nicked on 20/11/2016 at 06:49
I don't know how people from other countries would react to his voice, but speaking as someone from England, Jim Sterling has one of the most irritating voices I've ever heard. Makes it hard to take anything he says seriously.
Re: Dishonored's plot and characters - first, small nitpick - I may be misremembering but I'm pretty sure the tallboys came after the Empress's assassination. As for the rest, I always took the stylised art style as a visual cue that this is a slightly-surreal caricature of a world, and not intended to be 100% realistic. I found it compelling because the hyper-reality allowed for extremes of character and social injustice that logically wouldn't occur. I realise that probably sounds a bit apologist, but that's just my reading of it. I totally agree that Corvo falling blindly into the betrayal felt a bit out of place (though I'm sure that particular character inconsistency would have been much more glaring if he'd had a voice in Dishonored 1).
Not played the sequel yet, but if it continues on the same lines, I for one will be perfectly happy.
Malf on 20/11/2016 at 09:09
Quote Posted by bukary
I am also afraid that there might be one more serious problem with Dishonored 2... I finished Stilton's manor and I have a feeling that there's only one more level to play. If so, the game is definitely too short. Not because of short playtime, but because of inability to use the powers that I was collecing during gameplay. There should be at least 2-3 more levels in order to play with the abilities that were gained before Stilton's manor.
I think they've also realised that, as they're releasing New Game Plus mode with the upcoming patch.
And my experience mirrored yours. Even on the last mission, I was still picking up bone charms with interesting new effects but no time left to play with them.
I'm nowhere near as critical of the stupidity of some of the antagonists or the character barks as some, quite enjoying them (Sokolov in particular I love; there have been people like him throughout our history, and they have alternately been heralded as heroes and monsters depending on the political climate), but I do agree that the overarching story is far too simplistic and that overall, the targets are, generally speaking, less interesting than those in the first game.
And while I enjoy the barks and the way they're delivered, they are repeated far too often and by far too many characters. EVERYONE loves cigars this time round and has a problem with arithmetic and the alphabet.
But the core elements of the world and the way they are portrayed still remain as compelling as ever. I still love the the architecture and its consistency, the whale culture, the idea of the void and the outsider and the working class culture built around it, the rats and bloodflies, the walls of light and arc pylons (not enough of those last). The world of Dishonored 2 still feels remarkably convincing as a place.
Malf on 20/11/2016 at 13:26
Spoilers for mission five follow, but this is really important for anyone going for a non-lethal playthrough.
Be aware that at the moment, there's a bug which results in 2 deaths when you take down Breanna Ashworth non-lethally in the Royal Conservatory mission. It centres around the two witches in the side alley at the start of the level. If you knock them out before you take down Breanna, they will die once you hit that switch. The first way around this bug is to not knock them out in the first place. All is not lost if you've already knocked them out however. If you shoot their unconscious bodies with a sleep dart before taking Breanna down, they will still "die", but they won't count as kills.
I'm a little pissed off I learned that on my second playthrough, as without that bug, my first go through would have been non-lethal too.
henke on 20/11/2016 at 19:58
Haven't played Dishonored 2 yet(and I was kinda so-so on the first one, so I'll probably wait for a price-drop), but StealthGamerBR's videos are making it look pretty incredible.
[video=youtube;wKF5Rs1A8w8]https://www.youtube.com/watch?v=wKF5Rs1A8w8[/video]
Thirith on 21/11/2016 at 07:13
That looks really cool...
... and when I get the game, I know already I'll mainly be blinking about the place, hiding in shadows and choking people out. In games I'm pretty much the opposite of creative, for whatever reason.
Does the game offer similar opportunities for non-lethal playstyles? Or will I basically be supplementing my hiding-and-choking with Domino: twice the choking at half the price?
Renzatic on 21/11/2016 at 07:22
Yup. Going the nonlethal route is almost as fun as going full on psychopathic gorehound this go around. Most of the powers Emily has can be used for either/or.
Malf on 21/11/2016 at 08:37
The stun mines are an excellent addition to non-lethal arsenals this time around too. And they've allowed you just enough lee-way with destroyable doors so that you can satisfyingly sequence-break with grenades, and if you invest in it, a sword attack that can take down doors.
As you may have guessed, my current play-through is also non-lethal, but with powers this time, and they definitely open the game up somewhat.
One thing I will say though; I had to stop playing just as I entered Stilton's Manor last night. Granted, I was probably worn out from too much of the game, but it definitely doesn't have the same appeal as the first time around. The idea of going through the same moves all over again just isn't as attractive as my second run through the Clockwork Mansion. Especially without Emily's powers again; I didn't know on my Flesh and Steel run, but yeah, you get stripped of your powers for the duration of the level.
bukary on 21/11/2016 at 18:45
Some quick information for PC players:
I've just installed this beta patch. The performance is very good right now.
Jason Moyer on 22/11/2016 at 00:58
The beta patch that came out today (1.2) or the earlier one (1.1)?