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	<title>Comments on: Disshonored: Dishonored.</title>
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	<description>Science, gaming, and all things in between.</description>
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		<title>By: Thoughts: Dishonored 2 &#124; The Scientific Gamer</title>
		<link>https://scientificgamer.com/disshonored-dishonored/#comment-33768</link>
		<dc:creator><![CDATA[Thoughts: Dishonored 2 &#124; The Scientific Gamer]]></dc:creator>
		<pubDate>Mon, 21 Nov 2016 11:00:54 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2489#comment-33768</guid>
		<description><![CDATA[[&#8230;] a big enough man to admit that my review of the original Dishonored was a little on the harsh side. Indeed, it was deliberately so, since I felt at the time that the [&#8230;]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] a big enough man to admit that my review of the original Dishonored was a little on the harsh side. Indeed, it was deliberately so, since I felt at the time that the [&#8230;]</p>
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		<title>By: vtastek</title>
		<link>https://scientificgamer.com/disshonored-dishonored/#comment-3100</link>
		<dc:creator><![CDATA[vtastek]]></dc:creator>
		<pubDate>Sun, 18 Nov 2012 01:51:45 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2489#comment-3100</guid>
		<description><![CDATA[&quot;There is no choice on the player’s part about whether or not these people should die&quot;
We clearly played different games, I killed whoever I wanted and spared anyone I wanted.

I think what you were thinking was:
&quot;There is no dialog on the character&#039;s part about whether or not these people should die.&quot;

I thought Dishonored showed actions speak lauder, that we don&#039;t need dialog options to have choice. I don&#039;t think any number of dialog options would cover my unique moral approaches to the NPCs in this game.

PS. I killed all thugs(except Slackjaw), Granny, all assassins, occasional guards, all targets except Lady Boyle, Lord Regent and Royal Torturer and still got the low chaos ending. 

I ignore moral systems in games and I hate forced moral consequences based on a game developer&#039;s moral views. Games should acknowledge that people have different moral values. Best way to implement this: moral judgments should be made by individual in-game characters who hold different moral values, not by the game globally. Dishonored&#039;s non-judgmental chaos mechanic is still a better solution.]]></description>
		<content:encoded><![CDATA[<p>&#8220;There is no choice on the player’s part about whether or not these people should die&#8221;<br />
We clearly played different games, I killed whoever I wanted and spared anyone I wanted.</p>
<p>I think what you were thinking was:<br />
&#8220;There is no dialog on the character&#8217;s part about whether or not these people should die.&#8221;</p>
<p>I thought Dishonored showed actions speak lauder, that we don&#8217;t need dialog options to have choice. I don&#8217;t think any number of dialog options would cover my unique moral approaches to the NPCs in this game.</p>
<p>PS. I killed all thugs(except Slackjaw), Granny, all assassins, occasional guards, all targets except Lady Boyle, Lord Regent and Royal Torturer and still got the low chaos ending. </p>
<p>I ignore moral systems in games and I hate forced moral consequences based on a game developer&#8217;s moral views. Games should acknowledge that people have different moral values. Best way to implement this: moral judgments should be made by individual in-game characters who hold different moral values, not by the game globally. Dishonored&#8217;s non-judgmental chaos mechanic is still a better solution.</p>
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		<title>By: Ambro</title>
		<link>https://scientificgamer.com/disshonored-dishonored/#comment-1685</link>
		<dc:creator><![CDATA[Ambro]]></dc:creator>
		<pubDate>Fri, 02 Nov 2012 22:00:34 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2489#comment-1685</guid>
		<description><![CDATA[ahh... I also wanted to say: Dishonored reminds me a lot of Half Life 2, not just because the city&#039;s lead designer is the same person. Also gameplay feels a lot a like in terms of HL2 being quite linear.]]></description>
		<content:encoded><![CDATA[<p>ahh&#8230; I also wanted to say: Dishonored reminds me a lot of Half Life 2, not just because the city&#8217;s lead designer is the same person. Also gameplay feels a lot a like in terms of HL2 being quite linear.</p>
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	<item>
		<title>By: Ambro</title>
		<link>https://scientificgamer.com/disshonored-dishonored/#comment-1684</link>
		<dc:creator><![CDATA[Ambro]]></dc:creator>
		<pubDate>Fri, 02 Nov 2012 21:56:57 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2489#comment-1684</guid>
		<description><![CDATA[&quot;Any differences between Dishonored and (for example) Bioshock are merely a result of setting and art style&quot;

That argument nailed it, even more since the guys at Arkane where involved in Bioshock 2. And Bioshock also was pretty close to System Shock (surprised?) which dampened the whole experience for me on those titles. The heavy use and the widespread appreciation of ecleticisms in especially Bioshock and Dishonored makes me wonder which era or art style is going to be ripped off next.

Don&#039;t get me wrong, Dishonored is fun and entertaining to play and especially the first does an incredible job at the visuals and the smoothness of game controls - but they are in no way to be hailed as the new representatives of free choice in games.

Ahh and yes - Blink is hopelessly overpowered.]]></description>
		<content:encoded><![CDATA[<p>&#8220;Any differences between Dishonored and (for example) Bioshock are merely a result of setting and art style&#8221;</p>
<p>That argument nailed it, even more since the guys at Arkane where involved in Bioshock 2. And Bioshock also was pretty close to System Shock (surprised?) which dampened the whole experience for me on those titles. The heavy use and the widespread appreciation of ecleticisms in especially Bioshock and Dishonored makes me wonder which era or art style is going to be ripped off next.</p>
<p>Don&#8217;t get me wrong, Dishonored is fun and entertaining to play and especially the first does an incredible job at the visuals and the smoothness of game controls &#8211; but they are in no way to be hailed as the new representatives of free choice in games.</p>
<p>Ahh and yes &#8211; Blink is hopelessly overpowered.</p>
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		<title>By: Avram Doull</title>
		<link>https://scientificgamer.com/disshonored-dishonored/#comment-1460</link>
		<dc:creator><![CDATA[Avram Doull]]></dc:creator>
		<pubDate>Tue, 30 Oct 2012 15:31:39 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2489#comment-1460</guid>
		<description><![CDATA[&quot;In fact Dishonored reminds me of nothing more than Deus Ex for people with the attention span of a sugar-addled toddler, in that at no point is the player ever required to actually engage their brain to effect an entry or solve a puzzle and the game is prepared to break all sane rules of logic and reason in order to accommodate them.&quot;

I&#039;ve begun wondering if that isn&#039;t an inevitable consequence now that games are primarily produced with the console market in mind.

I liked Dishonored&#039;s level design and gameplay, and the semi-grotesque character design was neat, but the writing left a little to be desired and the whole experience seemed awfully short.

What I wouldn&#039;t give for a full-on Elder Scrolls-type game experience set in a similar world to Dishonored....]]></description>
		<content:encoded><![CDATA[<p>&#8220;In fact Dishonored reminds me of nothing more than Deus Ex for people with the attention span of a sugar-addled toddler, in that at no point is the player ever required to actually engage their brain to effect an entry or solve a puzzle and the game is prepared to break all sane rules of logic and reason in order to accommodate them.&#8221;</p>
<p>I&#8217;ve begun wondering if that isn&#8217;t an inevitable consequence now that games are primarily produced with the console market in mind.</p>
<p>I liked Dishonored&#8217;s level design and gameplay, and the semi-grotesque character design was neat, but the writing left a little to be desired and the whole experience seemed awfully short.</p>
<p>What I wouldn&#8217;t give for a full-on Elder Scrolls-type game experience set in a similar world to Dishonored&#8230;.</p>
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		<title>By: Zael</title>
		<link>https://scientificgamer.com/disshonored-dishonored/#comment-1121</link>
		<dc:creator><![CDATA[Zael]]></dc:creator>
		<pubDate>Sat, 20 Oct 2012 00:40:50 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2489#comment-1121</guid>
		<description><![CDATA[The range on Blink was a tad short but I made up for that by just making shorter jumps. There really wasn&#039;t any rooftop I couldn&#039;t hit using Blink.

If you didn&#039;t use it to explore the level then you&#039;re really, really missing out. It&#039;s pretty much the key element that keeps me playing.]]></description>
		<content:encoded><![CDATA[<p>The range on Blink was a tad short but I made up for that by just making shorter jumps. There really wasn&#8217;t any rooftop I couldn&#8217;t hit using Blink.</p>
<p>If you didn&#8217;t use it to explore the level then you&#8217;re really, really missing out. It&#8217;s pretty much the key element that keeps me playing.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/disshonored-dishonored/#comment-1120</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Fri, 19 Oct 2012 23:01:14 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2489#comment-1120</guid>
		<description><![CDATA[Really? I thought the teleport system was neat, but the range on Blink -- especially the vertical range, which is deliberately shortened to keep you from climbing easily -- frustrated me. It was more useful for teleporting behind guards to choke them than it was for climbing.

I will say that I enjoyed Slow Time a great deal. Casting it, firing off 4-5 sleep darts and then coming back into real time to watch everyone suddenly collapse into a drugged stupor never got old, not to mention what happens when you try to use it in the assassin level.]]></description>
		<content:encoded><![CDATA[<p>Really? I thought the teleport system was neat, but the range on Blink &#8212; especially the vertical range, which is deliberately shortened to keep you from climbing easily &#8212; frustrated me. It was more useful for teleporting behind guards to choke them than it was for climbing.</p>
<p>I will say that I enjoyed Slow Time a great deal. Casting it, firing off 4-5 sleep darts and then coming back into real time to watch everyone suddenly collapse into a drugged stupor never got old, not to mention what happens when you try to use it in the assassin level.</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/disshonored-dishonored/#comment-1118</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Fri, 19 Oct 2012 22:55:36 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2489#comment-1118</guid>
		<description><![CDATA[I think what it does is tracks running totals throughout the game. I killed everyone in the first level, and had a high Chaos rating. Went non-lethal from that point on and it went to and remained low, but on the assassin level I killed literally everyone I saw and it didn&#039;t tip it back over into high or anything. So it does have *some* flexibility, but I don&#039;t think it discriminates between guards and assassins at all. I could have murdered twenty guards in that level and the game would have been equally happy because I&#039;d gone out of my way to keep everyone alive up until that point, even going so far as to tranq weepers with precious sleep darts.]]></description>
		<content:encoded><![CDATA[<p>I think what it does is tracks running totals throughout the game. I killed everyone in the first level, and had a high Chaos rating. Went non-lethal from that point on and it went to and remained low, but on the assassin level I killed literally everyone I saw and it didn&#8217;t tip it back over into high or anything. So it does have *some* flexibility, but I don&#8217;t think it discriminates between guards and assassins at all. I could have murdered twenty guards in that level and the game would have been equally happy because I&#8217;d gone out of my way to keep everyone alive up until that point, even going so far as to tranq weepers with precious sleep darts.</p>
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		<title>By: innokenti</title>
		<link>https://scientificgamer.com/disshonored-dishonored/#comment-1086</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Thu, 18 Oct 2012 20:34:12 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2489#comment-1086</guid>
		<description><![CDATA[Yeah, I killed most weepers I encountered as well as the assassins at the end and still got a good ending... you have a fair amount of leeway there.

And yeah, it definitely distinguishes itself from Bioshock in that all the component parts are very fun to play - the powers, the combat, the sneaking, it&#039;s all at a very high level.

And it by no means plays it safe. Maybe not as adventurous as they&#039;ve tried before in Arx Fatalis or Dark Messiah, but they&#039;ve certainly melded the goodies learned from their previous efforts into this.]]></description>
		<content:encoded><![CDATA[<p>Yeah, I killed most weepers I encountered as well as the assassins at the end and still got a good ending&#8230; you have a fair amount of leeway there.</p>
<p>And yeah, it definitely distinguishes itself from Bioshock in that all the component parts are very fun to play &#8211; the powers, the combat, the sneaking, it&#8217;s all at a very high level.</p>
<p>And it by no means plays it safe. Maybe not as adventurous as they&#8217;ve tried before in Arx Fatalis or Dark Messiah, but they&#8217;ve certainly melded the goodies learned from their previous efforts into this.</p>
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		<title>By: Zael</title>
		<link>https://scientificgamer.com/disshonored-dishonored/#comment-1084</link>
		<dc:creator><![CDATA[Zael]]></dc:creator>
		<pubDate>Thu, 18 Oct 2012 20:11:11 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=2489#comment-1084</guid>
		<description><![CDATA[Also I get what you&#039;re saying about killing things that aren&#039;t guards and I agree with that. But the mechanics behind the game kind of cover you in that regard. I read somewhere that you need to kill less than 20% of the enemies in a level in order to keep it at a low Chaos level.

So basically if you limit yourself to just killing Weepers and the odd assassin then you&#039;re going to have low chaos anyway. Especially since killing dogs/plants etc don&#039;t count towards Chaos.]]></description>
		<content:encoded><![CDATA[<p>Also I get what you&#8217;re saying about killing things that aren&#8217;t guards and I agree with that. But the mechanics behind the game kind of cover you in that regard. I read somewhere that you need to kill less than 20% of the enemies in a level in order to keep it at a low Chaos level.</p>
<p>So basically if you limit yourself to just killing Weepers and the odd assassin then you&#8217;re going to have low chaos anyway. Especially since killing dogs/plants etc don&#8217;t count towards Chaos.</p>
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