van HellSing on 19/10/2012 at 09:17
Quote Posted by Judith
I thought it was Stephen as well, and I was almost sure that the Heart was Terri Brosius :) But then I watched the Credits.bik. Actually Terri's there, but not as the voice actor :)
Harvey Smith mentioned on twitter that she co-wrote the Heart, so that's close ;)
henke on 19/10/2012 at 15:11
I haven't seen this bug mentioned anywhere else so I figured I'd check with you guys.
(
http://imageshack.us/photo/my-images/145/2012101300095.jpg/)
Inline Image:
http://imageshack.us/a/img145/5113/2012101300095.jpgHas anyone else had this happen? Sometimes when I'm crouching and I zoom in the sword detaches from my hand and stays in the same position as it would be if the view wasn't zoomed. I've had this happen probably at least once every level now. It always gets resolved after a little while though, seemingly by itself. :erg:
van HellSing on 19/10/2012 at 15:34
I've had this happen once, after I'd alt-tabbed out of the game then back in.
I did run into an incredibly annoying glitch in the Campbell mission:
[spoiler]Upon entering the meeting room, I trigger a conversation between Campbell and Curnow, but after two lines or so the doors in the room open and everyone freaks out and runs outside, swords drawn. They can even pass me by and not notice me.[/spoiler]
The AI is buggy as heck in general.
henke on 19/10/2012 at 16:37
Yes, I had that same one on the Campbell mission. The first time it worked fine but after that they kept freaking out and running off for no reason. I kept reloading it thinking it was something I was doing wrong, but to no avail. Eventually I just accepted it, and chased them down. Luckily I'm not trying to do a ghost playthrough or anything like that.
242 on 19/10/2012 at 17:58
Quote:
You know, this is weird. Dishonored strikes me as close to what thiefgen thinks Deadly Shadows is like (Thief, but DUMBED DOWN AND ACTIONY AND HURRR!). Yet everyone seems to mostly like it.
At the start of the 5th mission now, and yes, I also think it's dumbed down compared to classic Thief. No tactics needed, no skills of puzzle solving, no thinking, lots of easy and apparent ways to get to places, find codes for safes, solve side quests. Consequently, gameplay itself becomes too repetetive, all missions so far feel the same. Lack of the story deepness also doesn't help.
henke on 19/10/2012 at 20:02
22 hours. Low Chaos. Dunwall Tower was the best level. TEH BEST. Flooded District was really interesting as well.
This was really good. Perhaps even great. I can't say I loved it as much as dethtoll did, certainly not my favourite game of the last 10 years. It might make it onto the top 10, but I wouldn't say it was as good as Dark Souls, or Fallout 3, or Escape from Butcher Bay. Though that might also be because those were unexpected joys whereas Dishonored had it's work cut out trying to live up to how much it had been hyped up in my mind.
One thing I wasn't expecting however was how well characters were handled. Often you'd hear a lot about people before you met them, so you could form an idea of what they're like. Collecting Sokolov's paintings and hearing about his research from Pierro, for instance, meant it was much more interesting once you got to meet the man face to face. Most of them had a pretty good character-arc of their own, which you often played a part in shaping.
I wasn't crazy about the ending. I snuck in the back-way and couldn't quite make out what Havelock was saying over the dramatic music. Why did he kill his companions? And the finale is just kinda Corvo and Emily living happily ever after, while the mysteries surrounding The Observer and The Heart are left unresolved. That's what sequels are for though, I guess.
catbarf on 19/10/2012 at 20:08
The puzzles in particular struck me as especially easy.
There's one bit I remember where I saw a safe in one room. Two rooms over, there's a note from the guy that mentions a particular date as the most important date in his life. It happens to be three numbers.
I was feeling mildly clever when I realized it must be the safe combo, then I noticed that it had recorded a new journal entry along the lines of
'[insert date here] is the MOST IMPORTANT date of his life'.
Like, really? Is that the level of hand-holding necessary for puzzles nowadays? Couldn't they require the player to have half a brain, and if they don't, too bad? It's not like this is plot-critical and every player HAS to get it to proceed.
june gloom on 19/10/2012 at 21:41
Quote Posted by henke
while the mysteries surrounding The Observer and The Heart are left unresolved. That's what sequels are for though, I guess.
I hope they never fully explain the Outsider or the Heart. I
like the mystery behind them -- the Heart gives you some hints as to who it belonged to but never tells you outright.
Avalon on 20/10/2012 at 00:48
I am really digging the atmosphere and art style of this game, but it kind of reminds me of Deus Ex 3 in that I never feel as if I am in danger of failing or as if something is too difficult if I play all stealthy-like. Maybe it's because it allows me to do what I've trained for all of my life, wrap my hands around something and choke vigorously, but I'm just not finding it too challenging. I do enjoy all of the magical teleport shenanigans, though.
Also, there is a massive disconnect between the player and Corvo. He does not express himself in any way whatsoever, so he feels like a mindless robot being told what to do by others, with what feels like a huge amount of missing dialogue that should have been filling the gaps. Who are these people I just met, and what do they want me to do? I know because I read the back of the box (and all those previews), but from an in-game perspective, you really only figure it out when you're halfway out the door piecing together dialogue in your head - while being given the distinct impression that this isn't meant to be something conveyed so vaguely. But a lot of information doesn't get succinctly passed along when your character is incapable of participating in his end of a conversation.
It's also not quite the "do any mission a countless number of ways!" that was advertised, in that so far there have only been 2 to 3 heavily scripted ways to handle each one (just like the Hitman series of games). Sure, I might be able to decide between a number of different ways to get into a room, but what I do in that room is always going to be one of a couple different forks. On the other hand, I don't think it's realistic to hope for much else at this point in gaming/technology.
driver on 20/10/2012 at 01:22
Quote Posted by catbarf
The puzzles in particular struck me as especially easy.
There's one bit I remember where I saw a safe in one room. Two rooms over, there's a note from the guy that mentions a particular date as the most important date in his life. It happens to be three numbers.
I was feeling mildly clever when I realized it must be the safe combo, then I noticed that it had recorded a new journal entry along the lines of
'[insert date here] is the MOST IMPORTANT date of his life'.
Like, really? Is that the level of hand-holding necessary for puzzles nowadays? Couldn't they require the player to have half a brain, and if they don't, too bad? It's not like this is plot-critical and every player HAS to get it to proceed.
Finding the safe combinations was ridiculously easy, if the book/note wasn't laying
right next to the safe, it was usually in the next room. It's a far cry from, say, SS2's hunt-the-code-in-the-paintings. While that could be a touch frustrating, it at least required the player to use his/her eyes and brain.
Avalon: There are a few opportunities for Corvo to say something in a conversation (Other than 'Show me your wares'), but I guess Arkane were trying to make Corvo a blank slate that the player could fill in themselves. Maybe?
Still, there were a few times when I really felt frustrated that I couldn't respond to what was being said, especially after the Lady Boyle mission
when Pendleton had shafted me into taking his place at a duel. I was hoping that I'd get the chance to slap him silly when I returned, but Corvo just meekly accepted the reward and nothing more was said.