Dishonored 2 Pro-tips

Dishonored 2 Pro-tips

Way back in October of 2012, I posted some tips on playing the original Dishonored. So many things have happened in the intervening 4 years that it seems like a lifetime, living in France and working with Arkane Studios. I’ve been at Arkane for 8 years now – it’s been a meaningful chapter in my life.

In support of Dishonored 2, here’s an update, with quick points that will enhance your experience:

* Play stealthy or full assault-style, or mix up sneaking and combat. The game supports all these approaches because our team – especially our game designers and gameplay programmers – were tirelessly committed to this core tenet.

* Always look around for alternate pathways: Side alleys, back doors, unlocked windows, overhead balconies, rooftops, tunnels (for rats), or water-ducts (for fish).

* In sword combat, don’t forget to BLOCK! (And counter-attack while an enemy is off-balance.) Play through our little Tutorial, which also sets up the fiction a bit.

* Note that for almost all the combat moves, we’ve added nonlethal versions. (Combat choke, drop attack, slide takedown, et al.) You can play the entire game without killing.

* Change difficulty whenever you want. If you’re an advanced player or really into stealth, play on Hard.

* Try playing the game with stealth. Sneaking, playing nonlethally, or even ghosting the missions adds even more tension and drama to situations.

* Our stealth model is mostly based on enemy view cones and occlusion. Darkness only matters at a distance, making you more hidden. Up close, enemy facing and field of view matters most. (Stay behind them or behind something that blocks their line of sight.)

* Don’t forget to lean! If your body is behind something like a wall, you can lean out to peek ahead.

* Peep through keyholes before opening doors.

* Look up! Go vertical when you can, along ledges, rooftops, pipes, etc. You can often sneak past an encounter that way or find an alternate entry or path.

* Unless you’re trying to get a Ghost Achievement for never being detected, resist the temptation to immediately load a save if you get busted while playing stealth. Play it out and see what happens.

* Distract enemies with sound by throwing a bottle or setting an alarm clock.

* Eavesdrop on unaware enemies to absorb more information related to the world and the events unfolding around you. Sometimes eavesdropping updates your objectives. (Similarly, listen to street speaker announcements and read posted signs.)

* Often characters have followup lines if you hang out and listen to them (or click on them further). You’ll absorb more about the world this way.

* Notes and lore books also add a lot of background info on the world and events.

* Use the Heart to locate Runes and Bonecharms. But it will also speak, giving you more details about the history of a location, or about characters in the world.

* Don’t forget to assign your bone charms. Review them periodically. And this time, you can create your own via Bonecharm Crafting.

* If you’ve played the game once or twice, and you really want a new experience, play the game without supernatural powers. (Say “no” to the Outsider.)

* You can turn off the HUD UI, including goal markers. If you’re a minimalist, experiment with that.

* Set your brightness so the blacks are really black. The game looks better. (Check out the calibration options screen.)

* Quicksave is your friend.

* This is key: If you like the experience, consider replaying with different character, powers, and a different approach. During a second play-through you will know more about the world and discover new areas. Seriously, a second playthrough really contextualizes your understanding of the game. Highly recommended.

Special thanks to my dear friend Raphael Colantonio and everyone at Arkane (in my heart forever), along with all the talented people in the Zenimax group who’ve supported us along the way.

We appreciate all the support from players and our community (!), and like last time we’re looking forward to hearing the stories and seeing the media created by everyone ranging from methodical explorers and stealth players to crazy speed-runners using their supernatural powers to blaze through second or third play-throughs. Take care and have fun.

Support link!

 

Favorite Games – 2014

Memorable Videogame Experiences in 2014

Hitman Go – Such a pleasant surprise. Elegant, tight and cohesive. Sometimes a game’s presentation is part of the pleasure, which is certainly true here.

Sir, You Are Being Hunted – Humor, atmosphere, and taut moments of evasion. As a player, you might secure a moment’s rest, but then you’re imperiled again (by aristocratic British robots, no less). Just hearing the music gives me chills.

Diablo 3: Reaper of Souls – What a recovery from the game’s initial launch. Revised tuning, new modes, and everything I love about the pace and tactical twists of that game, racing along together in co-op.

Queers in Love at the End of the World – Powerful in concept and execution, everyone should play this ultra-short, but tender and apocalyptic text adventure game. It still haunts me after playing through it off and on since release.

Monument Valley – I’m not the biggest nostalgia retro videogame person to be honest; my formative games were not the classic Nintendo titles that seem to drive so much indie game art and mechanics. So while I look cautiously toward games like this, Monument Valley pivoted my expectations and won me over with charm. The art style and the fixed camera, composition-driven perspective instantly re-frame my mind, taking me to a dreamy place beyond reality, a place with class, for lack of a better way to put it. The M. C. Eschereque puzzles are interesting and well paced, ramping up from an almost nurturing starting difficulty. Bravo all around.

Desert Golfing – Not normally my type of experience, but the minimal aesthetic and physics-driven gameplay are truly standout. I still don’t know if the levels/holes are fully procedural, but I have played nearly 1000 holes (with a 2.8 par, I think), and I admire the game so much for what it does.

The Talos Principle – As others have said, the game elevates itself through the great integration of themed narrative. The philosophical ground is mostly familiar, but solidly built and relevant. The way it’s interwoven with the navigation of the game is a lesson for all of us making games with story and characters. That doesn’t even touch on the brilliant puzzle design, which is supported by a set of interesting, consistent game mechanics that often feel like they enable improvisation. Puzzle games normally frustrate me, and the Talos Principle instead – even at its hardest – feels like it’s expanding my mind through epiphany. It’s emotionally moving with well-engineered interactivity.

Honorable Mention

State of Decay – Technically released in 2013, but I played it late in the year and into 2014. (Plus, the DLC kept me going through parts of last year.) Noteworthy on a personal level, despite “zombies, apocalypse,” because of the desperate improv moments it gave me, combining tools and tactics to pull something off. Also, I just want more games that mix home-building and home management with action.

Mountain – When you’re in the right state of mind, this can be really reflective. It’s a boundary-pushing take on what interactive media can deliver.

Luxuria Superbia – This is another late 2013 entry, but I played it during 2014. I’d always kind of laughed off the idea of a videogame that could evenly partially capture sex, which I perceive as more full-bodied, multi-sensory, and deeply related to all the personal psychology firing off during the act. But Cara Ellison‘s critical writing on the subject sent me looking for this game. Playing it with (or for) someone else is a breakthrough experience in terms of what games can evoke, parallel to flirting and touching.

—-

It was another interesting year for game criticism too. As usual, Critical Distance is a treasure trove of thought, summing up the year better than I ever could.

 

Sacrilege by Cara Ellison

Sacrilege

A month or two back, I was alternating between several games – the shipping version of Gone Home, a nascent version of the Novelist, and Far Cry 2, which I wanted to replay for the third time on the Infamous setting with Dylan’s Mod and SweetFX installed. Around the same time, I played the brilliant and moving Papers, Please – a game that is hard to include in lists because of the way commas fuck with my head. Papers, Please is a really good example taking a situation and exploring it deeply.

Compared to the amount of free time I have, I can barely keep up with the good games, books and movies being created.

Somewhere in that mix, I played through the IF game Sacrilege, and found that it had a fairly profound impact on me, continuing to resonate even now. It’s constructed of energetic, well-written prose, but since you’re driving it along, reacting to the ideas at your own pace, the impact goes deeper than that. More importantly, the protagonist-perspective and the mediation of the player’s options evoked a constant stream of realizations, popping off in my head as I played through four or five times.

Sacrilege filled my mind with realizations about the interplay of personality archetypes, feelings of abandonment that I still harbor, and the absolute cafe-bombing power of social failure. There were times when it turned me on, filling me with the drive to pursue. The entire thing was fascinating, seeing desire from within one particular woman’s perspective. It’s all about what people need from each other balanced against risks and the terror of social rejection; the delicate auto-manipulation required to maintain confidence and resist screaming from the anxiety inherent in seeking connection, which at times feels like trying to keep a kitten alive while its heart is out on the operating table.

The notion of youth and soul (and time) as precious, not to be squandered on sex with someone unworthy, is not a concept native to my thinking. Another way the game is a fascinating look at the world through the eyes of someone else, even if this praise risks categorizing the author-designer as too “other” from my own life.

Mild spoilers, but the notion of the friendly NPC slipping the hero a book was rad; reading it in a club made me laugh in a great way because it was something I’d do if I met such an NPC. The text makes a point about the way men are constrained, developmentally – leadership is a requirement, with all the failure and high stakes anxiety that brings about. The simple honesty of the term fuckplan is so great. Another non-native concept, but it instantly opened my eyes to another murky part of the world, of life. The evoking of the YEAH YEAH YEAHS through the game name and MAAAAPS created a kind of synergy. As someone with a lifelong kind of mild body/facial dysmorphia, I found the protagonist’s confident desirability very powerful. Sacrilege is rich, and was crafted in such a way that it produces an endless series of reactions in the player. I’m not sure if this means it’s packed with ideas, or if – even more clever – it unrolls in such a way that leverages the player’s own experience and prompts self-reflection that manifests as ideas.

Even as an atheist, I felt an embedded Biblical reaction to the names of the men. Insecurity ran through me when John was described as tall, and upon hearing a “twenty-something body” described as hot. Awe-struck, I stopped playing and sat back to absorb this moment that made me feel like I’d been in the perimeter of some kind of minefield; deadly territory that seconds ago I’d been skipping through, but now had to stand frozen, considering how to inch out and away. Playing, you’re caught in a social trap that you cannot even see, which is fucking terrifying. It’s all made worse because we’ve all lived through those social situations that make up the game’s narrative world, where you cannot stop and consider because the clock is running and to pause would be weird, so you push ahead. And as you do, you’re screaming internally at the mistakes you’re making. Sacrilege, more than anything I’ve experienced, touched upon the power we give other people over us, to define us – to define our status as winners or losers – which is completely illusory in most cases, but can be mind-destroying anyway.

There were bits I found brutally cynical, touching upon heart-breaking aspects of some romantic tangles. At one point the game drives home the protagonist’s dilemma, the choice between two of the men, in such a painful way that I wanted to stop playing, but couldn’t:
The guy you are going to hurt
The guy who is going to hurt you
The are only two options

So brutal. So much hunger, need, desperation and risk.

because you might not be offered
something like it again
they never actually
give you anything
Instead only take
When they want
place you out on the chessboard
egos think they will always have pawns

Sacrilege is worth your time, but I’d recommend playing it when you’re alone and in the right frame of mind. It’s short enough to play a number of times, which will let you see all the angles.

About the game, Ellison says, “…I really wanted to make a ‘dating sim’ for the Pulse Pounding Heart Stopping Dating Sim Jam and instead of making it about weird and wonderful sexual experiences I wanted to make it about the heart stopping drudgery of being heterosexual in a world where heterosexuals are conditioned not to talk to each other, or listen to each other, or really have any idea what they are doing. So I made this Twine game. However, I famously have somewhat manic-depressive tendencies, and therefore it takes place in a red-hot club atmosphere where your eyes are being singed and music is forcing its way into your skin and you love every second of your descent into hell. Oh, yes, and turn your volume up, there is music at a certain point.

Play Sacrilege.

 

In Space, No One Can Hear You Curse

Capsule

Capsule

I just had the chance to play CAPSULE, the space (?) horror game by Adam Saltsman and Robin Arnott. It’s amazing, the kind of experience that only comes from the tiny subset of games that work on me.

Stark and understated, it’s the interactive medium’s answer to Ridley Scott’s Alien. The sound effects and art direction in the game are stylish, but in the service of the game’s desperate, doomed mood – discolored glass (or is it icy?), creaks and groans, darkness closing in as you run short on air.

Playing with the UI, learning the mechanics and controls, involves the kind of ‘sense of discovery’ that only some games provide. And this is a sensation that seems increasingly uncommon, as game developers continue to strive for clarity and “ease of use,” usually at the expense of the most powerful parts of the interactive medium. Through all the years, I still seek out this experience: The early days of experimenting with the physical forces in Lunar Lander, learning the give and take of the systems; that first stealth encounter in Thief, where you’re trying to gauge the acuity of the senses of the guards, the effects of lighting on stealth, and the distance at which you’re safe; a clever puzzle solution snapping into place in Portal as you manipulate the geographic flow of space itself; moving time back and forth in Braid, ears attuned to the associated changes in music; simply exploring the world in Sword & Sworcery; realizations exploding in your head the first time several of Far Cry 2’s systems close on you like a noose – fire propagating through tall grass, distant enemies being drawn into a fight, listening to your downed ally crying for help from (somewhere!) nearby, herd animals getting caught in the crossfire. (This murkiness and that uncertain exploration of controls and mechanics was one of the goals Raphael Colantonio and I discussed for Dishonored. Whether we achieved it or not, it’s rare in games now and CAPSULE does it incredibly well.)

The game mechanics are simple, but brilliant, forcing the player to balance oxygen and engine power. Unless I’m inferring too much, when you’re rich in air, you can afford to go very slowly. And when you’re up on fuel, you can burn it fast to save oxygen. None of this is relevant until you’re ready for it, because another thing the game handles superbly is the ramp-up curve; each time you dock with another in-space entity, the mechanics change, making the game harder and more complex. The only thing I struggled with in CAPSULE was breaking my brain away from interpreting the game as 3D first-person navigation. That, and the heart-stopping tension. (Play with headphones, in the dark! Alone!)

Part of Austin’s indie scene for a while now, Saltsman is kind of a cosmic superhero boy scout and Arnott is like that thing that has been following you through a scary forrest, with bells and bits of bones interwoven through its hair, only later you realize it’s some kind of friendly spirit guide. This is my way of saying that they’re both amazing creative people, making interesting games that I’ve been lucky enough to play.

So far, I’ve only played CAPSULE up to the point where I got meters away from the Science Lab before asphyxiating. The desire to play again – right now – is gnawing at me in a good way, but I’ve learned to savor games like this.

Special thanks to Brandon Boyer for helping to motivate this sort of project, all Gertrude Stein-like.

PS) As others have pointed out, it’s not necessarily (or not even probably) set in space.

Download CAPSULE here:
http://www.milsci.info/

Statements from Saltsman and Arnott:
http://venuspatrol.com/capsule/