Dishonored (Video Game) - TV Tropes"My dear Corvo. What a sad hand fate has dealt you. The beloved Empress dead, and everyone thinks you're the killer.
But we know what really happened, don't we? You don't want to end your life to the sound of idiots cheering as your head hits the muck, do you? Let's see if we can do better."— The Outsider. Dishonored is a first- person stealth- based game developed by Arkane Studios. It is set in an alternate world resembling Steampunk. Victorian London, with gameplay resembling a mix of Thief, Deus Ex, Bio. Shock, and The Chronicles of Riddick: Escape from Butcher Bay with an artstyle done by Half- Life 2's art director. You play as Corvo Attano, bodyguard to the Empress of the Isles, the land in which the game is set. You've just returned from a diplomatic mission to other neighboring countries, looking for help in dealing with the city of Dunwall's current problems with an epidemic of a deadly, rat- borne plague. Unfortunately, the Empress is killed by an unknown murderer at the beginning of the game. Corvo is framed by the corrupt Royal Spymaster, who captures the princess and installs himself as Lord Regent. Six months later, before Corvo is executed, a group of loyalists opposing the new Lord Regent arranges for his escape. After barely escaping with his life, he is visited in his dreams by a being called the Outsider, who gifts him his Mark, granting Corvo the ability to use supernatural powers. Corvo joins and serves the resistance as a Professional Killer in order to take revenge upon the Lord Regent and his corrupt, villainous government. Donning a horrific mask designed to strike terror into his foes, and using a variety of supernatural powers and practical weaponry, Corvo carves a path of terror through Dunwall. His actions, whether merciful or bloodthirsty, will decide his path- and the fate of all who live within the City. Released in North America on October 9, 2. ![]() ![]() Play tons of free games at DeadWhale.com - We have the most addictive games on the Internet! Come check us out! ![]() ![]() The higher the user's HP, the sharper the weapon's blade. —Dissidia Final Fantasy. The Ultima Weapon (アルテマウェポン, Arutema Wepon?), also known as Atma.The UK and Australian release dates were October 1. Three pieces of Downloadable Content have been released, with the second and third being story- driven campaigns. The first DLC pack, Dunwall City Trials, was released on December 1. Microsoft points) in North America and on December 1. Europe. It consists of 1. There are 1. 0 distinct trials - such as an arena battle against AI enemies, timed races, and a gravity- defying run of drop assassinations. The DLC features a new set of achievements/trophies and a global online leaderboard. The Knife of Dunwall, the second pack, opens as Daud's team performs what should have been a routine job: subduing Corvo and killing the Empress. Jumping ahead 6 months, around the time Corvo first escapes, Daud has had plenty of time to reflect on his actions, and realizes the repercussions of killing the Empress. Contacted again by The Outsider, Daud is given an ultimatum: unravel the mystery of the name "Delilah" before his time runs out. The final pack, The Brigmore Witches, picks up immediately after Knife of Dunwall, and concludes Daud's storyline. Learning the secret of Delilah, Daud and the Whalers soon come up against a coven of witches. Soon uncovering a dark secret, Daud must hurry to stop a sinister plan that would shake the very foundations of Dunwall. The pack also adds more features and, if the player has a save file from The Knife Of Dunwall, Daud's abilities, weapons and Chaos carry over. Arkane also announced the Void Walker's Arsenal on May 3rd, 2. It is a compilation pack of all the Pre- Order Bonus content originally only available through pre- ordering the game at select retail outlets. It was released on May 1. Microsoft Points. A Game of the Year Edition was released in October 2. DLC packs. Just like the original release, a Themed Tarot Deck was available as a Pre- Order Bonus. Has a sequel set to release in 2. Dishonored 2. open/close all folders #- F 1. Completion: Taking a leaf from the Thief series' book, the game tells you how many collectibles you found in each level, down to the individual coins. Don't attempt this on your first playthrough, because unless you are intimately familiar with every iota of the sprawling, gigantic levels, you'll never get them all. Finding all bone charms and runes is at least doable thanks to the heart pointing them out, though, and the final level of Dark Vision shows some hidden trinkets. Action Bomb: Mentioned, but never seen; the Abbey wanted to use wolfhounds as these, but their hound trainer refused to go along with it. You can do this to rats if you load one with a springrazor, even more so if you stop time, possess it, and move toward some unfortunate schmucks, and leave the body before it blows. Air- Vent Passageway: Justified. You only get to use air vents when you're possessing something the size of a rat. On the flipside of things, you often see external vents on the sides of buildings and you can clamber onto them, using them as a makeshift staircase. Played straight with Dunwall Tower, which has a vent that Corvo can use to enter its interior without resorting to possession. Alien Geometries: In the Dunwall City Trials mission "Burglar", one of the hidden passages is a dead end filled with insane scribbles of the Outsider; turning around reveals a new, different passage to a creepy Outsider shrine, and, after turning your back again, the room returns to normal with treasure. Alignment- Based Endings: You get different endings based on how many people you killed during your playthrough, also known as Chaos. All Crimes Are Equal: The game actually lampshades this at one point. A guard asks if he should attempt to arrest curfew- breakers, and his superior tells him that their orders are to just kill anyone who's not a guard on sight. All Myths Are True: Granted, there is some exaggeration involved, but pretty much every mystical tale people mention is true; specifically, most stories tied to the Outsider seem at least partially accurate (though not completely). Lampshaded after saving Slackjaw from Granny Rags. Slackjaw recalls hearing rumors that she was a witch when he was a kid and dismissing them as he grew up. He's horrified to discover it was always true. All Your Base Are Belong to Us: The penultimate mission has Corvo sneak or fight his way through the Hound Pits, which are now overrun by the Watch. Annoying Arrows: Played with. Regular bolts fired from Corvo's crossbow or Daud's wristbow are by far the weakest weapons in their respective arsenals, namely because a bolt fired from a crossbow the size of a pistol wouldn't be very powerful. Unless you put a bolt directly into your targets' brains or sink it in them while they're unconscious, shooting an enemy three times in the chest will only make them angry. Compared to the pistol, the crossbow not only does less damage per shot, but also reloads slower and arcs over a distance; the only advantages that regular bolts have over pistol rounds is that they can quietly take down enemies and can sometimes be retrieved from enemies or whatever object they lodge themselves in. That being said, Corvo's crossbow makes up for its lack of stopping power with versatility. It can fire two types of specialized ammunition: sleep darts that can knock an enemy unconscious and incendiary bolts that light things on fire. Moreover, the crossbow can also be upgraded to have superior accuracy and range to the pistol, allowing them to pick off enemies at longer ranges, especially when combined with the image magnification lenses on Corvo's mask. Another upgrade, the automatic loading mechanism, essentially turns it into an Automatic Crossbow, completely eliminating one of the weapon's major disadvantages. Enemies that use pistols (higher- ranked Watch officers and most Overseers) are much more common than Assassins, who use wrist- mounted crossbows. On higher difficulties, getting shot at by a pistol will take off a good chunk of your health and knock you back a few feet, while a crossbow bolt fired from an Assassin's wristbow will do less damage and fail to slow you down. However, this is offset by the fact that pistol- wielding enemies take some time lining up their sights before firing off a shot, whereas Assassins can quickly fire at Corvo without stopping for more than a second and can fire again without taking any time to reload. In- universe, this discrepancy has not gone unnoticed: a written report found in the Overseers' workshop notes that the Assassin crossbows they found are inexplicably inferior to those actually being wielded by the Assassins, and suggests that the Overseers stick to using weapons they are more familiar with. In the case of the Tallboys, this trope is completely averted: they wield compound bows that fire deadly incendiary arrows with greater range and power than any other weapon in the game. Another Dimension: The Void. To Corvo and Daud, it appears as an endless expanse of an unnaturally bright, blue fog with islands, structures and various other objects floating around. Here, time and space don't always behave as you would expect. Many people seem to be able to enter the Void while dreaming, but are rarely able to remember any details about it. Few, namely Corvo and Daud, are actually able to remember everything about their visits and can even enter the Void while awake. The place appears to be the home of the Outsider, who appears to have the power to shape it as he desires, though it seems to unconsciously reflect happenings in the waking world or events that somehow involve the observer. It is also the only known source of magical powers in the world, only granted by the Outsider to those he considers to be special. Throughout the game, there are various hints that the world emerged from the Void and will eventually end up being absorbed back into it. Anti- Magic: The Overseers have special music boxes that can cancel out the powers granted by the Outsider wherever the music can be heard. One audio log raises the question of whether or not the music boxes' effects are themselves magical.
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