Bethesda Announces ''Dishonored'' - New Game By Arkane Studios
2,972 replies, posted
Yeah the Boyle mission was pretty disappointing. It's the only one I really heard about before playing the game and it sounded interesting, like that one mission you replay every once in a while. But in the end I think it was the most boring and short mission in the game.
It's a shame because it could have been executed so much better.
mh, Boyle mission is actually my fave mission.
Although I agree that it could've been a bit better.
My favourite is Lord Regent or maybe *shock* Flooded District (it is the longest mission in the game).
I decided to record my next playthrough of Dishonored. Going for Ghost again since I didn't earn the achievement the first time. I'm not sure if anyone is even interested in watching me play the game but I figured I'd post it anyway. Not meant to be a super serious playthrough but maybe it'll help some people with their own stealth playthroughs and give them some tricks to help in their Ghost runs.
I'll be recording the missions as I play through them, right now it's just the prologue and first mission.
[media]http://www.youtube.com/watch?v=cgCT5wlYrig[/media]
[QUOTE=Nzdjh;38280103]I decided to record my next playthrough of Dishonored. Going for Ghost again since I didn't earn the achievement the first time. I'm not sure if anyone is even interested in watching me play the game but I figured I'd post it anyway. Not meant to be a super serious playthrough but maybe it'll help some people with their own stealth playthroughs and give them some tricks to help in their Ghost runs.
I'll be recording the missions as I play through them, right now it's just the prologue and first mission.
[media]http://www.youtube.com/watch?v=cgCT5wlYrig[/media][/QUOTE]
what difficulty are you playing on?
[editline]1st November 2012[/editline]
oh derp i didn't really look nevermind
You know what this game needs. Profiles. With their save system and random bone charm spawning I fear I overwrite some of my better runs.
[QUOTE=Marden;38307413]You know what this game needs. Profiles. With their save system and random bone charm spawning I fear I overwrite some of my better runs.[/QUOTE]
I think there is a pretty stupid save system in this game. They could have done what you suggested, or even anything would be better than what they have now.
How is their save system stupid? Just use seperate manual saves like any other game.
I haven't found the motivation to play through the game a second time. :(
I wish the game offered more; hopefully the DLC delivers.
It'd be neat if there was a way to randomize constraints for playthroughs so only certain magics and weapons were allowed.
Just beat the game on hardest. Very satisfied with it, ending song is pretty decent too. Got the low chaos ending, so it was generally pretty good even if the last level was kind of sudden of an end for someone doing mostly non-lethal.
Now time to play my bad-ass no survivors runthrough.
[editline]5th November 2012[/editline]
[QUOTE=Maloof?;38228564]Nah dark vision is pretty lame to be honest. I mean it can be useful, but really I prefer to sneak around and lean around corners and do it properly
Really it's not even that much easier with dark vision[/QUOTE]
I know I'm late but wow
Dark Vision is fucking essential if you are doing a ghost run. It was probably my most used spell besides blink
You can see enemy patrols before having to actually... SEE them, which lets you know which routes are safe to take and which ones are not.
It is incredibly useful to see what kind of enemy you are up against to ahead of time, as well as seeing if people are going to turn around or not. I.E. blinking into a window that is patrolled by a guard on occasion, is much much easier and much quicker to do when you use dark vision to help you plan out exactly where to blink to knock the guard out. Without dark vision, you basically go in blind, which is generally a bad idea unless you were going to kill the guy anyways and know you won't make sounds.
If you upgrade it, you not only see people but you see all the security systems (and where they are connected to so you know where to go to rewire it), all levers, all potions, etc. It's also very useful for speedy assassin runs, and the bone charm that quiets your footsteps. With those two you can systematically shut down enitre guard patrols quickly because you know exactly where you need to be to take them out in one hit and exactly when to casually walk past behind them.
I'd probably say possession was the least useful for me. Okay, I used it plenty on rats and such to get to rat tunnels and other such goodies but I never really found myself in an opportunity where possesion was a better things to do instead of stop time. The only time I found possession very useful outside of just getting into rat tunnels was near the end [sp]where you are going to pierro's work shop from the apartment building at the pub. Possessing a rat and walking all the way down the street to where the broken tower is makes getting by this area without being detected much easier, especailly since stop time will run out before you get to the other end.[/sp]
Stop time was probably the best power for me, the only reason why I never used it all the time was because it was damn expensive to cast all the time. It's great though because it totally gets you past every security measure, guard, etc. It's like a teleport where you can guide where you guide your exact spot you will end up in, especially if you combine it with blink.
[editline]5th November 2012[/editline]
[QUOTE=junker|154;38229243]I found that the Flooded District really did not fit the game at all for some reason, the pacing got a bit slow and I was quite confused. They should have thought of something different, the whole area and characters were really uninteresting to me. I really liked every level in the game except that one.[/QUOTE]
I thought the flooded district wasn't too bad. It wasn't nearly as cool and free form as say... the golden cat or the first assassination mission, especially since for most of the level you didn't even have a target, but it could have been a lot worse.
It was very clearly the "deep roads" level of the game (for those who are familar with dragon age origins). In that it was a bit more closed off and claustrophobic, the level was design almost crysis-2 styled (each area featured a small handful of linear paths to your objective), was darker than the rest of the game, and it was SUPER long. I feel like every game has the obligitory "grindy-er" level, or "water" level, or on-a-rail level, or whatever. Flooded district was definatly THAT level for dishonored.
But it was still plenty of fun to play through and explore, and you still had options on how to get by places for a good chunk of the level, so unlike the deep roads it didn't feel too much like a grind to get through. And fighting shadow guards is awesome. The only thing I really hated about that level were the somewhat large reliance on invisible walls, and the fucking river krusts that spat at you as long as you were in range of them. Fucking annoying when you are sneaking around and suddenly you get pelted with poison shots because you happen to have gotten within range of those weird things.
But overall I didn't hate it. It was nice to go on this long journey through the oddly pretty backwash of the city. They probably should have broken the mission up into two different parts though, because that level had like 10 different areas you had to go through before you beat it, and its the only level I know of in the game that flat out requires you to do backtracking in a couple of instances. At least with the other levels where you had to "back track" to your exit point, there were tons of ways in, and tons of ways out. To the point that it was pretty rare for me to exit the level using the same route as I entered it.
is [sp]the betrayal of corvo[/sp] something that happens on every runthrough, or just for the high chaos ending?
[QUOTE=inebriaticxp;38323151]is [sp]the betrayal of corvo[/sp] something that happens on every runthrough, or just for the high chaos ending?[/QUOTE]
Probably High Chaos.
If you play the game without using any health elixirs or spiritual remedies, can you develop the plague?
[QUOTE=inebriaticxp;38323151]is [sp]the betrayal of corvo[/sp] something that happens on every runthrough, or just for the high chaos ending?[/QUOTE]
It happens everytime.
[QUOTE=Jabberwocky;38323299]If you play the game without using any health elixirs or spiritual remedies, can you develop the plague?[/QUOTE]
It's explained (somewhere) that Corvo's mask protects him from the plague.
[QUOTE=KorJax;38319826]Just beat the game on hardest. Very satisfied with it, ending song is pretty decent too. Got the low chaos ending, so it was generally pretty good even if the last level was kind of sudden of an end for someone doing mostly non-lethal.
Now time to play my bad-ass no survivors runthrough.
[editline]5th November 2012[/editline]
I know I'm late but wow
Dark Vision is fucking essential if you are doing a ghost run. It was probably my most used spell besides blink
You can see enemy patrols before having to actually... SEE them, which lets you know which routes are safe to take and which ones are not.
It is incredibly useful to see what kind of enemy you are up against to ahead of time, as well as seeing if people are going to turn around or not. I.E. blinking into a window that is patrolled by a guard on occasion, is much much easier and much quicker to do when you use dark vision to help you plan out exactly where to blink to knock the guard out. Without dark vision, you basically go in blind, which is generally a bad idea unless you were going to kill the guy anyways and know you won't make sounds.
If you upgrade it, you not only see people but you see all the security systems (and where they are connected to so you know where to go to rewire it), all levers, all potions, etc. It's also very useful for speedy assassin runs, and the bone charm that quiets your footsteps. With those two you can systematically shut down enitre guard patrols quickly because you know exactly where you need to be to take them out in one hit and exactly when to casually walk past behind them.
I'd probably say possession was the least useful for me. Okay, I used it plenty on rats and such to get to rat tunnels and other such goodies but I never really found myself in an opportunity where possesion was a better things to do instead of stop time. The only time I found possession very useful outside of just getting into rat tunnels was near the end [sp]where you are going to pierro's work shop from the apartment building at the pub. Possessing a rat and walking all the way down the street to where the broken tower is makes getting by this area without being detected much easier, especailly since stop time will run out before you get to the other end.[/sp]
Stop time was probably the best power for me, the only reason why I never used it all the time was because it was damn expensive to cast all the time. It's great though because it totally gets you past every security measure, guard, etc. It's like a teleport where you can guide where you guide your exact spot you will end up in, especially if you combine it with blink.
[editline]5th November 2012[/editline]
I thought the flooded district wasn't too bad. It wasn't nearly as cool and free form as say... the golden cat or the first assassination mission, especially since for most of the level you didn't even have a target, but it could have been a lot worse.
It was very clearly the "deep roads" level of the game (for those who are familar with dragon age origins). In that it was a bit more closed off and claustrophobic, the level was design almost crysis-2 styled (each area featured a small handful of linear paths to your objective), was darker than the rest of the game, and it was SUPER long. I feel like every game has the obligitory "grindy-er" level, or "water" level, or on-a-rail level, or whatever. Flooded district was definatly THAT level for dishonored.
But it was still plenty of fun to play through and explore, and you still had options on how to get by places for a good chunk of the level, so unlike the deep roads it didn't feel too much like a grind to get through. And fighting shadow guards is awesome. The only thing I really hated about that level were the somewhat large reliance on invisible walls, and the fucking river krusts that spat at you as long as you were in range of them. Fucking annoying when you are sneaking around and suddenly you get pelted with poison shots because you happen to have gotten within range of those weird things.
But overall I didn't hate it. It was nice to go on this long journey through the oddly pretty backwash of the city. They probably should have broken the mission up into two different parts though, because that level had like 10 different areas you had to go through before you beat it, and its the only level I know of in the game that flat out requires you to do backtracking in a couple of instances. At least with the other levels where you had to "back track" to your exit point, there were tons of ways in, and tons of ways out. To the point that it was pretty rare for me to exit the level using the same route as I entered it.[/QUOTE]
I had a ghost-non lethal playthrough only using blink, had no trouble.
[QUOTE=KorJax;38319826]Dark Vision is fucking essential if you are doing a ghost run. It was probably my most used spell besides blink[/QUOTE]
I only used Dark Vision once or twice my entire playthrough, after the golden cat I just forgot about it.
Dark vision has saved me from many unpleasant encounters with weepers. They're easy enough to deal with, but have a tendency to make me jump.
Damn, Flooded district is possibly the hardest mission to get ghost on. I guess you really have to ignore Slackjaw's and Granny Rags' side missions.
[QUOTE=Marden;38327865]Damn, Flooded district is possibly the hardest mission to get ghost on. I guess you really have to ignore Slackjaw's and Granny Rags' side missions.[/QUOTE]
Agree to granny's deal, sleep dart slack and get the key, then run out of there.
[QUOTE=Kirbyfactor;38327995]Agree to granny's deal, sleep dart slack and get the key, then run out of there.[/QUOTE]
Or you could just choke hold granny rags, its the same thing. You don't really "alert" her or slackjaw in the context of being detected since it's kind of a psudo boss battle and slack is friendly to you (ghost rating only looks for the "alert!" awareness indicators popping up,and even then I think it only counts as being detected if you are fully detected).
[QUOTE=KorJax;38328482]Or you could just choke hold granny rags, its the same thing. You don't really "alert" her or slackjaw in the context of being detected since it's kind of a psudo boss battle and slack is friendly to you (ghost rating only looks for the "alert!" awareness indicators popping up,and even then I think it only counts as being detected if you are fully detected).[/QUOTE]
Chocking granny makes her go into fight mode, you'll be more likely to be spotted.
Yeah, choking Granny just starts the battle. I like the idea with sleepdarting Slacky though.
just got this.
GOTY. i can't stop playing it :v:
[QUOTE=Marden;38329318]Yeah, choking Granny just starts the battle. I like the idea with sleepdarting Slacky though.[/QUOTE]
Well I did "the battle" and still got ghost at the end of the mission
Ghost only applies if someone is "alerted" to your presence. You aren't alerted to either of their presences in that little fight, because they know you are there anyways, and they aren't immediately hostile to you. It's the same thing with walking past the group of citizens in the sewers later on in that level - they aren't "alerted" to you being there like weepers and guards are, so therefore they don't count twoards ghost.
Of course if you want to super-ghost it despite what the game says in a classic fashion, then yeah sleep darting in and out is a good way to do that.
[QUOTE=KorJax;38329545]Well I did "the battle" and still got ghost at the end of the mission
Ghost only applies if someone is "alerted" to your presence. You aren't alerted to either of their presences in that little fight, because they know you are there anyways, and they aren't immediately hostile to you. It's the same thing with walking past the group of citizens in the sewers later on in that level - they aren't "alerted" to you being there like weepers and guards are, so therefore they don't count twoards ghost.
Of course if you want to super-ghost it despite what the game says in a classic fashion, then yeah sleep darting in and out is a good way to do that.[/QUOTE]
The civilians in the sewers got killed by river krusts in my playthrough. Counted as my kills, though :(
Outsider's eyes, I want the dlc now!
Concerning the Outsider.
[sp]We all can agree that the clues in the game suggest he is a huge whale under the sea?[/sp]
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