Showing posts with label Arkane Studios. Show all posts
Showing posts with label Arkane Studios. Show all posts

Thursday, 18 October 2012

AnarchistRant: What Dishonored shows about the real face of humanity

After committing some serious time to Dishonored over the last few days I have noticed an interesting trend from the critics and supporters of the game alike that shows something of the true nature of gamers.  Much like Deus Ex, which it is hard not to see the parallels to (being as it is at it's more basic level a very similar game with a theme swap from cyberpunk to steampunk and swapping sci-fi tech for mystical powers) most of the talk seems to be about the option to not kill.

This is something contrary to the media and the non-gaming public's views on gamers, they always go back to talking to the infamous COD: Modern Warfare 2's "No Russian" mission (where you are undercover in a terrorist group as they, and you if you choose, slaughter hundreds of screaming and fleeing civilians who committed the simple crime of catching a flight at the wrong time) or false representations of Grand Theft Auto (taking examples in the game to extremes and claiming it's a rape simulator etc).  The public face of the news and moral values depict gamers as misanthropic sociopaths being brainwashed into murdering innocent civilians which we all know is not true, some gamers take their games too seriously, spend too much time playing or choose to bully other players online and this needs to end but making people evil?  No, I don't accept it.

To give some perspective here are a few home truths about myself, I am a pretty dark individual, I have what some would be consider a sick sense of humour, when the mood takes me I play the most brutal and sadistic games I can get my hands on, I did grow up watching inappropriate films, I love the music of Marilyn Manson, Slipknot & Hatebreed, I am a very angry, adrenaline fuelled person and I have read books that half the Christian Right would burn every copy of, I am very loud, I talk too much and I have daddy issues.  I will let you form your own image of me in your head.  I'm an asshole huh?  To contrast that I am fairly intelligent, well educated and work in a highly exclusive industry, my pay is good, I am a very sweet guy, highly moral, I respond deeply to emotional storylines in tv and film, hell, I cry at the film Where the Wild Things Are (and I mean cry, like my tshirt is soaked and I am wailing like a baby) when not involved in conversation I tend to sit quietly and keep myself to myself, my life is full of laughter, the friends I do have I love dearly, I don't wish or cause harm to anyone.  

Like most people I am a walking contradiction, I love to switch off from reality and relish some brutal media, be that a film or video game, book or music but at the same time I love humour and emotional compelling storylines that engage my sense of morals and emotions.

People are complicated, the media always seeks to turn a complicated issue into black or white when it is never that simple.  When it comes to the gaming industry there are many different kinds of games and there is no specific person who fits into one category.

Dishonored and the like highlight this conflict that most of us feel, you can play the game as a brutal killing machine, utilising, crossbows, guns, explosives, swords or more creative mystical powers, launch your victim off a cliff, summon flesh eating rats to devour them and that is just a few.  This method is fun, satisfying but it comes at a cost, the more you kill the more dark and violent your world becomes.  You can also go for a more pacifist approach, killing where only absolutely necessary or not at all, this is a true challenge of your skill in the game and much like life living according to a moral code that you set yourself is a hard one.  Nobody is telling you to kill, you don't fail your mission, let's face it your character is an assassin after all.  The game does something quite exceptional for the player, if they are absorbed in the story, your deeds are gauged by the reactions of a small child, a little girl who your character saved, protected her whole life, hell you even play hide and seek with her during the tutorial stage.  If you act heroically  knocking out guards and stashing their sleeping bodies and dishonoring your targets instead of murdering them she sees you as a handsome hero, even drawing a picture of your smiling face with sun shining and the word daddy written on it.  Let me tell you that the deeply sentimental side of me genuinely had an emotional reaction to this, I felt proud that this sweet child could look up to me, seeing me as a heroic protector and even father figure.  Contrast that to the reaction you get when you return blood soaked and vengeful, she is scared of you, her picture shows you exactly as you are, a monster, perhaps a necessary evil but still an evil.  Except it isn't necessary is it?  If only you behaved differently this girl wouldn't wake up in the night screaming, it makes you want to be a better person.

Now, it's fair to say this won't be the reaction of everyone, you might be the kind of player who doesn't engage with the storyline and in that case this emotional response doesn't apply, does that necessarily make you a bad person?  Of course not, we are all different.  Did you play it, engage emotionally in the game, refuse to switch off and gleefully haunt this child who trusts you? Maybe you need therapy.

The question is what does this tell us about gamers in general?  We need to find a simple generalisation, because let's face it, responding to defamation from people and the media with a thesis won't help.  Gamers play violent and brutal games when they want mindless entertainment, when engaged emotionally they will show their true human nature and most will take the high moral path, no matter how hard that is.  

Nobody considers the avatar of others in an FPS deathmatch as a life they are taking, nobody worries in Dead Space or Resident Evil if the infected human you brutally murdered has kids at home, nobody thinks the driver you just jacked in Grand Theft Auto will need counselling from their experience.  This is because they aren't treating these games as an alternate reality but a mindless escape from it and the reaction of games that promote engagement and real in game moral consequences to your actions is that those who play mindlessly will often go the more immoral route and those who seek emotional investment will behave more morally.  This is simply down to the fact that this isn't reality, it is fiction, just like a book, music of films.  Of course you can spot a potential psychopath if they replay "No Russian" over and over, relishing the screams of the dying but these people already exist, it is a mixture of their upbringing and their nature and of course some gamers go on to do terrible things "inspired" by a game.  The simple fact is that the game didn't "make" them do it, they were already like it, it's just that their chosen method happened to have a muse that in everybody else's hands is fine.

As a final word this argument has nothing to do with the exposure to children of violent games, this isn't anything to do with the gaming industry, this is down to the parents, games have ratings, if you buy them for your children either out of their sense of peer pressure or your ignorance you are to blame, not the developers, not society, you.  You failed your child, now take steps before they potentially harm someone.

Saturday, 13 October 2012

AnarchistReview: Dishonored

About
Name: Dishonored
Developer(s): Arkane Studios
Publisher: Bethesda
Genre: First person stealth action/adventure
Players: 1
Online?: No
Platforms: PC, Playstation 3, Xbox 360
Platform used: Playstation 3

Review

I will be honest I have been cautiously optimistic about Dishonored, the lack of hype until fairly close to release which is more than I can say for some games that get presented as the second coming months if not years before it hits the shelves.

With a playing style style that puts me in mind of the Thief and Hitman series (it is hard to see the parallels throughout the game but that is no shame) you control a mystically powered bodyguard turned assassin bent on revenge against his murdered empress and to rescue her adorable daughter and to bring her to power.  At the beginning of each level you are presented with a target, often some sub missions and multiple paths to achieve your aims. Do you run in all swords and guns slaughtering anyone who gets in your way? Summon swarms of flesh eating rats to devour your enemies as you stride through like a dark vengeful God? Use your powers to hijack body after body as you possess yourself to your goal? Simply sneak from cover to cover or any combination of the above. All the permutations are pointless to go into but I'm sure you get the idea.

Don't be fooled by this into thinking this is a Bethesda free roaming open world do what you like affair, that really isn't the aim with this game, you aren't getting a sandbox game. You are placed into fixed levels with a clear "kill your target or do something to remove them non-fatally from the political game." This does give some nice variation but ultimately you are restricted to one of two options, killing is bad, stealth and dishonouring of your targets is good. Not that this is necessarily a bad thing, you are presented with multiple paths through the levels and ways of dispatching your targets depending on your preferred style of gameplay. However there is a certain pull towards the "right way" or doing this. As with most games with a moral component going by the more fun dark path is ultimately less rewarding than the painstaking light one, much like life. There are plenty of books, audio logs and upgrades peppered around the level to keep you interested too.

The design of the game feels unique yet strangely familiar, this might be due to my years of playing Thief (for those who don't know a first person steam punk series where you could approach your target openly except your protagonist Garret couldn't defend himself if a haemophiliac toddler tried to  take him down) my recent play through of The Darkness 2 (where the character and art design feels very similar) and the fact that steam punk is so ubiquitous as the clever and unique setting it's long past being old hat.

The controls are mostly very responsive, the lack of zoom aim is refreshing as is the bobbing  crosshair that doesn't make you feel queasy. My only gripe with those is the holding down the peek from cover button feels too much like left is separate from right, the transition between the two being slightly awkward. The menus respond nice and quickly as does the quick select wheel, even if a few times I found the wrong item selected and instead of possessing I fired a sleeping dart. The AI is pretty good, the NPCs interact well, often sharing a handy tip or complaining about their day, however I couldn't quite understand how they don't spot half your torso poking out being a pillar, especially given the terrifying skull mask you have on.

The autosave feature kicks in at the completion of quest markers or passing into a new area so if you are anal about achieving a high score it may be worth saving and reloading often.

Ultimately this game grabbed me and I loved it, accepting it's minor faults I got fully lost in the experience. This is a truly last gen game in the best possible term, what you buy is what there is, a complete game, it relies on a strong single player experience of compelling story and solid mechanics. As much as I enjoyed it and will play it through again I hope there is no sequel, or if there is one it follow in the footsteps of Fable and makes a sequel which takes the key mechanics and world but creates a new story. Hopefully unlike Fable, if it does go this route, it won't ruin the entire premise of the game in the process.

Summary

  • Engaging storyline
  • Solid single player experience
  • Creative and distinct universe (hardly unique but enough varied sources for inspiration create a unique amalgam)
  • Lots of gameplay choice to match your style even if it is largely tailored to a binary ending
  • Distinctly not an FPS (if you want a steam punk COD the shooting mechanics will leave you cold)
  • A must for any fans of Hitman, Thief, Deus Ex et al
  • No multiplayer (if you need deathmatches, co-op or leader boards for your experience look elsewhere)
  • Solid comic style graphics (really brings shades of The Darkness 2 to mind)
  • Any AI flaws or minor control clunkiness is easily forgiven
  • Good enough not to drive me mad at the non-British spelling of dishonoured