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Dishonored is a game that rewards creativity. Shame that years of dumbing down games has made everyone a bozo.
While speaking to GamesOnNet, Dishonored Executive Producer Julien Roby shared his surprise with how players have handled the game's flexible environment. Despite being given complete freedom on how to approach objectives, and a toolkit larger than MacGyver's, people still wandered around aimlessly:
People would just walk around during playtesting of the ‘Lady Boyle’ mission, they didn’t know what to do. They didn’t even go upstairs because a guard told them they couldn’t. They’d say, "Okay, I can’t go upstairs."
When myself and Dan Oravasaari from PlayStation LifeStyle were trying out Dishonored at E3, we found the amount of options slightly overwhelming in an enchanting way. It's easy to get used to how games like Uncharted, Gears of War, Call of Duty, and just about every other popular action or shooter game clearly define the goal and usher you through the next linear corridor. Once you're placed in an environment where the path isn't immediately obvious confusion, it's only natural to be confused.
This is why I fear that the reception for Dishonored may be mixed. Those who have been molded into modern gamers may be perplexed with the game's clever style. However, anyone who enjoys coming up with and testing their own methods will be met with plenty of smile-inducing moments.