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<?xml-stylesheet type="text/xsl" href="http://www.gameinformer.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Dishonored</title><link>http://www.gameinformer.com/games/dishonored/default.aspx</link><description /><dc:language>en-US</dc:language><generator>Telligent Community 1.5.134.12297 (Build: 5.5.134.12297)</generator><item><title>Blog Post: Violence solves everything, so does not doing it. </title><link>http://www.gameinformer.com/games/dishonored/b/user_reviews/archive/2013/05/11/violence-solves-everything-so-does-not-doing-it.aspx</link><pubDate>Sat, 11 May 2013 18:26:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2843372</guid><dc:creator>Corvo Attano</dc:creator><description>&lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;Dishonored is a game where versatility is key to every situation, and using all methods throughout makes it great. I agree for the most part of Gameinformer&amp;#39;s review, however I think that the stealth made the game a whole other level of great.&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;Lean function, by itself was fun to be honest. I&amp;#39;ve had many times in a stealth game where I&amp;#39;ve been caught trying to look around a corner. It&amp;#39;s great that I can see around corners in a game that isn&amp;#39;t third person. This allows more sneaking for the less experienced like me. Other essential stealth aspects are well used. Killing is fast and not super loud like it is in Deus Ex: Human Revolution, and non-lethal is a risker path at times because it takes just a little longer. After disposing of enemies in any way, you can get rid of their bodies by carrying them away. Many places below a balcony had mountains of bodies by the ends of levels. Attacking head on isn&amp;#39;t ideal but completely doable none the less. Parrying is a simple move and the amount of supernatural powers Corvo has allows for actual strategy in a head on fight in open areas.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;At first I thought this game was going to be open world, however disappointed at first I was pleasantly surprised at how huge levels were. The game might as well be open world considering there are SO MANY hidden notes for secret safes and rooms, through basic things like turning on a sink 3 times. It feels like easter eggs in a game. The basic power acquired in the game is known as Blink, and is a teleportation device for the majority of the game and helped scale across the buildings of Dunwall in a pinch. Speaking of which, the whole style of Dunwall is beautiful, yet imperfect. I agree with Gameinformer in the aspect that the graphics were unpolished and/or muddy at times. But that matters much less to me because of the rest of the games high qualities.&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;Repercussions of actions carry through the whole game, if you kill often and cause loud disturbances then chaos will be high which leads to more civilians dying of the plague in the game, hindering some paths you could&amp;#39;ve taken, now filled with swarms of rats or weepers. I find that this is quite a unique thing to do for gameplay and made my replay value for it much higher.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;As for the story and feel of the environment, the concept of revenge and greed is played out perfectly. Simplicity makes or breaks an action game, and this time it really worked because the simplicity of the story contrasts with the complexity of the gameplay. One big plot twist makes me, the player, actually seek revenge for getting screwed over. Once a game can make me feel for a main character that doesn&amp;#39;t even have a voice actor, I&amp;#39;m sold.&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;Many things in the game are upgradable through purchasing at your delightful blacksmithing genius, which I&amp;#39;m a sucker for. All of your weapons including spring traps, a pistol, a mini crossbow, and grenades can be made better in almost every aspect. Correspondingly your powers in the game are upgraded through doing optional side quests within missions and getting whale bone runes. Powers range from teleportation to having rat swarms eat carcasses of your enemies to cover your tracks. Very wholesome family fun right there.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;In conclusion, Dishonored is a unique gaming experience that takes me back to things like Thief, where stealth can be key but if your in a tight spot or have had enough with the annoying guards, straight forward fighting is still fun to use. A complete and original concept with a lovely story of revenge drives me to play more alone, but with all of it&amp;#39;s unique ways to play Dishonored is a gaming experience to keep ahold of forever. Plus, I am the main character, I&amp;#39;m pretty great, and I&amp;#39;m a badass on every level.&lt;/p&gt;</description></item><item><title>Blog Post: Excellent idea for new IP but left things to be desired.</title><link>http://www.gameinformer.com/games/dishonored/b/user_reviews/archive/2013/05/03/excellent-idea-for-new-ip-but-left-things-to-be-desired.aspx</link><pubDate>Fri, 03 May 2013 19:46:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2816062</guid><dc:creator>soulfly666</dc:creator><description>&lt;p&gt;The story and idea of this game and its characters are GREAT. &amp;nbsp;It is refreshing to see such unique well polished new IP. &amp;nbsp;However, certain aspects of the game left me unsatisfied. &amp;nbsp;Firstly, the enemy AI is extremely inconsistent. &amp;nbsp;There were sequences where you would be spotted a mile away when using abilities that should have you well hidden, and other sequences where you could walk right up to someone&amp;#39;s face and they don&amp;#39;t see you and you get stealth kills. &amp;nbsp;Also, a lot of the abilities were inconsistent as in you could use them in seemingly impossible situations and have them work well for you, but then a couple scenes later, use them when they would seem perfectly useable and they backfire in your face. &amp;nbsp;Various inconsistencies such as these left me a little unhappy with the game, but I certainly hope they make a sequel and it is even better. &amp;nbsp;Great storywriting and premise.&lt;/p&gt;</description></item><item><title>Blog Post: The next step down from Bioshock in FPS's</title><link>http://www.gameinformer.com/games/dishonored/b/user_reviews/archive/2013/05/02/the-next-step-down-from-bioshock-in-fps-39-s.aspx</link><pubDate>Fri, 03 May 2013 02:46:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2813820</guid><dc:creator>Tihspid</dc:creator><description>&lt;div&gt;  &lt;p&gt;Dishonored is a game that I bought mostly out of appreciation   for someone creating a new game that wasn&amp;#39;t a&amp;nbsp;sequel&amp;nbsp;to an already   successful franchise. I&amp;#39;m about tired of Call of Duty, Gears of War,   Halo, and Assassins Creeds.&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;It was a GREAT buy.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;If   you enjoy the kind of&amp;nbsp;ingenuity that Bioshock offers, then that alone   says you should play this game. It&amp;#39;s not often enough that game   companies call on the player to play through games in more than one   general way.&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;Almost every shooter on the market is generally, &amp;quot;start mission, kill bad guys, swap weapons (if you want), rinse and repeat&amp;quot;.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;NOT THAT THERE&amp;#39;S ANYTHING WRONG WITH THAT.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;But Dishonored offers the player the option &amp;nbsp;to play through the ENTIRE game without killing a single guard.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;While at the same time giving you powers and weapons to make killing dozens of guards a very, very tantalizing option.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;You   play as Corvo the protector of the Empress, and you get framed for the   untimely death of, you guessed it, the Empress. The rest of the plot is   filled with twists and turns that I won&amp;#39;t give away.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;To be completely honest, the gameplay and settings make the storyline almost optional.&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;While   there are some guilt ridden moments where you choose between killing or   not killing a key character. For the most part, Dishonored is driven by   perfectly executed abilities and swordplay and open-ended exploration   in a withering city.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;p&gt;And the city is Dunwall&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;Dunwall   is a plague filled city in the&amp;nbsp;Elizabethan time period. With one   difference. Dunwall has harnessed the power of whale oil, giving the   city a futuristic boom in technology. A lot of Half Life&amp;nbsp;reminiscent   machines and enemies are a product of that.&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;The   city itself is beautiful in a kinda disgusting, plague-y, rat infested   sort of way.&amp;nbsp;&amp;nbsp;Streets are littered with trash while buildings belonging   to higher ups seem&amp;nbsp;pristine&amp;nbsp;and proper. Think French Revolution.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;Each   setting in Dunwall is a huge enjoyment to explore and plunder for Runes   and Bone Charms, which act as upgrades for yourself and your powers.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;Your powers, are what separate you from the typical Dunwall guard.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;Given to you by someone known only as &amp;quot;The Outsider&amp;quot;, they are the pinnacle of Dishonored.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;Blink,   is the first ability you get. And it is without a doubt the most   flawless teleport to be in a game since Shadowrun. If this was the only   ability in Dishonored I would still play it and enjoy it just as much.&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;But   they didn&amp;#39;t stop at blink, other powers include stopping time,   possessing animals, and summoning a swarm of rats, amongst others. All   fitting the game perfectly, never seeming over-powered and melding well   with the games core concept. Blending these powers with excellent sword   play is some of the most fun I&amp;#39;ve in a while.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;Dishonored did have some rough patches for me though...&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;For   a game based on stealth, &amp;nbsp;mechanics were a little off for the AI.   Randomly spotting you across the map and blowing your cover, pathways   often led to a guard walking into walls for no reason, and the   introduction of search hounds is very clumsily executed.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;Go   play this game, it is a breath of fresh air in a repeating cycle of   boring FPS&amp;#39;s. I became&amp;nbsp;attached&amp;nbsp;to Dunwall and it&amp;#39;s dirty residents, I   loved the powers and how they melded to my style of play, and the   mixture of stealth and action this game brought to the table was ideal.   Those 3 reasons are strong enough for me to play through it again and   again.&lt;/p&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;/div&gt;</description></item><item><title>File: Dishonored: The Knife of Dunwall </title><link>http://www.gameinformer.com/games/dishonored/m/dishonored_media/2752768.aspx</link><pubDate>Wed, 17 Apr 2013 20:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2752768</guid><dc:creator>Joe Juba</dc:creator><description>Dishonored: The Knife of Dunwall </description></item><item><title>File: Dishonored: The Knife of Dunwall </title><link>http://www.gameinformer.com/games/dishonored/m/dishonored_media/2752767.aspx</link><pubDate>Wed, 17 Apr 2013 20:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2752767</guid><dc:creator>Joe Juba</dc:creator><description>Dishonored: The Knife of Dunwall </description></item><item><title>File: Dishonored: The Knife of Dunwall </title><link>http://www.gameinformer.com/games/dishonored/m/dishonored_media/2752766.aspx</link><pubDate>Wed, 17 Apr 2013 20:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2752766</guid><dc:creator>Joe Juba</dc:creator><description>Dishonored: The Knife of Dunwall </description></item><item><title>File: Dishonored: The Knife of Dunwall </title><link>http://www.gameinformer.com/games/dishonored/m/dishonored_media/2752765.aspx</link><pubDate>Wed, 17 Apr 2013 20:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2752765</guid><dc:creator>Joe Juba</dc:creator><description>Dishonored: The Knife of Dunwall </description></item><item><title>File: Dishonored: The Knife of Dunwall </title><link>http://www.gameinformer.com/games/dishonored/m/dishonored_media/2752764.aspx</link><pubDate>Wed, 17 Apr 2013 20:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2752764</guid><dc:creator>Joe Juba</dc:creator><description>Dishonored: The Knife of Dunwall </description></item><item><title>File: Dishonored: The Knife of Dunwall </title><link>http://www.gameinformer.com/games/dishonored/m/dishonored_media/2752763.aspx</link><pubDate>Wed, 17 Apr 2013 20:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2752763</guid><dc:creator>Joe Juba</dc:creator><description>Dishonored: The Knife of Dunwall </description></item><item><title>File: Dishonored: The Knife of Dunwall </title><link>http://www.gameinformer.com/games/dishonored/m/dishonored_media/2752762.aspx</link><pubDate>Wed, 17 Apr 2013 20:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2752762</guid><dc:creator>Joe Juba</dc:creator><description>Dishonored: The Knife of Dunwall </description></item><item><title>File: Dishonored: The Knife of Dunwall </title><link>http://www.gameinformer.com/games/dishonored/m/dishonored_media/2752761.aspx</link><pubDate>Wed, 17 Apr 2013 20:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2752761</guid><dc:creator>Joe Juba</dc:creator><description>Dishonored: The Knife of Dunwall </description></item><item><title>File: Dishonored: The Knife of Dunwall </title><link>http://www.gameinformer.com/games/dishonored/m/dishonored_media/2752760.aspx</link><pubDate>Wed, 17 Apr 2013 20:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2752760</guid><dc:creator>Joe Juba</dc:creator><description>Dishonored: The Knife of Dunwall </description></item><item><title>File: Dishonored: The Knife of Dunwall </title><link>http://www.gameinformer.com/games/dishonored/m/dishonored_media/2752759.aspx</link><pubDate>Wed, 17 Apr 2013 20:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2752759</guid><dc:creator>Joe Juba</dc:creator><description>Dishonored: The Knife of Dunwall </description></item><item><title>Blog Post: A Tale of Vengeance and Honor</title><link>http://www.gameinformer.com/games/dishonored/b/user_reviews/archive/2013/04/11/a-tale-of-vengeance-and-honor.aspx</link><pubDate>Thu, 11 Apr 2013 23:39:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2733827</guid><dc:creator>Tony Sansone</dc:creator><description>&lt;p style="text-align:center;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-01-44-49/2350.Dishonored.jpg" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&amp;nbsp;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&lt;span style="font-size:small;"&gt;Too many games today are content with the idea of funneling you down a corridor giving you a series of opposing heads to dispose of or blatantly point out that there is only one way to get from point A to point B. Try any other option and the results you will most likely get is complete and utter failure which in turn can lead to frustration with nothing to show for your troubles. While these design principles aren&amp;#39;t inherently bad, they have certainly been used more frequently then they should be and these common elements tend to get stale after playing many games that use them as a crutch over the course of 12-25 hour sessions (less if you count many military shooters). Dishonored is nothing like those games at all. It draws inspiration from classic titles such as Thief and Deus Ex, games that allowed the player to figure out their own solutions about how to solve the problems that were presented and provided many different outcomes for their own contrived solutions. Like those games, Dishonored gives the player enough tools to come up with multiple creative ways that allows them to decide how the different scenarios play out. Do you murder everyone in sight or only your target? What about finding ways to bypass your enemies without taking lethal action, even to the point of eliminating your targets through non-lethal means? Dishonored offers you those similar options and more and you&amp;#39;ll be hard pressed to find anything else like it in the contemporary game space.&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&lt;span style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&amp;nbsp;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:medium;"&gt;&lt;img border="0" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-01-44-49/5824.dishonored_2D00_dunwall_2D00_skyline_2D00_castles.jpg" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:x-small;"&gt;&lt;i&gt;&lt;span style="font-size:small;"&gt;Welcome to Dunwall. Come and stay awhile, why don&amp;#39;t you?&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&amp;nbsp;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&lt;span style="font-size:small;"&gt;The game takes place in the city of Dunwall, a Victorian-inspired setting that relies on whale oil to power most of its inventions and is going through a time of severe plague, civil unrest and corruption. It is brilliantly conveyed throughout the game that this is a place of gloom and despair and yet it pulls you in with looming, ominous buildings and mood setting weather effects. Each level provides a visual treat as no two levels look the same (even the one level you have to revisit at the beginning of the game) as the environments range from cloudy to sunny and most everything in between. &amp;nbsp;This isn&amp;#39;t the most graphically impressive game, but what it lacks in graphical fidelity, it more than makes up for it in its aesthetic appeal. A beautiful contrast in colors within the scenery and architectural designs that are reminiscent of 19th century London, yet create their own fascinating and dark allure that distills a foreboding uneasiness while oddly enough, instilling a vague sense of hope that permeates throughout the experience. The use of exaggerated character models that, surprisingly enough, fit into this sadistic and cruel world help bring it to life despite their cartoonish appearances.&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&amp;nbsp;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&lt;span style="font-size:small;"&gt;&lt;img border="0" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-01-44-49/1057.dishonored2.jpg" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:small;"&gt;&lt;i&gt;The Boyle&amp;#39;s dinner party is one of the most exciting parts of the game.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:small;"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&lt;span style="font-size:small;"&gt;The level design is also top notch. Exploring the world of Dishonored not only reveals more about it, much like the Bioshock games, but it also clearly shows the options available to you as you play.Many guards and citizens will impart clues about places and things that can be used to help you in your quest for vengeance such as a conversation that reveals that there are old underground passages or a note detailing the whereabouts of a prisoner that can aid you should you choose to free him. The game also shows many details that help illustrate any number of possible solutions without being overtly obvious (no glowing breadcrumb trails here). More often than not, if you can think of a solution it should be able to work with the right execution. Even on my first playthrough, I was already finding new ways to get to my goals and constantly taking note of my surroundings in the hope of trying them out on a different playthrough. Most importantly, there is no wrong way to play Dishonored. It&amp;#39;s flexibility to allow the player to do whatever they want to take out their targets and progress through the game is downright genius. Stealth is generally advised and is never a bad strategy, but it isn&amp;#39;t instantaneous death to go in guns blazing and slashing wildly at your foes like in other stealth based games (though you may want to save that for an easy run through).&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&amp;nbsp;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:small;"&gt;&lt;img border="0" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-01-44-49/5873.GoldenCat_5F00_Sniping.jpg" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:small;"&gt;&lt;i&gt;Getting the high ground always has its advantages for stealth and action players.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:small;"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&lt;span style="font-size:small;"&gt;But it wouldn&amp;#39;t be that much fun to wander the streets of Dunwall without any story or context and Dishonored certainly keeps you engaged. By finding notes and books around the environments, you can find out more about its twisted world. It is fascinating to find out more about what lies at the heart of Dunwall&amp;#39;s culture and pulls you into the experience by peeling back the layers of this troubled city.&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&lt;span style="font-size:small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&lt;span style="font-size:small;"&gt;Less can be said of the main plot and characters. A revenge story laden with conspiracy is not a bad premise, but Dishonored doesn&amp;#39;t do enough with its characters (aside of what you have to dig up in the games reading materials) to garner any hatred or affection for anyone in particular. Everything that happens is more to help move the story along, instead of getting you invested in the characters or their plight. It also doesn&amp;#39;t help itself in that most of the voice actors, besides Susan Sarandon (of&amp;nbsp;&lt;i&gt;Thelma and Louise &lt;/i&gt;fame), Chloe Grace Moretz (of &lt;i&gt;Kick-Ass &lt;/i&gt;fame)&amp;nbsp;and John Slattery (of&amp;nbsp;&lt;i&gt;Mad Men &lt;/i&gt;fame), create a rather dull and unenthusiastic performance that doesn&amp;#39;t do enough to &amp;nbsp;flesh out the characters or the circumstances surrounding them and fails to make anyone very appealing.&amp;nbsp;Even your main character, Corvo Attano, has little interaction with the characters outside of a few rudimentary dialogue choices that have no impact on the experience, despite the fact that Corvo is integral to the main plot. He is a walking contradiction as he acts as the avatar for the player&amp;#39;s actions without providing any meaningful interaction (unlike Commander Shepard in the Mass Effect series) and yet is an acknowledged character with a supposed identity and personality that is never explored or given a life of its own. It&amp;#39;s almost like the developers couldn&amp;#39;t decide between making a completely silent protagonist or create a main character for the player to identify with and drive the story forward to keep them intrigued (I really wish they had gone with the latter). The only exception to these flat and practically one dimensional characters is the Outsider as he adds a layer of mystery and magic to a world that is (for the most part) grounded and more focused on its political schemes. By the end of the game, you&amp;#39;ll be wondering more about his role in the narrative and the nature of his existence. It is the most fascinating part of the game and something I hope is explored in greater depth if Arkane Studios decides to make a sequel. Despite the fascinating ways the Outsider interacts with the narrative, &amp;nbsp;the other mentioned flaws with the story and the way it&amp;#39;s told keep it from reaching the same heights of something along the lines of Uncharted or Half-Life in its storytelling yet it is still satisfying and interesting enough to keep you through till the end.&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&amp;nbsp;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:small;"&gt;&lt;img border="0" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-01-44-49/5661.Dishonored_2D00_The_2D00_Outsider.jpg" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:small;"&gt;&lt;i&gt;The Outsider is as cryptic as he is creepy.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:small;"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&lt;span style="font-size:small;"&gt;Luckily, where Dishonored really shines is in its gameplay. I previously mentioned that there are many different options in how to tackle your objectives, but it is the tools that the game gives you that make it so exciting to explore the different options. By unlocking a set of magical powers that allow you to do things like teleport at the speed of light or see enemies locations through walls and acquiring unique weapons that range from the deadly (a mine that launches razor sharp strings in every direction) to the merciful (a crossbow that can launch sleeping darts) you are never hurting for options as you take down anyone who gets in your way. Choking guards from behind, stabbing them in the back, sneaking around them or facing them head on, your choices are varied and how you approach any situation is what makes it so engaging. However the game will keep track of you actions and will give you a high or low chaos rating at the end of every level. Chaos is measured by how much attention you attract from your enemies and how many people you kill (or don&amp;#39;t kill). At the end of the game, you are given one of two possible endings based on your level of chaos. This system is fairly forgiving as you can easily get low chaos so long as you choose the non-lethal ways to take out your main targets, remain as stealthy as possible and keep the killing of enemy characters to a minimum. My only complaint with the gameplay is that there are more options for lethal or high chaos play than the alternative. Many powers and weapons don&amp;#39;t really have any non-lethal uses and makes the decision to do a non-lethal playthrough all the more difficult. In addition, it doesn&amp;#39;t communicate to the player very well what decisions count as affecting your chaos score to make it higher or lower. Many times I got a higher chaos rating because a knocked out guard&amp;#39;s body I hid had somehow managed to find its way into shallow water where he eventually drowned.&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&amp;nbsp;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:small;"&gt;&lt;img border="0" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-01-44-49/0285.Dishonored-_2800_1_2900_.jpg" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:small;"&gt;&lt;i&gt;Combining your powers, weapons and things in the environment is the gameplay crux of Dishonored&amp;#39;s appeal.&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:small;"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:left;"&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="font-size:small;"&gt;Despite these minor grievances, Dishonored is a game that puts choice back into the hands of the gamer and not in a way that is strictly good or evil. It gives a sense of freedom and wonderment to not only explore this fascinating and disturbing world, but to do so in any way the player chooses. One time through the game is relatively short, but I can practically guarantee that you will be back a second, if not a third time just to see how any given level can play out with a new decision. It is a refreshing take on an underused genre in a market saturated with games that point you down a corridor and say shoot. It feels good to be back in control of the game. &lt;/span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;span style="font-size:medium;"&gt;9.5/10&amp;nbsp;&lt;/span&gt;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&amp;nbsp;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&amp;nbsp;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&amp;nbsp;&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&amp;nbsp;&lt;/p&gt;</description></item><item><title>Blog Post: On Dishonored</title><link>http://www.gameinformer.com/games/dishonored/b/user_reviews/archive/2013/04/03/on-dishonored.aspx</link><pubDate>Thu, 04 Apr 2013 05:05:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2707100</guid><dc:creator>ham</dc:creator><description>&lt;p&gt;  &lt;p&gt;&amp;middot;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;  Concept: Get revenge  for being framed for the murder of the recently slain Empress as an  alternate-history supernatural assassin/elite bodyguard.&lt;/p&gt;  &lt;p&gt;&lt;/p&gt;  &lt;p&gt;&lt;span&gt;&amp;middot;&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;  &lt;/span&gt;&lt;/span&gt;Graphics: The &amp;ldquo;painting&amp;rdquo;  style is unique and cool. I like it, but that doesn&amp;rsquo;t mean you will. It lends  everything a somewhat cartoonish, smudged look, and it somehow makes everything seem all the more dark and treacherous.&lt;/p&gt;  &lt;p&gt;&lt;span&gt;&amp;middot;&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;  &lt;/span&gt;&lt;/span&gt;Sound: Good voice  acting, ambient noise was dutiful and well-executed. Nothing spectacular.&lt;/p&gt;  &lt;p&gt;&lt;span&gt;&amp;middot;&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;  &lt;/span&gt;&lt;/span&gt;Playability: Plays a  lot like Bioshock 2 with being able to use both hands, except one hand is  always consumed with the holding of your knife, which limits your magic AND  weapons to one hand only when being able to mix and match would have been  infinitely better.&lt;/p&gt;  &lt;p&gt;&lt;span&gt;&amp;middot;&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;  &lt;/span&gt;&lt;/span&gt;Entertainment: Awesomely entertaining. Unfortunately, going through and killing everyone with all the cool ways they give you to slaughter people (as, you know, a supernatural assassin) you get punished with the bad ending. But I still like it.&lt;/p&gt;  &lt;p&gt;&lt;span&gt;&amp;middot;&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;  &lt;/span&gt;&lt;/span&gt;Replay: Moderate - High&lt;/p&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;p&gt;The mechanics were well done, the movement pretty  clean. First person perspective was good to bring the action close to me and  really put me into the world, but like a lot of other reviewers, I think a  third person perspective option would have been so sweet. Do a double-jump  blink-fall onto the top of a Tallboy and stab him through the chest? Epic. In  third-person? Epoch. Haha. Just kidding. But seriously, it&amp;#39;d be really cool in  third person. (Overall, a 9.0)&lt;/p&gt;  &lt;p&gt;I liked the painting-esque graphics. (9.0) The load  times (PC) were remarkably pleasing and short. (10.0) Probably two or three  seconds at most. Rarely more.&lt;/p&gt;  &lt;p&gt;Dunwall was also very impressive. The design, the  places, the immersion, the random encounters: The pervy weapon mechanic peeking  at the maid in the bathtub;the Overseer protecting his sister against his  brother Overseers; the thugs fighting over a bag of gold from an Imperial  soldier. All the random stories and jokes and overheard conversations were  cool. The people were cool. The lore, the books, the notes. All cool. I  liked it. Very moody. Foreboding, even in the sunlight, like a world that had  moved on. Considering most of the places you went are condemned, plague-ridden,  or otherwise neglected/flooded, I am not surprised. &lt;/p&gt;  &lt;p&gt;It does make me wonder  though, as I see the immense city skyline every time I board a boat: where is  everyone? Dead? Everyone I met was a person to kill, or a maid, or a faceless  noble. No real people. No city. No population. A few random people with names,  like Granny Rags. And then just enemies, and people who would call for help  from my enemies if they saw me stab one of my enemies in the neck. I really get no sense of the enormity of the  situation, because everywhere I went all of the NPC&amp;#39;s were either all allies, or, for most  intents and purposes (because I either had to avoid them or take them out  (violently or not)), enemies. I never got the impression that there was anyone  left besides guards. Or thugs. Same thing.  The rulers are constantly announcing things to the citizens--new bulletins, warnings,  and the like--so where are the citizens? (8.5, good, rich history but no people  to bring it to life)&lt;/p&gt;  &lt;p&gt;&lt;/p&gt;  &lt;p&gt;The powers. I must admit my disappointment. Only a  handful of powers. They could only be upgraded two levels, and they only  received tiny tweaks on that second and most powerful level. Summoning rats on  level one is a swarm of rats. On level two? It is a swarm of rats. Oh. It lasts  longer and eats people faster. Neat. Possession? Only on level two can you  possess humans. And you can never attack as them. You can only walk away and  interact with things. What is the point of this if I can&amp;#39;t possess a TallBoy  and blast the ants crawling down below? &lt;/p&gt;  &lt;p&gt;The low quantity, the short upgrade trees, and the  lack of options in customization of these powers let me down. Where is the  variation and choice? I thought this game was supposed to be full of options  and freedom and choice. But...it&amp;#39;s really not when you look in the powers menu. In the layout and progress of the game, hell yes, there is a ton of choice. But not so much with the powers. I feel like they would have been  better served to make the runes work much differently, akin to the Diablo III runes.&lt;/p&gt;  &lt;p&gt;Some examples: Instead of using the Outsider runes to  level up your powers, you level up your powers by visiting the Outsider Shrines  and communing with the Outsider (who I will also get to). Once you get to a shrine, he unlocks a power for you. Say you pick Ratswarm. Now you go off, and you still find runes in the game, and these runes  can be used to modify a skill. &lt;/p&gt;  &lt;p&gt;So you find a rune. Ratswarm can turn into: Giant Rat, or Flying  Rats, or Acid Rats, or Life-Stealing rats. Blink turns into Decoy-Blink, which  leaves a decoy of you behind just in case you had been seen and were trying to  escape (the decoy would not be detectable if you had not already been  detected). Blink could also be climb-blink, which increases the height at which  you can Blink and still climb up to the top of a wall or ledge; it could be  Far-Blink, increasing the distance you are able to blink from, or Hidden-Blink,  which makes you invisible for one second after blinking to a place. There could  be seven runes for each skill. The Windblast power? Hahaha, oh the possibilities! What  about Fireblast (or any other element) which would set enemies on fire while  knocking them back (ice would freeze, electricity would stun, etc)? Bladeblast  to impale enemies as it knocks them back? Bulletblast to gib a large group in  one shot? OOOH! RATBLAST! Launches a writhing sack of rats at enemies, which  knocks them back and then the rats pour out and begin to devour them. Awesome idea, right?. And  so on for each skill. Just some ideas that I wish I could have seen instead of  what we got.&lt;/p&gt;  &lt;p&gt;&lt;/p&gt;  &lt;p&gt;Additionally, you are further limited in the use  of your powers by being forced to have a knife in your right hand at all times.  For a game that rewards non-violence, they are pretty insistent that you wield  a killing object. Just in case. Right? Except that this limits my ability to be  stealthy. What if I wanted Dark Vision and Blink in my hands, for seeing and  traveling while being sneaky? Why do I have to switch back and forth? The  arbitrary choice of making only my left hand (the one with the symbol) be able  to do magic? What if I wanted to go in guns blazing, incendiary bolts in one  hand, exploding bullets in another, against a pack of TallBoys? Sure it&amp;#39;s  probably suicide, but the developers said I could play any way I wanted. I  guess not. I think a better idea would have been to take a page out of Bioshock 2/Infinite&amp;#39;s book and allowed both hands to be used for whatever I wanted, one for weapons/tools and one for magic. The knife would be one of the weapons, and I could choose it at will. Or even better, like Skyrim they could have allowed a true mix-and-match of all tools, weapons, and abilities in whatever  hand I wanted.&lt;/p&gt;  &lt;p&gt;Another thing about being forced to hold a knife&amp;mdash;for  a game that claims to place the player in the shoes of an alternate-history  supernatural assassin, this game certainly punished violence quite obviously in  the way the endings are presented. If I&amp;rsquo;m not allowed to kill people in order to  get the &amp;ldquo;good&amp;rdquo; ending, then why call him an assassin? Why not call him an elite  guard? Or a knight? From the advertisements and gameplay videos, all I saw was  slaughtering minion after minion, yet if you do this in the game you get more &amp;ldquo;chaos&amp;rdquo;  and the game literally becomes more difficult (there are more rats and plague  victims) and darker. That&amp;rsquo;s like playing Assassin&amp;rsquo;s Creed and pulling a Solid  Snake and choking people out instead of stabbing them through the eye. I didn&amp;rsquo;t  want to play Thief. I wanted to play as an &lt;span style="text-decoration:underline;"&gt;assassin&lt;/span&gt;. Assassins kill  people. Don&amp;rsquo;t make a game about an assassin and then turn around and punish  players for killing! &lt;/p&gt;  &lt;p&gt;And all the unanswered questions (mostly about the  Outsider or events surrounding him):&lt;/p&gt;  &lt;p&gt;&lt;span&gt;&amp;middot;&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;  &lt;/span&gt;&lt;/span&gt;Who/what is the  Outsider? A God? Where is his opposite? Is he the only God? How does he have  powers? What are these powers? How did he get them? Why does he choose specific people (Daud, Corvo,  Granny Rags)? Why does he give different people different powers (Daud can  empower his minions, and hold you in place or bring you closer to him)? Why  does he do this?&lt;/p&gt;  &lt;p&gt;&lt;span&gt;&amp;middot;&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;  &lt;/span&gt;&lt;/span&gt;Who is Granny Rags?  How is she quasi-immortal and how did she come across the cameo that give her  this power? (The Outsider, I know, but how? When?)&lt;/p&gt;  &lt;p&gt;&lt;span&gt;&amp;middot;&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;  &lt;/span&gt;&lt;/span&gt;Same questions for  Daud--who is he, when did he meet the Outsider, and all that. ( I guess they answer this in the DLC, huh? Sweet )&lt;/p&gt;  &lt;p&gt;&lt;span&gt;&amp;middot;&lt;span&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;  &lt;/span&gt;&lt;/span&gt;Who was the Lord  Regent talking to when he made his confession on audio-tape about bringing in  the plague, and why would it ever be recorded? (I&amp;#39;m supposed to believe that a  man cautious and insane enough to order the murder of his own empress would  allow an audio-tape clerk (the PA Announcer guy) to hear such things? Or that  he would even keep such a tape with such incriminating evidence? He is so  concerned with evidence against Corvo, including his body, the confession--and  yet he confesses to bringing the rats (the very crime he was trying to hide by  killing the Empress) and keeps it in a safe? A safe to which the combination  was seen by the afore-mentioned audio-tape clerk. No. I don&amp;rsquo;t buy it. Lame.)&lt;/p&gt;  &lt;p&gt;Overall, the game is good. I bought it and am one hundred percent pleased and would do it again. But it could have been ten  times better with just a bit more freedom and choices in terms of powers, which  hands hold what items, and the fatal/non-fatal approach business. I was also  displeased with the lack of information on the Outsider, who is the single  driving force in the game. Without the Outsider, there is no magical Corvo, and  no game, yet he is left largely unexplained.&lt;/p&gt;  &lt;p&gt;That is all for now.&lt;/p&gt;  &lt;/p&gt;</description></item><item><title>Blog Post: A brilliantly made game, with flaws.</title><link>http://www.gameinformer.com/games/dishonored/b/user_reviews/archive/2013/03/01/a-brilliantly-made-game-with-flaws.aspx</link><pubDate>Fri, 01 Mar 2013 17:53:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2624278</guid><dc:creator>Gnidruh</dc:creator><description>&lt;p&gt;After completing Dishonored I played it a second time and both times I had a lot of fun. Dishonored is probably one of the most surprisingly good games out there and anyone who is a fan of Assassins Creed or Metal Gear Solid will love its stealth mechanics. Those who are worried that the stealth is too easy in Dishonored can relax, it is very tricky to remain hidden and there is a lot of planning involved, it is possible to just go running in and decapitating every thing in the room, but there are two problems with this. First of all the enemies are pretty hard to kill in combat and it&amp;#39;s possible to die continuously. The second problem is that the combat isn&amp;#39;t as exciting as sneaking from A-B. The way you play changes the outcome of the game, if you decide to not kill everything in your path the outcome of the game will be good or if you decide to be a cold-blooded killer the outcome of the game will be bad.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;There is no doubt that Dishonored looks fantastic, but you wish that it looked just slightly better. A lot of the textures are lacking and the characters look slightly bland. But the world looks absolutely brilliant.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;The voice acting is pretty bad and should have been a lot better. But the sound FX are fantastic and the soundtrack is also pretty good.&lt;/p&gt;  &lt;p&gt;Despite the games flaws, it is still one of the best games of 2012 and fans of stealth will love this and the same goes for anyone looking for something new.&lt;/p&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;</description></item><item><title>Blog Post: Awesome Dishonored</title><link>http://www.gameinformer.com/games/dishonored/b/user_reviews/archive/2013/02/22/awesome-dishonored.aspx</link><pubDate>Fri, 22 Feb 2013 13:59:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2605373</guid><dc:creator>Michael Nave</dc:creator><description>Dishonored is a great game. It has amazing storyline and it has great controls. Also, i love how you can use pretty much anything you can get in or on to help you complete your mission. I recommend this game to anyone.</description></item><item><title>Blog Post: RFXRage's Review of Dishonored </title><link>http://www.gameinformer.com/games/dishonored/b/user_reviews/archive/2013/02/03/rfxrage-39-s-review-of-dishonored.aspx</link><pubDate>Sun, 03 Feb 2013 20:59:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2556382</guid><dc:creator>RFXRage</dc:creator><description>&lt;p&gt;&lt;img src="http://www.gamepur.com/files/imagepicker/6/dishonored-wallpaper-2.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;Rarely in today&amp;#39;s industry does a new IP break through the wall of games more established such as Halo or Assassin&amp;#39;s Creed, but in the case of Dishonored, it is proven that that such an event still occurs. Dishonored is a fresh breath of originality and creativity infused with addictive gameplay and a variety of ways to play. For those of you who have long tired of playing the same series of games year after year, Dishonored will become the game for you.&lt;/p&gt;  &lt;p&gt;&lt;img style="max-width:610px;" src="http://images.wikia.com/dishonoredvideogame/images/8/83/Dishonored-wallpaper.jpg" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;As always, the story component of a game is very important to the quality of a game. Dishonored&amp;#39;s story is one of betrayal and revenge. Corvo Attano, the royal protector, is framed for the murder of the empress of Dunwall, Jessamine Kaldwin, and is then sentenced to public execution for &amp;quot;his&amp;quot; heinous act of treason. However, through the aid of the &amp;quot;loyalists,&amp;quot; a group still loyal to the Kaldwin family, Corvo escapes prison and begins his plot to exact revenge upon those who wronged him while preparing to forcibly have the late empresses&amp;#39; daughter Emily Kaldwin retake the thrown. Throughout Corvo&amp;#39;s revenge driven quest, he routinely interacts with a mythical being named &amp;quot;The Outsider.&amp;quot; The Outsider is oddly intrigued by Corvo and grants him magic powers ,such as the ability to stop time, to help along his quest. This relationship between the Outsider and Corvo was an odd, but interesting thing to experience. As the story delves deeper, there are some unforeseen twists throughout the story that I found to be especially surprising, but for the sake of preventing any spoilers, I&amp;#39;m just going to stop there.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&lt;img style="max-width:610px;" src="http://www.wallpaperswala.com/wp-content/gallery/dishonored/dishonored_game-poster.jpg" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;What makes Dishonored&amp;#39;s story particularly unique to play through is the way that the story plays out according to your actions. There are basically two ways to go through the game, you can either play through the game with mercy and stealth (low chaos) or you can leave a bloody path of destruction in your wake (high chaos). Which ever way you choose, your actions will have consequences. For instance, if you choose to kill everything you see, which you have to do at some point to obtain the full experience, the environment of the game will respond by having more plague rats scuttling around the streets of Dunwall, far more weepers (infected people) roaming back alleys and abandoned apartments, and far more difficult scenarios such as how Corvo must assassinate Lord Regant Burrows who will hide in a fortified compound out of fear. If, however, you play more discreetly, plague rats will be far less common, the weepers will simply be normal people, and scenarios will usually be much easier such as how Lord Regant Burrows will instead simply be in his chambers in an unpanicked state. Playing both ways is necessary to gain the full experience, plus it&amp;#39;s fun anyways.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&lt;img style="max-width:610px;" src="http://www.10wallpaper.com/wallpaper/1920x1080/1207/Dishonored_Game_HD_Wallpaper_09_1920x1080.jpg" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;However, what I find to be the most intriguing in Dishonored is the concept of Dunwall CIty. Dunwall is a city caught in the middle of the future and the past on the brink of collapse, plague is running rampant through the streets and its citizens are beginning to go mad with fear. By simply looking around at the decaying city, it is relatively easy to tell that the people of Dunwall and Dunwall itself has gone through very troubling times. To make matters more difficult to cope with, Dunwall has just begun the early process of an industrial revolution because of the discovery the potent and lucrative effects of whale oil. Much of Dunwall seems to be somewhat primitive, reminiscent of an old England, but yet new inventive technologies that sharply contrast this old England feel are scattered across the city. These new, frightening technologies such as &amp;quot;the wall of light&amp;quot; and &amp;quot;tall boys&amp;quot; are being used to keep the population under control. However, some are still holding onto aspects of the past. Magic and other Outsider related things are still prevalent although they are now outlawed. The combination of these things makes for a very hectic and chaotic environment to say the least.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&lt;img style="max-width:610px;" src="http://images.alphacoders.com/268/268823.jpg" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;Furthermore, a particularly striking aspect of the city is the contrasting &amp;quot;factions&amp;quot; that inhabit it. There are basically four factions: the Overseers, the City Guard, the Assassins, and Slackjaw&amp;#39;s Gang. These groups are all basically at war or at least despise each other to an extent. The Overseers are a antimagic religious type group that are in constant conflict with the Assasins who use magic to their advantage and strongly believe in the Outsider. The Overseers are also in an trust lacking alliance with the City Guard who are steadfast in the prevention of Slackjaw&amp;#39;s Gang gaining control over territories in Dunwall. This square of conflict between the four groups is hectic enough, but then add a vengeful assassin into the mix and now only pure chaos exists. I never tired of watching other faction war over each other and then jumping in to finish off the stragglers.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://images.wikia.com/dishonoredvideogame/images/5/51/Fighting_an_Overseer.jpg" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;There is, however, one thing lacking in all this, the characterization of the main characters. I simply found that most, if not all, the characters were generally broad and without memorable personalities. There&amp;#39;s the betrayed, vengeful assassin, the corrupt, power hungry adviser to the throne, the scientist who lacks morals, etc, etc, etc. The point is that all of these characters types have been used in countless different stories and thus are not really unique. Take Corvo for instance, he was pretty much a static character throughout the entire game. There was never any type of emotional change in him, he never spoke, there were very few gestures, there just simply was not a lot to go off of besides what others said about him. This, however, is not nearly as effective at painting a character then if the character actually did things that showed their true personality.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;Although there was a lack of characterization, the gameplay of Dishonored more than made up for it. Corvo has access to a wealth of weapons and magic abilities that allows Dishonored to excel at both stealth based gameplay and action gameplay alike. These weapons consist, but are not limited to, a retractable sword, pistol, crossbow, grenades, the ability to stop time, call in an army of rats, or even take possession of people. This variety in deadliness allows the player to assess a situation in numerous ways. You could have Corvo stealth assassinate everyone with his blade while taking out ranged targets silently with a crossbow or you could simply charge in with all the abilities at your disposal. Moving at the speed of light with blink to close the distance between a guard and yourself for a quick sword kill, stopping time, and then firing three cross bow bolts into the faces of the remaining guards in less then a second can be an amazing experience.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&lt;img style="max-width:610px;" src="http://images7.alphacoders.com/315/315332.jpg" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;The complexity of Corvo&amp;#39;s fighting skills is where I believe some people find disfavor in this game. At first, it can be some what difficult to master the combat abilities of Corvo, as if there is a slight learning curve, but once you do master combat, the rewards are gratifying. Corvo is by no means durable, thus you have to pick your spots. At first when you are faced with a fight, death will become a common outcome because of the unfamiliarity of the game. It&amp;#39;s not like a FPS where if you have played one, you basically know how to play them all. You&amp;#39;re going to have to learn all of the little details of the game such as the right time to blink to avoid being shot or how to take down a tall boy before getting incinerated by fire arrows. The more you play Dishonored, the more familiar you will become with different combat situations, the better you&amp;#39;ll become at the game, and the more fun it will become to play.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&lt;img src="http://nuevebits.es/wp-content/uploads/2012/11/Corvo-Attano-Dishonored-Wallpaper-by-Andrew-Mironov.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;As with all games, however, Dishonored does have it&amp;#39;s flaws. The most common complaint about Dishonored is that the campaign is relatively short. This is undeniably true, but since the game has so many different options of how to play and changes according to how you play, multiple playthroughs are necessary for the full experience. As previously stated, some more characterization would have been beneficial to the game. Some minor additions to combat would have also been welcome. An ability to roll would have made Corvo feel like a more agile fighter as he is meant to be. It can be rather difficult to avoid incoming bullets so this ability to roll could have been useful to rolling into cover quickly instead of trying to blink everywhere. Corvo&amp;#39;s massive amount of abilities also created one problem, there was no way to use them all. Since there are only four hotkeys, unless you wanted to open the menu which I personally despise doing, you could only use four different abilities or weapons mid combat. Allowing immediate access to more abilities mid combat would have made the experience that much better.&amp;nbsp;&lt;/p&gt;  &lt;p&gt;All in all, however, Dishonored was quite an enjoyable new experience. The gameplay and environment were all unique, the opportunity to play in multiple ways, the intriguing environment, and the ability to affect the story with your actions all contributed to this enjoyable experience. After finishing Dishonored for the third time this past week, I have but one question, how long until the sequel?&lt;/p&gt;  &lt;div&gt;&lt;/div&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;</description></item><item><title>Blog Post: Dishonored - The Power of Player Freedom</title><link>http://www.gameinformer.com/games/dishonored/b/user_reviews/archive/2013/01/21/dishonored-the-power-of-player-freedom.aspx</link><pubDate>Mon, 21 Jan 2013 19:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2522781</guid><dc:creator>Cameron Koch</dc:creator><description>&lt;p&gt;Player choice and freedom is an idea many video games try  desperately to capture. Ultimately, the vast majority fail, instead only  offering brief glimpses of what a game could be like if it truly let you play  it your way.&lt;/p&gt;  &lt;p&gt;Dishonored is not one of those games. In the dark, steam  punk, rat plague ridden port city of Dunwall, developer Arkane Studios gives you, the player,  incredible power. Better yet, they give you freedom to do whatever you want  with it.&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;img src="http://i.imgur.com/ptJoZ5o.jpg" width="500" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;Players done the mask of one time royal bodyguard turned  assassin Corvo. After a bloody coup that leaves the empress you swore to  protect dead and her daughter stolen, you are framed for the deed and  imprisoned. After a daring prison escape you learn of a resistance aimed at  removing the conspirators who captured the throne. From there the game is a  series of daring assassination missions on key targets, paving the way for the  return of the rightful heir to the throne of Dunwall. &lt;/p&gt;  &lt;p&gt;Every mission sends players to a large, open ended  environment. Aside from a few clues, it&amp;#39;s up to you to piece together the best  way to eliminate the selected target. First you have to figure out how to get there,  which is where the real beauty of Dishonored&amp;#39;s gameplay comes in.&lt;/p&gt;  &lt;p&gt;Central to the Dishonored experience is the Blink ability.  Corvo&amp;#39;s first magical gift from the Outsider, Blink allows players to navigate  huge gaps of space in the blink of an eye. Warping across rooftops or quickly  appearing behind an unsuspecting guard can be done instantly, eliminating the slow  and methodical pace many games with an emphasis on stealth suffer from. Combine  the Blink ability with the open environments and multiple ways to reach and  accomplish each objective and you have a freedom that is almost unheard of in  video games, aside from pioneers such as Deus Ex.&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;img src="http://i.imgur.com/Avh66Np.jpg" width="500" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;A variety of tools are at the player&amp;#39;s disposal. Corvo,  being a bodyguard, is skilled with both swords and guns, and thanks to a little  visit from the mysterious otherworldly presence known as the Outsider, he isn&amp;#39;t  half bad with magic either. &amp;nbsp;Stopping  time outright? No problem for Corvo, magician extroidinaire. Summon a swarm of  man eating rats? Easy. Possessing one of said rats? Done with the press of a  button. Players can find hidden Bone Charms that provide small passive bonuses  such as more mana regeneration or faster knock-out attacks, allowing you to  tune Corvo to your playstyle.&lt;/p&gt;  &lt;p&gt;Now combine all of this together and you begin to experience  the possibilities, and fun, of Dishonored. Should I possess a rat and sneak into  the Overseer&amp;#39;s office through a grate? What about Blinking up to the balcony,  stealing the key from a guard and opening the door? Or I could simply waltz up  to the heavily fortified front door and hack, slash, and shoot my way inside.  The choice is yours - there is no wrong way to play Dishonored.&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;img src="http://i.imgur.com/pI9jYY1.jpg" width="500" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;Except when there is. &amp;nbsp;My only real gripe with the game, aside from a  plot twist over half way through and a rather abrupt ending, is that though the  choice of playing the game your way is there, if you want a certain ending (of  which there are several) your play style must adapt accordingly. Killing  enemies in the game has consequences in how NPC characters react around you and  the state of the already dismal Dunwall. Players that kill with reckless  abandon will receive a much darker and more depressing ending than those who  snuck their way past every guard and performed the nonlethal options for  removing assassination targets. While the choice in how to play is yours, so  are the consequences. If you want the best ending, you really only have one way  to play the game; with the upmost stealth, essentially eliminating a large, and  satisfying portion of the game - the combat. Sword play involves well time  parries to be successful, making it hard to simply hack and slash ones way  through large groups of enemies. When combined with one of Corvo&amp;#39;s magical  abilities however, such as Stop Time, you can quickly become an unstoppable  force. &lt;/p&gt;  &lt;p&gt;Perhaps the true star of Dishonored is the richly detailed  world of Dunwall and all the interesting characters that inhabit it. Upon your  first encounter with the Outsider you are granted a strange and grotesque,  heart. This heart speaks to you, showing the locations of bone charms and  hidden runes used for upgrading your abilities. When pointed at an NPC, the  heart dives deep into the characters mind, revealing their inner thoughts,  experiences and thoughts. I spent at least an hour just learning the hidden  fears and ambitions of random NPC characters, even learning some very interesting  background information about some of the games more important characters.  Players can learn about the world of Dishonored and the city of Dunwall by  reading books and notes littered throughout the game. It&amp;#39;s there for players  who are into that sort of thing (I am) but is completely optional. I found the  steam punk/ whaling society beautifully detailed and realized. It truly felt  like a real place, filled with a rich history that adds greatly to the overall  experience.&lt;/p&gt;  &lt;p&gt;Dishonored is one of those rare games that truly is a joy to  play. It&amp;#39;s variety of refined gameplay and it&amp;#39;s simple but precise controls  combined with a detailed world setting evoke a near perfect mixture of gaming  nirvana that is part Deus Ex and part Bioshock. Arkane Studio knows that if you  give gamers the tools, they will figure it out how to play the game themselves.  It&amp;#39;s this trust and faith, to simply let gamers play the game, which makes the  game great. There is no hand holding in Dishonored, no right or wrong way to  accomplish any given task. There is only freedom - and all the fun that comes  with it.&lt;/p&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;</description></item><item><title>Blog Post: Good Game, but is kept from greatness by a few bad decisions </title><link>http://www.gameinformer.com/games/dishonored/b/user_reviews/archive/2013/01/14/good-game-but-is-kept-from-greatness-by-a-few-bad-decisions.aspx</link><pubDate>Mon, 14 Jan 2013 21:32:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2507666</guid><dc:creator>UntouchedBlaze</dc:creator><description>&lt;p&gt;&lt;span style="font-size:large;"&gt;Gameplay&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&amp;nbsp;&lt;/p&gt;  &lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;&lt;span style="font-size:medium;"&gt;Dishonered&amp;#39;s gameplay is great to say the least but certain things in it make it short of fantastic. The stealth is enjoyable and well done but often times enemy awareness seems strangely high. One of the main issues of the game is avoiding certain enemy types is ridiculously painstaking and time consuming. For example an enemy in the game known as an &amp;quot;assassin&amp;quot; has the same teleportation abilities as Corvo and can see ridiculously well. There is a mission in which the &amp;quot;assassins&amp;quot; and zombie-like &amp;quot;weepers&amp;quot; are your only enemy. If you are spotted by an &amp;quot;assassin&amp;quot; he will teleport over to you so he can attack you with his sword or he will throw some kind of throwing star. In either situation he is nearly impossible to hit because close range with at sword he dodges nearly all your attacks so your only option is the crossbow or gun.&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;My biggest complaint about the gameplay is the fact that if you are detected and don&amp;#39;t have any &amp;quot;sleep darts&amp;quot; it is impossible to disable your assailants without killing them and there is rarely a good place to hide in the cramped indoor spaces where most of your detections will occur. It would be nice to have some kind of weapon like brass knuckles or your fist so that you don&amp;#39;t have to kill an enemy if you are detected without &amp;quot;sleep darts.&amp;quot; zmy final complaint is with the &amp;quot;Tallboys&amp;quot; an enemy type that walks on stilts and is equipped with a compound bow and shoots fire arrows at you. The only way to defeat them is to kill them so you can&amp;#39;t knock them out. They&amp;#39;re on stilts so they can see you very easily even while on rooftops.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="font-size:large;"&gt;Story&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;&lt;span style="font-size:medium;"&gt;The story is only alright at it&amp;#39;s best moments. The flow of the story is done well, but mediocre writing makes it difficult to take in. The twist in the game is rather predictable and leads into one of the game&amp;#39;s most agitating missions. The best part of the story comes in the form of books found during missions and messages from the outsider found in select &amp;quot;runes.&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:medium;"&gt;&amp;quot; The world is well crafted and interesting to learn about.&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="font-size:large;"&gt;Graphics &amp;amp; Sound&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;&lt;span style="font-size:medium;"&gt;The graphics are good, but the sound is grating and voice acting isn&amp;#39;t good. The art style of the game is nice but when you have a conversation with a character their faces look really bad. Explosion effects are cool and if you&amp;#39;re not super stealthy you will get to see them a lot. Sadly enemies will clip through objects making the game look poorly done when it&amp;#39;s not a poorly done game by any means. The sound is good, but voice acting is passable at best. The lack of a soundtrack doesn&amp;#39;t make the game creepier it takes away from the overall experience and intensity of combat.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p&gt;&lt;span style="font-size:medium;"&gt; &amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;  &lt;h1&gt;&lt;span style="font-size:large;"&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="white-space:pre;"&gt; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h1&gt;</description></item></channel></rss>