduates from high school and breaks away, thinking like, ‘Why do I need that stuff?' The novel actually starts in 1998, where the fifth guy who broke away and went to law school comes back, and says, ‘Hi, I want to work at your game company.' He finds out what happened to them, as they decided to push as far as they could toward making the perfect ultimate game. He gets a job there as a designer, discovers a weird bug and starts to dig into the past while learning the trade of game design. The main character learns about one of the original four friends' death and gets caught up in a mystery around a hidden technology that one of them made before he died, which might be the key to the holodeck technology. But, really, it comes to grips with what the real passion of game development is."


Grossman thinks that there's more than a desire for money or relative amounts of fame in the hearts of the people who become game designers. "The big question is, ‘What are we all trying to do when we make games?' What is the animating vision that's pushing us so hard to push the technology forward every year to create this medium? If you go to E3 every year, the technology leaps forward at a frightening rate. This novel is set in 1998 which is right around when graphics and accelerator cards are taking over the look of games. It was one of those scary jumps."


"I remember Doom," Grossman reminisced. "Suddenly everything had sort of bloom lighting on it. Everything had levels of detail. Everything got specular. I thought to myself, ‘Man, this is about as real as games could possibly get.' " But it keeps jumping forward. And it makes me wonder why are we trying to make another world that we can go into? So, as the main character finds out what happened to his friends and what their stories were, you start to wonder if there is a dark side of what they're all trying to do, like with the Manhattan Project. It's my way of working out why the best minds of my generation tried do this ridiculous yet compelling thing of making video games."


Here's The Novel That Will Change How People Think About Video Games I thought it a bit paradoxical that Grossman spent part of his time working on Dishonoredin an environment where he has to be really spare and economical with words and language—while, at the same time, writing a novel where he has free reign to sprawl all over the page. I asked him if there was there a big of cognitive dissonance moving from one thing to another within the same time frame. "I do notice the contrast. I wouldn't even say cognitive dissonance, though. I would say, "This is where we get to let it all hang out." During the day, I've got to count my words. When I switch to the book, it's ‘No more haiku. No more tweets.' Too much language does not belong in games, but that doesn't mean that I don't love to work with it. I just sort of figured out where in my life I would get to do what. I could afford to be spare in games because I know that later on I'll get to do whatever I feel like doing."


And, it's not just the people who already play games that Grossman is trying to reach with YOU. "One of the purposes of this book is to try to open that world [of game development] to non-gamers," he explained. His last novel, 2007's Soon I Will Be Invincible deconstructed the psychological forces and emotional baggage that drove a set of super-powered heroes and villains to become costumed characters. Grossman says that he wants to do something similar in YOU. "Games are really interesting and tons of people make them," Grossman said. "Yet it hasn't been talked about in a very satisfying way. Why are people doing when they play games for hours and hours and hours out of their day? What are they feeling? What's driving the people who play and make games? It's a really human experience and I want to write about it in a way that felt satisfying and truthful."


Here's The Novel That Will Change How People Think About Video Games "I feel like there are a lot of emotions bound up in games," Grossman continued, "but the majority don't have names." Something unique comes from the mix of the familiar—anger, fear, exhiliration—and with the experience of interactive control. "You go and sit down and play and three hours later you get up and what happened? You don't remember what happened. It's just time that got sent away. Where did it get sent away to? What's happening in your mind?"


Talking to Grossman, I compared it to my own experience playing Shadow of the Colossus. I did things for reasons that weren't always clear , driven partly by the scripted narrative but also by this unnamable urge that I had to follow. "I was playing and I was, like, ‘Ouch, this game is making me feel things that I didn't really quite know I could feel this intensely. And I have no idea how they do it,' " said Grossman, thinking back to his own time with the PS2 classic. "My job with the book is try and capture some of that and make it intelligible. Try and get gamers and gaming to feel human rather than an addiction."


Anyone who gets really depressed about how that broad sensationalistic brushstrokes that misrepresent video games will find things to like about YOU. I asked Grossman about why he thinks those interpretations linger. "Partly, I think it's a lack of a vocabulary," he answered. "People don't know how to talk about the experience. They compare it to addiction or they compare it to God I don't know what else. Video games get cast as a dirty secret or just something degenerate or reptilian unless you know better. But, you know what? Millions of people do know better. I just want to put that down into words."


Dishonored

I love sneak games, so when given the option I'll try my best to successfully navigate games without setting off alarms or killing guards.


But Dishonored all too often provokes me to kill every single damn living thing on the screen every once in a while, just like it has here for CplusGamers. After my rampage subsides, I'll dip into murderer's remorse, though, and almost always reload a save to revert the damage I've done.


Mute when the music hits if you have to—I personally think it adds to the video—but watch until the end regardless.


About every five minutes or so [YouTube via Reddit]


Dishonored
Dishonored Swordfight


Late last week, Chris posted a video showcasing three silly ways to play Dishonored. Some of you have told us that you'd like to see a video diary series based on one of these approaches, and we agree! We're not sure which one to do, though, so we figured we'd put the question to you directly.



Let us know which one you like the best and tomorrow we'll embark on a journey through the whole game, either using no magic, leaving no trace, or swordfighting every single person in our way. You can vote for your favourite on our Facebook page, or just let us know in the comments. We'll pick a winner at noon GMT tomorrow.



XCOM: Enemy Unknown - contact@rockpapershotgun.com (Alec Meer)

a queue to buy a turn-based strategy game, yesterday

The UK game retail charts are about as relevant to PC gaming – and indeed gaming as a whole – as Mars Bars are to the red planet, knickers are to a fish or kindness is to the Murdoch dynasty. Nonethless, I feel compelled to mention this week’s, purely because they suggest that even the most mainstream field of games isn’t as resistent to new ideas and thoughtfulness as the moneymen who think Call of Honor is the only profitable game in town might believe.

While the deathless Fédération Internationale de Foot-to-ball Association retained the number one spot, Dishonored snuck straight in to 2 and XCOM to 7. Hurrah for new things doing well! (more…)

XCOM: Enemy Unknown



Tyler, Omri, and T.J. discuss what a wonderful time it is for PC genres that were once considered forgotten. Dishonored brings back stealth simulation, XCOM: Enemy Unknown is a sleep-depriving boardgame, Star Citizen asks why resource-intensive PC space sims ever left us, and Project Eternity takes a pre-rendered isometric point-of-view on the whole modern RPG situation.

All that in PC Gamer Podcast 332: Yo genre so old...

(Plus more weird tangents. Like Garfield.)

Have a question, comment, complaint, or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

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Follow us on Twitter:
@tyler_wilde (Tyler Wilde)
@omripetitte (Omri Petitte)
@AsaTJ (T.J. Hafer)
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Dishonored
Dishonored launch trailer


The rotting city of Dunwall is filled with mystery, but Dishonored's dystopian depiction of the once-great industrial empire might be the only glimpse we get of Arkane's stealth- and steampunk-infused excellence. In an interview Kotaku, Dishonored co-Creative Director Harvey Smith stated he "can't say" whether he'd like a continuation of the neck-stabbing, maid-punting universe he helped design.

"Part of me would love to see future games leverage this world," he said. "And part of me would love it if the vault door was just closed, and that's it. This is your one view into the Empire of the Isles and into the city of Dunwall."

We came away mightily impressed from our time beneath Corvo's ghastly mask, but experiencing a full-fledged sequel could diminish Dunwall's strong identity by virtue of repetitive environments. Of course, Arkane's DLC plans involve branching out into other cities, characters, and nations in the Isles and beyond, so it's a fair bet we'll be honored with more Dishonored in the future.
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