harrissam19
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harrissam19 · 3 years ago
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Dishonored Blog Project: The Loyalists and the Light at the End
Upon making it back to the Hound Pits, Cecelia is encountered. She explains to Corvo that Havelock and the Loyalists killed everyone, but Callista, Piero and Sokolov, and Samuel. The pub itself is crawling with guards and tallboys. Havelock left a note to the guards explaining to kill anybody they come across that was part of the conspiracy, signed Lord Regent Havelock. Callista hides in the tower where she has a flair that will signal Samuel to come and pick Corvo up and take him to the Lighthouse on Kingsparrow Island, where the Loyalists have taken Emily.
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Samuel and Corvo sail for the last time to their destination. Samuel speaks of the honour it was to aid Corvo, a nice moment. Now it was time fort Corvo's final mission. Sneaking past the tight security, Corvo finally makes it to the top of the lighthouse. Here he finds Havelock reflecting on all that he has done next to the poisoned bodies of Martin and Treavor. Corvo walks up to him. Havelock says he will not fight Corvo and points him towards to the key for the room Emily has been locked in. As soon as Corvo takes the key Havelock draws his weapon in one final attempt to cheat Corvo. But Corvo draws quicker, firing a sleep dart. My thinking behind this is that I would rather Havelock lives out his miserable days, continuing to think on his actions. I then went forth to free Emily one final time, and see my ending.
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harrissam19 · 3 years ago
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Dishonored Blog Project: The Flooded District
When Samuel and Corvo return from the tower, the Loyalists wait in the Hound Pits Pub to raise a glass. As Samuel gets off the boat he seems to be slightly bothered about something and that he would like to spend some time alone before joining in with the celebrations. Corvo goes ahead and enters the bar where thew loyalists begin to clap and cheer. Emily too is happy knowing that she will be able to be empress. Treavor Pendleton hands Corvo a drink and they toast to the future. But something's not right. The alcohol makes Corvo dreary and uneasy so he retires to his bedroom.
Dishonored. Again. Corvo must escape the Flooded District and return to the Hound Pits, where Emily was last. First it was necessary to deal with Daud as he had the key to exit the District. After retrieving his gear, Corvo headed to Daud's Lair in an old abandoned building with a large statue of the late Empress Jessamine Kaldwin. Daud's assassin's, known as the Whalers due to their whale oil workers' masks, are everywhere.
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When Corvo finally reaches Daud he can be overheard talking about how much he hates and wants to murder the Lord Regent for making him assassinate the Empress. It is evident he deeply regrets taking the job to kill her, 'No one should have to kill an Empress'. Before deciding what to do with Daud I found his latest log entry:
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Taking into account Daud's speech about the Empress and this log entry I decided it was best to spare Daud to live out his days in regret. This notion that Daud is troubled by has bloody past is built upon even further. To take the key I used the Stop Time ability, however due to the fact that Daud also bears the mark of the outsider, he was able to see me when I stopped time. Still determined not to kill Daud I chose to run with the key to escape. As Corvo did so he would taunt him into a fight. Initially this might seem to be out of character for Daud considering his regrets, however I think this taunting and wanting to fight is because Daud's guilt makes him feel as though he should just die.
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After escaping the Flooded District it was time to get past the quarantine wall and into the sewers to get back to Hound Pits. Along the way I encountered a lone survivor, Alfa. She was seemed fairly uninterested in what I had to say and was staying in a very dingy apartment. On her bed was this note:
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After getting to the sewers I encountered a group of underground survivor's. If playing on a high chaos playthrough these survivors are instead plague-ridden weepers that will attack the player. Instead, due to my low chaos playthrough until this point, they were a group of survivors who were working together to get their lives back together. Several of the survivors were soon to leave Dunwall on a boat while some of the others were looking for loved ones.
While this level is set in definitely the most destroyed and disgusting area in the game, as well as the lowest point for Corvo, it can also be a level filled with optimism. The player is given several opportunities to have mercy in a world that lacks it so much with situations like Daud's. It also reflects the players actions on a much more personal level. Despite the fact that the survivors even exist in the sewers is something positive, let alone the fact that some of them are about to be free of the nightmare that Dunwall has become. This combined with the fact that each character has their own complex struggles creates a sense that the player has had a serious impact on some lives within Dunwall, a place that feels ever more real as the game continues.
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harrissam19 · 3 years ago
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Dishonored Blog Project: Return to the Tower
The morning after the Boyle party Corvo returns once again to the Hound Pits Pub. When Corvo returns to his chambers there is an anonymous note and a rune:
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Personally, this is the kind of note that are littered throughout Dunwall that capture why the game is so good at creating an engaging world and experience. As this note doesn't just completely give information away through exposition and allows room for imagination and the player filling in their own blanks, the experience is more engaging. Also what is important to take into account is the fact that this note and the rune are given to the player for their desicion not to kill all the Boyle sisters, reinforcing the weight of the player's desicions yet again.
Corvo's next mission is to finally take out the Lord Regent and end his tyranny now that he is at his most vulnerable. The Lord Regent is holed up in the Tower, surrounded by all the men loyal to his cause and as much security as possible. When Corvo returns again to the tower where it all started, the difference in atmosphere in the environment is instantly apparent. Much more industrial architecture and reinforcement has been added to the tower, in addition to the exceptional increase security including watchtowers, guards, tallboys and hounds. Again, the game is reminding the player that their actions have already transformed this city, whether that's for better of for worse is dependent on play style.
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Due to the fact that Corvo and the Loyalists have been taking out all support of the Lord Regent from out beneath him, he is at a peak in his paranoia. This is obviously reflected in the tight security, however the game takes it a step further. When infliltrating the water lock a conversation between two guards can be overheard. They are speaking of the measures the Lord Regent is going to due to his fear of the mysterious assassin(Corvo). They speak of guards who were docked for not bathing enough, claiming that the assassin will smell him in the dark, as well as not being allowed to whistle as no one will hear the assassin coming.
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Again, as I am going for a low chaos playthrough, I had to find a way to neutralize the Lord Regent without killing him. To do this I went to the broadcasting station where the man who makes the city radio announcements throughout the game. My presence alone sent him into a panic, but he knew he could help out. He knew that the Lord Regent was hiding audiographs that detail the plot to kill the empress as well as letters from Daud, the assassin who killed her. After sneaking through the tower to the Lord Regent's chambers and collecting the audiograph I was able to return to the broadcasting room, and played the audio to the entire city that exposes the Lord Regent. After this it was time to return to the Hound Pits with Samuel. However I was able to witness the Lord Regent's arrest as I was leaving the building:
This level is exemplary for showing how Dishonored shows the impact of the player's actions on a variety of levels, from a conversation between two guards to the great details in plot and character being altered as a result of decisions made from both moments earlier and several levels previous.
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harrissam19 · 3 years ago
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Dishonored Blog Project: Lady Boyle's Last Party
Samuel and Corvo return to the Hound Pits Pub at nightfall with Sokolov who is unconscious. Havelock meets them at the dock. He explains that despite Sokolov being 'the greatest man in the isles' , he will pay the price for siding with a tyrant. This dialogue not only gives insight into the story but also acts as a reminder for the player that their actions have consequences. Havelock then suggests that Corvo gets some rest before the interrogation. Before heading to bed I decided to go and check on Emily. She was asleep in her quarters wioth Callista looking after her. Corvo speaks with Callista about the future empress:
When Corvo arrives in his quarters he sees a note with 200 coins worth of gold. The note is from Treavor Pendleton, explaining to Corvo that he is grateful for the way Corvo dealt with his twin brothers in a previous mission by avoiding their assassination. Then it was time to sleep. In the morning Corvo is woken up by Emily. She leaves a drawing for him. These are both situations that would be completely different had I taken a different approach to the game. Below are the two possible drawings Emily will do for Corvo, depending on their playthrough:
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As Corvo leaves for Sokolov's interrogation he encounters Piero spying on Callista as she bathes. This moment hearkens back to an earlier conversation between Piero and Callista, where he made inaproprate comments that made Callista uncomfortable. Pero begs that Corvo doesn't speak of the incident again. This shows that even the Loyalists are far from perfect, like everything else in this decaying world. It also adds to the immersion by giving each character their own multi-layered lives. The game gives the player some options for how they want to handle this particular situation:
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During the interrogation Corvo opts for bribing Sokolov as oppose to torturing him. After bribing the Royal Physician, he reveals the identity of the lady from his painting as best he can. It is one of the Boyle sisters but she was wearing a mask to conceal identity. He also explains to Corvo and the Loyalists that there is to be a party at the Boyle estate tonight, the perfect opportunity for Corvo to eliminate the Boyle. Samuel and Corvo set off right away.
Fireworks and extravagant lanterns illuminate the Boyle estate. Outside 'tallboys' fire incendiary ammunition on civilians. As all the guests are wearing masks Corvo is able to move freely within the estate without drawing suspicion. Outside some aristocrats can be heard conversing about how the three Boyle sisters are wearing the same outfit in different colours, with a prize going to the first person who can uncover their identities. If taking a high chaos approach, one might decide to murder all three, however that won't work for how I want to play, so I get speaking to guests for information. While mingling Corvo encounters a man in a strange mask called Lord Brisby. He explains to Corvo that he knows what his mission is there tonight and that he must listen to what he has to say in private. He reveals that he in love with the Boyle that must be eliminated. He suggests that instead of killing her that he simply brings her to the cellar exit of the estate and from there he will take her away forever.
This gives Corvo his objective, but he must still uncover which of the Boyles the powerful supporter of the Lord Regent. After talking to a few more guests Corvo comes across Miss White who appears to have had a few drinks. She asks Corvo to fetch her another. By doing so Miss White reveals the identity of the correct Boyle sister. Now he just had to get her down to the cellar without alerting anyone. To do this I chose to use the possession power to take control of Ms. Boyle and direct her towards Mr Brisby. He was very happy to see that Corvo and his love.
While this level not only illustrates the amount of player agency that Dishonored provides, it also captures the state of Dunwall on a socio-political level. The contrast between the luxurious estate and the fractured city that surrounds it encapsulates the corruption in Dunwall. By talking to the rich, upper-class guests at the the party, the lack of empathy for those truly suffering is astoundingly apparent. This makes the game so much more engaging because it creates an emotional connection to the world for the player. They are made to want to help the city and its people that deserve better. This kind of drive to help the city and its inhabitants that deserve much better. This also comes down the fact that the game confronts you with the decision to help restore order, or add to the chaos.
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harrissam19 · 3 years ago
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Dishonored Blog Project: The Royal Physician
Corvo and Emily dock at the Hound Pits for the first time. Upon arrival the Loyalists welcome Emily and Callista explains that she will be looking after Emily. However, the Loyalists intend on sending Corvo on another mission that very night too. Before briefing Corvo, Havelock shows his appreciation of Corvo's hard work, 'In one night you've done more than most men do in a lifetime', a quote that not only reflects the narrative but also reminds the player of their influence in the world of Dishonored. Anton Sokolov, the Royal Physician, has recently been painting the Lord Regents secret mistress. She is a mysterious ally and powerful noble supporter of the tyrant. The Loyalists want Corvo to abduct Sokolov for interrogation into the matter. Samuel and Corvo set out for Kaldwin's Bridge, where Sokolov lives.
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After navigating past some guards via rooftops to avoid detection and confrontation, Corvo arrives outside a large house with a well dressed man and a guard. The pair can be overheard having a conversation. The well dressed man is Mr. Pratchett, an aristocrat and owner of a food distribution company. In fact, the 'Jellied Eels' that can be eaten by the player to restore health is one of his products.
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Mr. Pratchett is complaining about conducting business during the time of the plague as well as moaning about the weird smelling deliveries that Sokolov is recieving. After their conversation Pratchett walks into his home. Corvo knocks him unconscious then freely explores his home. On the top floor of his home is a safe. In the same room is the note below. Each line in the note refers to a painting on each floor of the house. Hidden within each photo is a number. After inputting these numbers in the correct order, one can open the safe and obtain a rune for upgrading their powers.
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Corvo leaves Mr. Pratchett's house via the roof exit before running across the rooftops to where a man can be seen stood on the balcony of an apartment, talking to people who aren't there. Corvo uses his dark vision to see through the walls, revealing a body in the apartment too. After knocking the man unconscious Corvo enters the room, which has been transformed into a shrine for the Outsider with a rune at the centre. Three journal entries can also be found in the room. These entries show the gradual decay of the individuals health due to obsession with the room, and also reveal that the body in the room is in fact his cousin who he killed when the pair fought over the rune. When Corvo picks up the room, the Outsider appears. He speaks of Sokolov, understanding Corvo's mission as he 'watches from the shadows', but ultimately thinks that Sokolov is boring and not special like Corvo.
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After sneaking past more guards and crossing the bridge, Corvo arrives at an area that is not only seen more destruction than the rest of the bridge but also a large amount of security. Sokolov's place must be near. Before infiltrating Sokolov's home, I noticed some civilians being held by the guards. When I got closer, I could hear the civilians talking about how they overheard guards talking of their fates. The guards were heard talking about Sokolov using innocent people for experimentation. I decided to try and free them. However as the civilians ran for safety, the guards shot them anyway. Corvo then continued to the house. Sokolov was in the top of the building. He comments on Piero, Corvo's mark before proceding to bargain offering money and women. Uninterested, Corvo knocks him unconscious. Before leaving to take Sokolov to Samuel, Corvo sets free a civilian being held in a cage. She thanks Corvo and explains that she was being treated like an animal. This made me feel better considering the fate of the other civilians I tried to help earlier.
The use of environmental story-telling in this level encapsulates the success of Dishonored's immersion. Completely beside the central objectives the world is still filled with a wide range of stories that are weaved into environment all around. Dishonored is designed in such a way that exploring these kinds of areas is beneficial not only to world building but also to gameplay. By having the incentive of coins, bone charms and runes and other equipment, the game encourages the player to get to grips with the lore and explore the smaller stories of Dunwall.
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harrissam19 · 3 years ago
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Dishonored Blog Project: House of Pleasure
Upon arriving back at the Hound Pits Pub after neutralizing High Overseer Campbell, Corvo is met with a very grateful Callista. After saving her uncle from poisoning and hiding him in a safe place Callista waits for Corvo to return to inform him of her gratitude. She gifts Corvo one of her Aunt's heirlooms for his troubles.
After completing some errands at the Hound Pits, Corvo was briefed for his next mission. Treavor Pendleton asks to brief Corvo for this particular mission, as he is sending the once Royal Protector to assassinate his brothers, the twins: Custis and Morgan. This is necessary due to the twins political status that they use to support the Lord Regent's tyranny. They are holed up near the Distillery District at a Brothel/ Bath House known as the Golden Cat. This is also where Emily is believed to be held. Corvo and Samuel depart once again to the Distillery District. Before docking Samuel suggests that Slackjaw, the leader of the Bottle Street Gang may be of use on Corvo's mission.
Not much time has passed, but Dunwall is looking even worse for wear. Since the neutralization of Campbell the Lord Regent has tightened security in the city. The Distillery District now has Watchtowers in the streets that fire explosives. They are seen firing at civilians too, showing just how corrupt and dystopian Dunwall is. This isn't the only change in the environment. More houses have been quarantined, there are more guards, more rats and weepers and dirt and destruction. This really captures how Dunwall is falling apart. This is also a reflection of the chaos system in the game:
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As I want to avoid any unnecessary murder in my playthrough, I decide to go and see what Slackjaw might have to help me, as opposed to going straight to the Golden Cat to find and kill the twins. Slackjaw offers Corvo an alternative way of dealing with the twins if I complete some tasks for him in the world. Slackjaw tells Corvo that one of his associates called Crowley is missing and believes that the Dr Galvani has something to do with it. Corvo infiltrates the Dr's home to find that Crowley had been killed by two guards. With an audiograph proving this, Corvo returns to Slackjaw. Slackjaw then says that he needs the combination to an art collector's safe. If Corvo figures the code out, Slackjaw will deal with the twins instead. Corvo does this by going to the Golden Cat where the collector is blindfolded and tied to an electric chair, waiting for one of the Golden Cat workers to come and fulfill his violent sexual desires. Corvo uses this to his advantage to get the combination and returns to the Distillery to complete Slackjaw's request. Here Slackjaw reveals what he intends to do with the twins, a fate that I believed to much more suitable than death.
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The Golden Cat itself is a repulsive and depressing place. Despite the overwhelming warm colours used in its decor, the Golden Cat feels cold. Moans echo around the building like ghouls and ghosts. Knowing that Emily is being held in this place is sickening so Corvo is quick to rescue Emily. He does this by sneaking into the Madame Prudence (The Owner's) office and looking at her records. When the player meets Emily up in the attic of the building a cutscene plays, one that will change drastically depending on how the player has approached the game up until this point. On my low chaos playthough Emily runs up and hugs Corvo and is eager to leave and be with Corvo. On the wall is a drawing done by Emily, filled with colour, a unicorn and a rainbow. However if playing on high chaos, Emily's reaction to reuniting with Corvo is much more sinister, with a lot less enthusiasm and much darker drawing depicting the twins who have imprisoned her.
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Emily and Corvo meet back with Samuel the Boatman and return to Hound Pits. By having the story, environment and characters change depending on the player's actions, the game becomes much more immersive. The player is forced to consider the way they interact as it could have a dramatic impact on their experience. While most videogames that claim to have a variety of different approaches provide the player with gameplay options, few games actually allow the player's actions to completely change how the world around the player evolves like Dishonored
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harrissam19 · 3 years ago
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Dishonored Blog Project: High Overseer Campbell
Corvo and Samuel arrive at Dunwall's Distillery District as the moon looms large over the dying city. City guards can be seen tossing bodies into a boat from a bridge, all oozing with plague. The streets are dark and filled with unexpected danger at every turn. Corvo takes out the heart straight away to check for the whereabouts of bonecharms and runes that will improve his skills. This is when the game first shows the player that each level has a variety of different approaches that they can take to complete their objective:
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A bone charm lies at the end of a destroyed bridge, its song calling to Corvo. He sneaks past the city guards to get to the charm. Here lies a corpse of a man next to a small fire, a makeshift bed and book. Next Marked on the wall is a love heart with the names of a couple. Inside the book is a tragic love song about the plague. This is an example of how Dishonored immerses the player by creating small areas within the level that tell their own personal story. Is the corpse one of the people from the couple or simply someone who had found their hideout to keep safe?
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Corvo continues past the guards and through to Holger square, the base of operations for the Overseers. Here he encounters Martin for the first time who is being held by an Overseer, who is taken out by Corvo before he frees Martin. Martin is happy to see Corvo and says that he will see him back at the Hound Pits Pub. But before he leaves he gives me information that will help me when dealing with Campbell later in level. He also tells Corvo that the High Overseer is intending on poisoning a guard called Curnow, a situation that the player can use to their advantage. Callista, back at the Hound Pits Pub, told Corvo to save Geoff Curnow as he is a good man and her only remaining family too.
Now it was time for Corvo to inflitrate the Overseer's building and complete his mission. When inside the building I found readings of a punishment carried out by the Overseers for those who have committed heinous acts against the order, but have not broken codes that would otherwise result in execution. I saw this as a much more fit way of dealing with the Overseer as oppose to just murdering him.
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Given my prior conversation with Callista about her uncle, I decided to save Geoff Curnow from being poisoned. To do this, I emptied the glass with the poison in to make sure he didn't die. I then knocked him out and took him to a safe place where he would no longer be in danger of the Overseers. After this Corvo meets Samuel the boatman around the back of the Overseer building to return to the Hound Pits Pub.
By giving the player the ability to choose how they want to approach each level with a range of options, the sense of immersion is much greater. This is because the player can really get to grips with the environment they are playing in as well as behave and handle situations with characters any way they want to.
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harrissam19 · 3 years ago
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Dishonored Blog Project Changes
To keep my blog posts more concise, each post will focus on examples throughout the level, as oppose to an entire rundown of the level and story. This way I am able to focus more in detail on specific examples and why they are so effective in creating an immersive experience for the player, rather than getting too caught up in the specific workings of the plot.
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harrissam19 · 3 years ago
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Dishonored Blog Project: Hound Pits Pub
Samuel the boatman takes Corvo for the first time to the Hound Pits Pub, the base of operations of the Loyalists. Here we meet Treavor Pendleton and Admiral Havelock. They explain there plan to end the Lord Regent's tyranny and put Emily in her rightful place on the throne. Corvo then meets Piero for the first time, an engineer/ scientist who can create gear and upgrades for the player. Then its time for Corvo to get some rest.
Strange music plays as Corvo seems to wake from his slumber. As Corvo leaves the bedroom he opens the door to see a strange mirror world of reality. Water flows upwards and islands of memories float in a world without time. Then we meet him for the first time, the one known as the outsider.
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He explains to the player that they are in The Void. He also gives the player his 'Mark' which burns mysteriously into Corvo's left hand. The Outsider informs Corvo that he has a pivotal role in what is to come for Dunwall and its people and that he should know that he will be watching from the shadows with great interest. With the Mark, the player is now able to draw powers from the void to use going forward. He also gives the player the Heart. With this the player is able to find runes and bone charms to help them when found in the world.
In the Void, Corvo comes across the location of the Empress' murder with her body and a note reading 'YOU CANNOT SAVE HER' over and over. This small part of the environment gives insight into not only Corvo's mental state, but also that the Outsider is all knowing.
Waking up back in the real world, Corvo is alarmed to see the Mark of the Outsider still burnt into his hand. Walking down to be briefed by Havelock, the player comes across two workers of the hound pits talking about Samuel the boatman's history in the navy. This is another moment that makes the player feel like each character has their own in-depth backstory, like they are real people who have lived actual lives.
The Loyalists brief Corvo for his first mission. He must neutralize the High Overseer Campbell(who we met earlier when he was being painted by Sokolov), a leader of a huge, and brutal religious cult, and to free Martin who is another Loyalist. It is believed that in Campbell's infamous black book is the location of Lady Emily. Before leaving for the mission, Corvo is stopped by Callista, one of the workers at the Hound Pits Pub. She informs Corvo of her fear for her uncle who is to be poisoned by Campbell and that she would love it for Corvo to see if he could help him in any way as he is a good man who doesn't agree with the tyranical reign of the Lord Regent. After this it is time to depart for the mission.
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harrissam19 · 3 years ago
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Dishonored Blog Project 2: Dishonored
After six months of being in Coldridge Prison, the time of Corvo’s execution draws near. One morning the guard arrives to bring Corvo his meal, and informs him that the meal is courtesy of ‘a friend’. On a tray is some bread, which I eat (giving me some more health) and beneath is a key and a note.
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The use of a note to give the player information about the level as opposed to just an objective marker, like many other games in the genre, is an effective tool in encouraging the player to engage with the world around them.
Leaving the cell some guards can be overheard speaking of Corvo’s execution and how all of Dunwall’s wealthy and upper class will be attending. This gives the player some insight into the politics and social dynamic of Dunwall. It is important to note that this conversation isn’t in a cutscene, but in the middle of the level. The player has a choice in whether they want to stay and listen or not. This is another example of the game encouraging the player to explore the world for themselves, as well as adding to the sense of realism in the game.
This is also the moment when the game explains to the player that the way they navigate each situation will affect the world and the outcome of the story. For this playthrough I will be trying to use stealth and nonlethal approaches.
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As the player continues through the level, they encounter more guards who speak of affairs in their lives and public service announcements that also reveal information about the world and its ‘news’.
Eventually the player reaches the interrogation room. The room is large but dark and cold. There is a torture chair with blood smeared on the floor, with an enormous portrait of the Spymaster (now the Lord Regent). Upon further exploration a note can be found in the room, revealing to the player that it is actually Corvo who has been tortured in here. In addition there is an audiograph that can be played. If the player chooses to do so they will hear a report about the torture and interrogation of Corvo from the Lord Regent. This interrogation room is a perfect example of how Dishonored creates spaces that the player can explore at their own leisure that really adds to the worldbuilding. This makes the game much more immersive too as the player has freedom to do what they want as opposed to rigid linear progression.
This same immersive environmental storytelling is built upon further when the player reaches the sewer. After hearing about those in power and the upper classes, the sewer provides the player with a space that is reflective of the average person in Dunwall. Navigating the sewers, the player is able to observe the severity of the rat plague and its effects on the Dunwall population when two men get eaten alive by a swarm of rats. There is much evidence of people living in the sewers, tinned foods, bottles, makeshift beds, and corpses. In the sewers Corvo’s gear has been left for him along with a note from the ‘loyalists’. Slightly further into the sewers from this point the player may find a locked combination safe. Next to the safe is this note:
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Behind the safe is a shelf with empty whiskey bottles on. If the player moves these bottles the safe combination can be seen behind, which can be put into the safe. When the right combination is entered the safe opens to reveal whatever is inside, in this case it was a jewellery box worth 50 coins and one bottle of Sokolov’s Health Elixir.
The level ends when Corvo makes it out of the sewers and meets Samuel the boatman who will take me to meet the mysterious Loyalists who helped him to escape. When the level ends the player is met with a report of the performance in that level, making the player reflect on their actions. This is also another example of how the game encourages the player to think about the approach and how they interact with the world.
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harrissam19 · 3 years ago
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Dishonored Blog Project 1: Intro
Seagulls call from above as Corvo(protagonist) is lowered into Wrenhaven River to meet his beloved Empress and their daughter Emily. Instantly apparent is the games art style. Like much of the games that came out during the Xbox 360/ ps3 era, the game utilises a distinct visual style to make up for the machine's lack of graphics capability, a decision that benefits the immersion of the game completely and instantly apparent to the player. The entire game feels like a 19th century painting, not just in textures and lighting but also in the incredible attention to detail within the playable spaces.
In this brief boat journey, much information is given to the player about the narrative. The player learns of Corvo's role as Royal Protector of the Empress as well as the reason for his absence from Dunwall; the search for aid from other cities in the nation in dealing with the rat plague. We also learn of the Spymaster's involvement in this desicion for the Empress to be apart from her Royal Protector for so long.
The player then ascends the great water lift of Dunwall tower, courtesy of Anton Sokolov, the great inventor who the player meets and can interact with later in the level. Upon exiting the boat, the player is able to walk around freely. I decided to talk to the lift engineers as I overheard them talking about the operation of the lift. When I interacted with them I was met with comments welcoming me back to the city and asking if I had a good trip. This small interaction provides a great deal depth to the game already, showing me that Dunwall is not just a space for me to play in, but a city that welcomes interaction, curiosity, and exploration.
As I exit the building I am met with Emily, who is very happy to see Corvo and asks to play a game of hide and seek. This is an optional event that introduces the stealth mechanics of the game to the player. However, this moment is also great for establishing the relationship between Corvo and Emily which is a big part of the game.
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After the game it is time to deliver the news of the voyage to the Empress. On the way the player encounters Sokolov who is painting High Overseer Campbell. These are also characters who are central to the games narrative. When Corvo arrives at the Empress’ pavilion, a conversation can be heard between the Empress and the Spymaster. It is clear from this conversation that the Empress is adamant on protecting the people of the city, a decision that the Spymaster doesn’t seem happy with. This brief conversation provides the player with key information about both characters. The conversation also adds to the immersion by making the player feel that the world exists without the player and that there is conflict between characters within the world without Corvo.
Corvo then greets the Empress with a letter from the rest of nation explaining that the Empress will receive no help and will instead be blockaded to prevent the citizens from leaving the city. Suddenly mysterious masked assassins attack with swords and dark magic. The player is introduced the combat mechanics of the game during this high moment of tension. This too creates a sense of immersion as the gameplay reflects the situation rather than the situation being created by the need to introduce mechanics. In the vicious attack the Empress is fatally stabbed, and Emily is kidnapped, before the assassins disappear. The Empress’ final words to Corvo are to find Emily.
This dramatic moment is taken even further when the Spymaster arrives and extremely suspiciously places the blame for the murder on Corvo, before ordering the guards to knock out Corvo. This introduction takes little more than ten minutes but effectively sets up the core gameplay, establishes the dramatic conflict in the narrative as well as making the player feel as though they are in a rich and explorable world.
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harrissam19 · 3 years ago
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Dishonored Blog Project: Introduction
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This is the first of a series of posts that I will be making as I play through Arkane Studios' 2012 cult classic Dishonored, a game I hold in high regard. These posts will explore the experience of being in the world of the game, the plague-ridden industrial city of Dunwall, inspired by late 19th Century London and Edinburgh. The game itself consists of 10 individual levels, each of which I will explore in a single post as I play. The aim of these blogs is to provide my thoughts on how the game immerses the player as well as how it provides them with choices that effect the playthrough along the way, as well as the ending.
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