Showing posts with label chaos. Show all posts
Showing posts with label chaos. Show all posts

Friday, 14 September 2012

Why Dishonored is my Most Anticipated Game This Year

If you’ve been following Dishonored on IGN, you probably read Charles’ “Death at a Dinner Party” adventures earlier this year, in which he crashed a masked ball and caused total chaos, attracting the whole city’s attention by murdering guests and throwing canisters of explosive whale oil at guards. I sat down with the exact same mission recently, and was a bit concerned that I’d have nothing new to write about. How wrong I was.

Everything was different. For me and Charles, literally not one single thing, apart from the mission itself, was the same. This has instantly made Dishonored my most-anticipated game of this year. This is the first game I’ve played since Dark Souls last year that hasn’t patronised or restricted me for one second, instead just pushing a set of tools and powers into my hands with an avuncular wink and leaving me to do what I want with them. It gives you freedom, it gives you options, and it lets you work things out for yourself.

Here’s the first difference: I made it through the whole scenario without killing anyone. Not even my assassination target. (Well, I did kill a few rats by possessing them for so long that their tiny brains exploded, but that doesn’t count.) Here’s the second: I didn’t find the equipment menu, so I played for more than an hour without the incredibly useful instant-teleport Blink power or any weapons. Here’s the third: because I took a wrong turn on my way to the mansion garden party I was supposed to be infiltrating (my sense of direction is legendarily awful, in games as in real life), I discovered a whole neighbouring area of slum-houses that I wouldn’t otherwise have known existed.

I like to play Dishonored like a spy, rather than a superhero

I like to play Dishonored like a spy, rather than a superhero. That’s in line with how I approach most open-world games - I like digging around in people’s diaries for information in Skyrim (and digging around their houses for possessions to liberate. I hacked into and read several thousand mundane emails on the computers of corporation employees in Deus Ex. I like to explore a place and hunt for the tiny details hidden in basements and dusty old books and peeling propaganda posters on the walls. Dishonored’s Dunwall is rich with this detail. If you take your time, avoid attention and keep your eyes open, you can really drink it in.

The premise of this mission – the same one shown at Quakecon and Gamescom – is an assassination during am exclusive masked ball hosted at the Boyle family mansion. Lady Boyle is your target, but the problem is, there are three Lady Boyle’s and all of them are in similar creepy porcelain-doll costumes of different colours (the game randomises the mission each time, too, so you can never be 100% sure which Lady Boyle should be the object of your stabby assassin affections.) There are three options (that I could work out, anyway): find out which is guilty, kill all of them, or kill one at random and hope for the best.

Infiltrating the mansion’s grounds is a mission in itself; the night streets are patrolled by police and Tall Boys, those heavily-armoured striders with the power to vaporise you on sight. You begin the mission on a boat in the nearby canal, and you have to work out how to get in by yourself. It’s gratifying that the game doesn’t give you hints; it doesn’t tell you which way to go, and no button brings up a magic light-trail showing you the best way in. You can swim through the sewers and try to find an inlet to the mansion. Getting up to the rooftops and climbing the fence is a more obvious solution.

I got chased into an alleyway after being spotted in the water by guards and accidentally discovered a slum-house with stairs leading promisingly upwards. Upon entering, I noticed a few prone bodies in the neighbouring room; I did not expect them to suddenly spring to life, run at me and cough black plague-goop into my face whilst blood streamed from their eyes. These people are the Weepers, the diseased poor of Dunwall whom the government has been systematically exterminating. You won’t find them in the opulent mansions where the rich are hiding away – they hide in the slums, evading the Tall Boys.

I did not expect them to cough black plague-goop into my face

You’re supposed to feel sorry for these guys, but man, they behave a LOT like zombies, with all the moaning and the stumbling and the blood and the spontaneous attacking – not that you can’t empathise with zombies, but they’re terrifying. I ran away upstairs and climbed out of a window, taking in as much of the decaying building as I could. Soiled mattresses were lying about everywhere, with plague information pamphlets and posters trodden into the floorboards. When I got into the roof, I realised that – fortuitously – I was right opposite the Boyle mansion, and one of the windows was open. Leaping between the windowsills, I climbed into the guardhouse and scouted it out. I’d managed to make my way in without having to scale any walls, swim through any sewers, steal an invitation or kill anyone. And now, after stealing them from a hook on the wall, I had the keys to the whole place.

You’re undercover at the party, where your masked-assassin outfit blends into the other guests’ fancy-dress ensembles. You can walk around more-or-less freely, listening to conversations (apparently one of the absent society ladies likes to get carnal with her male siblings and nephews) and scoping out your potential targets. The first Lady Boyle I meet is rather… over-friendly, leading me willingly away to a secluded assassination-friendly bedroom after a glass of punch on the promise of some drunk party-sex. Feeling massively uncomfortable about either murdering her without proof or jumping into her bed (the game wouldn’t let me, anyway), she eventually got bored with the masked guy hanging awkwardly around in her room and wandered off, at which point I read through her diary and stole some jewellery. The diary contains no allusions to illicit murder-worthy activity, making me think she probably wasn’t my target after all.

The other rooms upstairs are locked, so I head back downstairs to look for a way in. There’s a rat scuttling about in the grand ballroom; after possessing it, I head into the first vent I can find and emerge in a room that controls the giant security forcefield barring the way up the grand stairway. If I could find a hacking module, I could modify it to fry anyone who walks through it, which sounds massively entertaining but not enormously helpful to my goal of causing as little chaos as possible.

It’s after I’ve met all of the Lady Boyles stalking the party in red, black and white costume that a guest in a scarecrow-esque mask approaches me and whispers that he knows who I’m looking for – and that he’s in love with her, and understandably would rather I didn’t stab her to death. He promises to take her away and keep her safe if I deliver her unharmed to the basement. It doesn’t sound… entirely above-board, but at least I wouldn’t have to kill anyone.

Getting into the other Lady Boyles’ bedrooms is easy once I’ve found some more rats in the cellar to possess and scuttled through the mansion’s network of vents. Another diary reveals my true target: it’s the Boyle in black. Now I just have to get her to the basement and send her away with her lover without alerting anyone by striding through the party with an unconscious body draped across my shoulders.

This turns out to be pretty easy. I just walk straight up to the Boyle in question and tell her I’m out to murder her unless she comes to the basement, right now, a request to which she acquiesces with surprisingly little consternation. I knock her out in a quiet spot and sprint the rest of the way down to the basement before the guards stroll past. Once we’re there, the masked guy from earlier is waiting on a barge to take her back out into the canal. “She’ll have a long time to learn to love me back, now,” he says, calmly sailing away to wherever on earth he’s going with the unconscious Lady Boyle prone on his boat. Oh. Well. It looks like I’ve accidentally delivered someone into a life of imprisonment and possible sex-slavery. But at least I didn’t kill anyone.

It’s only when I’m comparing experiences with others later on that it becomes clear how unusual this experience of Dishonored was. Some players were relying on magic to teleport them across rooftops, facilitate an escape from the Tall Boys or possess guards to open doors for them. Others got eaten by fish in the canal. Most were causing violent chaos, turning the party into a colourful disaster, summoning hordes of voracious rats to nibble at the attendees. Not one other person found the slums, or the force-shield hack, or managed to make it through without killing. You could play that same mission five or six times and never do anything the same.

And that is exactly why this is the most interesting game of this year.

Keza MacDonald is in charge of IGN's games coverage in the UK, and expects the end of her year to be totally dominated by supernatural assassination (and probably a bit of Wii U). Follow her on Twitter and IGN.


Source : ign[dot]com

Thursday, 13 September 2012

Pokemon Mystery Dungeon 3DS Announced

Almost all of today's Nintendo news has been centered on the Wii U, but amidst the chaos of price and release date announcements for the new home console, one piece of interesting 3DS information came to light – the Pokemon Mystery Dungeon series is coming back. Nintendo announced a 3DS sequel for the series via Japan's CoroCoro magazine, and its title translates roughly as "Pokemon Mystery Dungeon: Magnagate and the Infinite Labyrinth."

The CoroCoro issue went on to showcase images of the game which confirmed a 3D visual style and the presence of Unova region Pokemon. You can select Snivy, Oshawott, Tepig, Pikachu or Axew as your starter.

The "Magnagate" mentioned in the subtitle, meanwhile, refers to a type of portal in the game that teleports your Pokemon team into dungeons – you can create new Magnagates by using an included AR feature and scanning things. What things to scan? We don't know yet. Could be specialized QR codes, like Pokedex 3D. We'll have to wait and see.

Nintendo of America hasn't had anything to say about the game yet, but it's probably a safe bet that it will be localized for Western audiences. Most Pokemon titles are, and the Game Boy Advance and DS systems got a total of five Pokemon Mystery Dungeon games between them. So again, safe bet.

We'll go ahead and pencil it onto your TBA 2013 list, NOA.

Lucas M. Thomas is IGN Nintendo's wise old sage, having worked to cover the worlds of Mario, Link, Samus and all the rest of the Big N's creations for over six years here. You can follow him on Twitter.


Source : ign[dot]com

Friday, 31 August 2012

Command Prompt 10: DayZ Standalone Version Details

In an attempt to make sense of the chaos we call PC gaming, IGN's Anthony Gallegos and Charles Onyett put together a video show called Command Prompt. Barring any disastrous events or prolonged spells of acute laziness, new episodes will appear every week showing off three PC games.

This week we had DayZ creator Dean Hall in the office to talk about the upcoming standalone version of his popular zombie mod as well as potential console versions. It was supposed to be a single segment, but we wound up talking for a while. An hour, to be exact. So it sort of became the whole show this week, preceded by a very brief look at Guild Wars 2.

Guild Wars 2

ArenaNet's MMO is finally live, and so far it's pretty amazing. We take a quick look at it here, but if you want to know more, check out the review in progress.

DayZ

We play DayZ with Dean Hall and cover pretty much everything that's going on with the standalone version and console versions.

Charles Onyett is an Executive Editor at IGN, leads PC game coverage and used to think Pugna was his favorite Dota 2 hero, but recently decided it was Disruptor. You can follow him on Twitter and My IGN.

Anthony Gallegos is an Editor on IGN's PC team. He enjoys scaring the crap out of himself with horror games and then releasing some steam in shooters like Blacklight and Tribes. You can follow him on Twitter and on IGN.


Source : ign[dot]com

Thursday, 2 August 2012

Final Modern Warfare 3 DLC Plans Revealed

Activision has announced the final pieces of Call of Duty: Modern Warfare 3’s season of content.

On August 9th, the Chaos Pack will launch on Xbox 360, offering a brand new Special Ops Chaos Mode, three new Face Off maps and four new Special Ops missions. The Face Off maps include Vortex, U-Turn and Intersection (previously released for Elite subscribers on Xbox 360 in June and PlayStation 3 in July). The Special Ops missions include Vertigo, Arctic Recon, Light ‘Em Up and Special Delivery.

On September 6th, the Final Assault Pack will launch, adding five new multiplayer maps. The maps include Boardwalk, Gulch and Parish (which leaked out earlier this week) as well as Decommission and Offshore, which hit Xbox 360 in July.

As always, the packs are arriving first on Xbox 360. Each pack will be available for $14.99 (1,200 Microsoft Points), but the content will arrive first to Premium Elite members for free. This will mark the end of Modern Warfare 3’s content season, which includes 29 separate pieces of content overall.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com