<p>When <em>Fallout 3<&sol;em> arrived&comma; many of Bethesda’s fans called it &OpenCurlyDoubleQuote;<em>Oblivion<&sol;em> with guns”&period; Even though one was set in a fantasy world while the other was post-apocalyptic&comma; the two games ran on the same engine&comma; had similar mechanics and each let players craft a custom character to explore a vast free-roam world&period; With Bethesda’s latest game&comma; <em>Dishonored<&sol;em> due out just a year after the release of <em>Skyrim<&sol;em>&comma; gamers might suspect that it’s just &OpenCurlyDoubleQuote;<em>Skyrim<&sol;em> with guns” too&period;  Based on our hands-on play with it at PAX Prime last week&comma; <em>Dishonored<&sol;em> occasionally comes across as something of a dieselpunk dovakiin&comma; but it mostly feels like a mash-up of <em>Bioshock<&sol;em>&comma; <em>Half-Life<&sol;em> and <em>Deux Ex<&sol;em>&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p><em>Dishonored<&sol;em> follows the Bethesda formula of giving players a wide variety of abilities then leaving them to complete missions anyway they see fit&comma; and that style of play was clear in the PAX Prime demo&period;  However the development team Arkane Studios is a veteran of shooters like <em>Bioshock 2<&sol;em> and <em>Half-Life 2<&sol;em>&period;  That&comma; combined with the use of the Unreal 3 engine &lpar;Rather than <em>Skyrim’s<&sol;em> Creation Engine&rpar;&comma; makes it play like a faster&comma; more liner action game that just happens to give the Player the option of slowing down to weigh their many options&period;<&sol;p>&NewLine;<p>In the PAX demo&comma; players were sent on a mission to infiltrate an aristocratic party then assassinate one of the guests&period;  The party could be crashed by sneaking past enemies&comma; outright killing them&comma; or trying to use conversation to talk your way through tricky situations&period;<&sol;p>&NewLine;<p>In my playthrough&comma; I couldn’t resist the chance to take on one of the game’s stilt-walking &OpenCurlyDoubleQuote;Tall Boy” enemies&period;  The high-powered character that Bethesda had set up for the demo managed to bring down one of these elite cybernetic guards after a heated battle that involved a few well-placed exploding crossbow bolts&comma; but I also had the option of just sneaking by the Tall Boy using a handy gutter&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>Or I could have probably have avoided the whole fight by just not shooting the giant cyborg guy in the face with an exploding arrow…<&sol;p>&NewLine;<p>Once admitted to the party&comma; side quests and branching paths began to pop up&period;  The playable character in <em>Dishonored<&sol;em> is an assassin&comma; so there was always someone nearby who was a target of opportunity&period;  I challenged one such fellow to a duel of honor&comma; but quickly realized that in <em>Dishonored<&sol;em>&comma; assassins don’t have to play by the rules – as long as there are no witnesses&excl;  I proceeded to shoot my opponent in the face before he was ready to fire&period;<&sol;p>&NewLine;<p>The guns in this game take a long time to reload&comma; but they pack a serious punch&comma; and a well-aimed shot can kill two enemies if their heads are lined up just right&period;  That firepower combined with the various magic powers at my disposal allowed me to end this side quest in an acceptable&comma; albeit messy&comma; manner with no witnesses to alert the nearby guards&period;<&sol;p>&NewLine;<p>Aside from guns&comma; knives&comma; and crossbows&comma; there are numerous supernatural abilities&period;  The standard &OpenCurlyDoubleQuote;Bullet Time” mode is there&comma; but in <em>Dishonored<&sol;em> it’s even more deadly due to the quick deaths that come from a well-placed dagger after crossing to melee range while enemies are in slow-motion&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>Although brutal slaughter is fun&comma; stealth is supported too&period;  Some handy abilities available at PAX included a form of x-ray vision to see guards on patrol&comma; and a short-range teleport to simply &OpenCurlyDoubleQuote;Blink” past particularly alert enemies&period;<&sol;p>&NewLine;<p>Players who don’t want to rely on either brute force&comma; or fancy sneaking could also accomplish most of the mission by simply talking to NPCs and unraveling clues&period;  Conversations have multiple paths&comma; and there are a few special powers that can help the Player analyze the environment or people for extra hints&period;<&sol;p>&NewLine;<p>The game doesn’t use a traditional morality system&comma; but there is a &OpenCurlyDoubleQuote;Chaos” system that will result in consequences for violent behavior&period;  In my playthrough of the demo&comma; this system actually worked in my favor by driving my target right to me after I’d killed too many people&comma; thereby sending the party into a state of lockdown&period;  While avoiding the guards&comma; 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  1. Bethesda isn’t making the game, they’re just publishing it. Arkane Studios is making the game. They aren’t using Bethesda’s engine, either.

Charles is a proud contributor to Explosion, as well as the Xbox/ PC Department Lead at Player Affinity, a weekly columnist for Default Prime, a reviewer at The Indie Game Magazine, and a Special Agent at the U.S. Department of Electronic Entertainment.
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