this moronic moping about "muh chaos" is stupid. i played dishonored 2 no chaos non-lethal and being forced to approach every engagement with complexity and thought instead of sit on balcony and shoot people or gather every guard in level and blow them up with one explosive is way better. having to actually aim for the head with your ranged weapon (dart), having to pick your targets, choke them and hide the body instead of stab and body turns to dust, and parrying enemies to knock them out or fleeing to the shadows makes the game more engaging and satisfying. you actually feel like a stealthy, professional assassin. cope fail stealthers. but yes they do give you a lot of lethal weapons you arent allowed to use. they shouldve gave you more non lethal weapons to balance it out
It's not like Corvo takes damage every time he feeds someone to rats. And the ending isn't even that critical and sort of makes excuses for Emily turning into a tyrant. Only if you frick up and let her die does the game give you an "lol, u suck" ending.
they're just giving people who want to roleplay an ultra violent john wick terrorist what they want by giving them more dudes to kill, that seems like a win win.
You aren't forced to ignore them. If you want to kill people, go for it. Not only does the game not punish you for it, it gives you more stuff to kill. And, so long as you rescue Emily, the ending isn't even that critical.
>no you don't get it I NEED to kill more than 141 people!
Great way to prove your innocence
There must be consequences to being caught, you can always Bend Time, run away, lick your wounds and assess the situation. The alternative is what the second game did, taking importance out of the choice by just adding a non-lethal alternative to everything >aerial strike? Non-lethal >open combat? Non-lethal >slide attack? Non-lethal >counter attack? Non-lethal
Lame
Ending in Prey didn't matter
...
None of it matter
>he couldn't handle the Mind Games
https://prey.fandom.com/wiki/Project_Cobalt
Bohoo homie. Just go watch Dishonored good/bad/secret endings [4k] [60fps] + post credits.
You're not playing undertale, just learn to enjoy the consequence
>game gives you a bunch of tools and abilities for killing people >punishes you for using them
it's moronic and you're a homosexual for defending it
god I love how 180 it is >Little girl who kicks her feet and giggles draws the sun in the corner like a 5 year old >in High chaos she draws spooky art and instantly asks if you murdered them all the moment you come back
The chaos system sucks for more then just punishing lethal powers/gear
>killing is le bad >when god himself gives you such cool powers to kill people >game expects you to cheese the levels and do frickall
Arkane was going to shit before Deathpoop for sure. Though I must admit Dishonored's gameplay is better than anything the modern industry has shat out
>husband dies all of a sudden >emily is born more than a year after >everyone keeps winking at corvo and teasing him >corvo's appointment as royal protector was jessamine's way of getting back at her father
yeah, she fricked him
Multiple endings sound good on paper but in execution are almost always either > Deus ex style choose your own ending!
or; > Do some extra shit or complete a bonus mission or save all the furbies or beat the game under 90 minutes to unlock the TRUE, GOOD ending that we could have just given to you in the first place
>Do some extra shit or complete a bonus mission or save all the furbies or beat the game under 90 minutes to unlock the TRUE, GOOD ending that we could have just given to you in the first place
The only game I can think of that did this was Arkham Knight
Usually involving different choices, routes, challenges, etc.
This game just says if you use your tools you get the bad ending. That's a shitty no fun allowed way to do it.
Yeah, frick that. >do violent playthrough and use all your cool-ass skills >get reprimanded for it, the game shits on you the whole time for doing it >beat the game, get reprimanded some more
>want to do a stealth playthrough with no kills >blinkblinkblinkblinkblinkblink >win >get good ending >hate the fact I barely got to use any cool powers or actually need to BE stealthy, since Blink made it irrelevant
Multiple endings are good when they come as a natural evolution of the things you did and how you did it, or there's an alternate ending where you go full-ham and complete a 493875 step checklist.
What sucks is that "multiple endings" in games nowadays tends to be: >enter final room, pick an ending >you did all of [thing] or none of [thing]
or >get an okay ending now, but the final, complete ending is locked behind DLC
The most asinine thing is when a game punishes or dissuades you from killing and yet: >Gives you stealth weapons which are as good or better than lethal weapons [NuDeusEx and MGS5] >Puts you in an environment where no rational person would ever expect you to be nonlethal [MGS5] >You are obligated to ALWAYS be nonlethal instead of circumstance considerations.
Metro exodus is another queer case. You're made to think that murder is bad, don't just be a killer. But then you're given sections in which you are to kill and kill and kill. There's more of a weight and consideration to fighting bandits in the volga than mowing down cannibalistic nazis or whatever the frick they were in the bunker.
>game doesn't let you play in any way outside how the devs want
For the life of me I cannot understand why people want to play cinematic simulators. A game can be cinematic without being an interactive movie.
yeah such a gay ass gotcha ending. I would have vastly preferred the twist to be that Morgan is dead and you're playing as a Typhon with their memory instead. It would accomplish the same thing without rendering the entire plot pointless.
Sort of. Gameplay wise, injecting too much Typhon powers into you makes Talos 1's defense systems eventually stop helping you, and turrets will eventually start shooting you on sight. I think the giant Typhon spawns more often too.
Narrative wise, the game just takes notice of what Neuromods you take. If you don't take any Typhon powers, the ending will make mention that you, the Typhon in the simulation, either empathized or thought itself as human.
You have to kill a very high percentage of enemies in each chapter in order to actually get the chaos ending. people mistakenly think that killing a couple people fricks their good/bad path, but it's way more loose than the common perception assumes
I’ve said it before and I’ll say it again:
Whatever nippoBlack person thought that Revali’s Gale should have a fricking cooldown must really enjoy his afterwork gig as the HOA president.
>being evil is punished >"noooooooooo I wanna be the bad guy with no consequences" >being evil is rewarded >"b-but I don't like being evil, I want all the benefits of the easier route with all the moral satisfaction of being a good guy" >being good or evil makes no difference >"your choices don't matter reeeeeeeeee"
literally how are game devs supposed to win?
jesus frick, literally why even let the player have control over the character?
I want to slap everyone who compares Kojima to this shit, having a long drawn-out autistic story to tell is not remotely the same as this seething hatred for player control.
jesus frick, literally why even let the player have control over the character?
I want to slap everyone who compares Kojima to this shit, having a long drawn-out autistic story to tell is not remotely the same as this seething hatred for player control.
This, I'll never understand "cinematic walking sequences." Just make it a cutscene, it's okay, it's better that way.
Still maddens me that RE4 got this almost completely right then fricks it right at the end with the carrying Ashley sequence.
>fricks it right at the end with the carrying Ashley sequence
As a counterpoint to this, Bastion with choosing to save Zulf did that absolutely right. It's more of a matter of execution rather than an inherent flaw in design.
Very true, or the MGS4 Microwave sequence, which especially on the first playthrough was both difficult and heart wrenching. I think it stands out in RE4 both because it's an intensely boring and meaningless sequence, and because the game is designed to be replayed at least a half dozen times or more. The rest of the game is tailor made to make replaying it satisfying in ways even the original didn't -- letting you max out every weapon, having built in sequence breaks that are only possible on NG+, making Charms something you can grind out through multiple playthroughs, etc. Along with all of that cool shit, they also made almost every non-gameplay section skippable, including the walk-and-talk segments with Hunnigan.
How this sequence missed the edit I'll never understand. It's not that it's super egregious, it's just so antithetical to everything else the game did.
I also wish you could skip the minecart but that's personal preference.
cinematic games are bottom barrel since story contradicts the videogame itself
Honestly I dont see whats wrong with this besides the dude not pushing you when you are standing still at the end
Perfect way to make you hate the guy pushing you around and making you feel like a little b***h
>Honestly I dont see whats wrong with this >Play videogame with the controller >But you don't have control of the game you're playing
It's kind of glaring
Honestly I dont see whats wrong with this besides the dude not pushing you when you are standing still at the end
Perfect way to make you hate the guy pushing you around and making you feel like a little b***h
I dont even know what game that is
Its stupid to think you cant make your player feel bad to make the part where you get to kill the bad guy more satisfying later on
if the best way you can think of to make the player want to kill a character is to purposefully make the game shit to play then you've failed as a game developer.
To play devil's advocate, going out of your way to demonstrate the player's powerlessness could be effective in immersing them in the role of an imprisoned character. However, given that the average player isn't going play the game like the person who made that webm and won't be made so consciously aware of how little control they have, I don't think that was an intentional artistic decision in this case.
The fact that the player being in control makes no difference and is only there so that their can be an exposition dump and that "cinematic" feel.
It should have just been a cutscene that condenses the bullshit or lets you skip it instead of a lets waste the player's time and pad the game moment.
god I love how 180 it is >Little girl who kicks her feet and giggles draws the sun in the corner like a 5 year old >in High chaos she draws spooky art and instantly asks if you murdered them all the moment you come back
The chaos system sucks for more then just punishing lethal powers/gear
>killing is le bad >when god himself gives you such cool powers to kill people >game expects you to cheese the levels and do frickall
Arkane was going to shit before Deathpoop for sure. Though I must admit Dishonored's gameplay is better than anything the modern industry has shat out
That's the dumbest part about this complaint. Even though the game is mostly designed around the sneaky non-killing stuff, the high chaos versions of levels provide more, stronger enemies to kill for people who demonstrate they're in to that sort of thing. How is that a punishment?
>good or bad, game has consequences to your actions >game makes them known to you firsthand >people interpret this as "punishment"
You knew what you were buying, so why'd you treat this like any other game that lets you be a murderhobo and still lets you achieve the best ending ? Just play those instead.
Killing enemies (as opposed to sneaking by them or taking them out non-lethally) contributes to a chaos score which leads to a worse ending. Something like 70% of your moveset result in killing an enemy.
The plot of the game is that there is a plague of maneating rats that feed on dead bodies. Killing more people = more rats = more chaos and people hate/fear you for it. You can still get away with killing, but going overboard will get you the "bad ending"
The coolest abilities in the game are great for killing people. Killing a lot of people (in a game where you are explicitly called an assassin) will increase the level of Chaos in the game. High Chaos will spread plague, get friendly npcs killed off screen, and by the time you reach the final level, the game is outright showing and telling you you really fricked up.
>Killing a lot of people (in a game where you are explicitly called an assassin)
Assassins are meant to be deadly and effective, not kill everything in their way. Examples: Silent Assassin rating in Hitman, Assassin's training in Ragnarok Online (you have to find your target with a specific name among a hundred of other slimes and NOT kill any other).
>NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO I GOT BAD ENDING Black personMAN SAAAAAVE ME AAAAAAAAAAAAAAAIIIIIIIIIIIIEEEEEEEEEEEEEEEEEEEE
>Deus Ex: Human Revolution >use lethal weapons against armed terrorists >get continually shamed and called a monster by the police >try to crawl through the game with only non-lethal weapons >lose interest because they all suck
The good ending should be harder and/or more boring to do. Otherwise what's the point?
Nobody would be bad just for the sake of it if it wasn't more fun or made the game easier.
Dishonored is actually one of the few games that gets this right. Compare it with something like Fable where you have to go out of your way to be an butthole to every NPC to be evil.
Even if you go non lethal you still have to watch out where you leave the bodies because they can drown and roving rats can eat them too along with other things that you have basically have no control over.
It was so much bullshit finishing a level successfully and then finding out that someone died along the way for unknown reasons.
My pacifist run was a complete no fun and bullshit mode.
I find I'm a lot more creative and having more fun in getting through challenges in the levels when I'm stealthing it through. just smashing on NPCs wasn't that fun.
IMO the knife of dunwall was for the fun of smashing on people and dishonored is more fun playing ghost.
Your targets usually receive a more merciful fate(death) than if you take them alive. IIRC in the first game every target you captured alive was subjected to horrible fates.
>Campbell: face branded with heretical mark that makes him excomunicado and illegal to help him in anything, even food and refuge; catches the plague and turns into a weeper >Pendletons: heads shaved, tongues cut off, forced to work the rest of their lives underground in their own mines >Lady Boyle: given to a creepy far off stalker to live the rest of her days with while her beauty abandons her, her hair turns grey and her clothes turn to tatters until Harvey Smith retcons it but nothing after the first game matters anyway >Lord Regent: confession about his hand in the importing of the rat plague and death of the Empress is played all over the city, he's arrested and officialy executed after the end of the game surely by a smug as frick Corvo >Havelock: nothing really, but I mean it's five seconds away from the credits so just assume there will be a trial & execution just like with Burrows
Ironically enough, the one target whose non-lethal outcome is genuine mercy is Daud
>>Lady Boyle: given to a creepy far off stalker to live the rest of her days with while her beauty abandons her, her hair turns grey and her clothes turn to tatters until Harvey Smith retcons it but nothing after the first game matters anyway
Pissed me the frick off
>until Harvey Smith retcons it but nothing after the first game matters anyway
I'm still mad >other innocent sisters are dead/lost her mind >the one who knew what she was sponsoring got away scott free
It's the gadgets that were too focused on lethal, not the powers. If YOU thought Dishonored had a focus on lethal powers, it's because YOU were using powers for lethal purposes. It was all YOU.
The high chaos final level is objectively cooler and the boat guy firing his gun to alert the guards because he hates you is kino, chaos system whiners are gigatards
>try to grind or make your byleth well rounded >sluggish game becomes a monotonous job
it would've been nice if they at least let him keep boons and banes
>I love commiting violent murder on random police officers who are just trying to do their jobs, rather than focusing on the people who actually did all of this 🙂 >game: you love commiting violent murder on random police officers who are just trying to do their jobs, rather than focusing on the people who actually did all of this >HOW DARE YOU >:(
The game isn't even that harsh. The ghost devil man is basically like "by watching your example Emily grew up to be a brutal dictator. But it was a shitty time, so who can blame her?"
maybe you should point out 99% of the tools the game keeps giving you are lethal even though the obviously intended way to play the game is nonlethal and full stealth instead
It's the gadgets that were too focused on lethal, not the powers. If YOU thought Dishonored had a focus on lethal powers, it's because YOU were using powers for lethal purposes. It was all YOU.
pointed out, the spells are generally not geared specifically towards lethality. The weapons are but, as explained here
>no you don't get it I NEED to kill more than 141 people!
Great way to prove your innocence
There must be consequences to being caught, you can always Bend Time, run away, lick your wounds and assess the situation. The alternative is what the second game did, taking importance out of the choice by just adding a non-lethal alternative to everything >aerial strike? Non-lethal >open combat? Non-lethal >slide attack? Non-lethal >counter attack? Non-lethal
Lame
[...] >he couldn't handle the Mind Games
https://prey.fandom.com/wiki/Project_Cobalt
, you can kill quite a few people and still be low chaos. There's also the little rune buff thingies that benefit both non-lethal and lethal approaches.
In the end though the whole thing is silly. What ends up determining how Emily is effected isn't what people did to her, her mother or you. It's what everyone said you were doing.
It's everything. Chaos not only affects Corvo, it affects the city as a whole. By the time you rescue her in the brothel, she's seen a more fricked up city. Then she hears her dad doing all these fricked up things. Then Havelock and co.'s coup is more forceful and bloody than in Low Chaos. Add all that shit up in a 10yo brain no wonder she dreams of becoming the Empress to start chopping off some heads just like dear daddy does.
I'm saying directly she has no knowledge of you actually doing those things. She only hears about you doing them and litterally in universe has no comparison for high or low chaos. Don't be autistic.
>"Remember Alex, be careful with typhon powers or else you might become something you don't even recognize." >Oh shit, better not corrupt myself with too many alien powers or I might get a bad ending. >"NO ALEX YOU ARE THE DEMONS"
I think the only meaningful change was if turrets automatically tried to attack you.
Most people in a first playthrough get there with Medium Chaos, it's essentially High Chaos but Samuel only chastises you then leaves and you see him dying at sea in the epilogue
>If the heart says theyre a despicable person, or they're acting like douchebags in their dialogue, I'll kill them >If not, I'll do my best to knock them out or avoid them
Easy as that. Killed quite a few evil guards and almost all targets and still got the best ending.
>bad ending is a punishment
What is wrong with modern gamers? Multiple endings used to be a selling point
>here are the fun tools
>but you can't use them or we will slap you
this moronic moping about "muh chaos" is stupid. i played dishonored 2 no chaos non-lethal and being forced to approach every engagement with complexity and thought instead of sit on balcony and shoot people or gather every guard in level and blow them up with one explosive is way better. having to actually aim for the head with your ranged weapon (dart), having to pick your targets, choke them and hide the body instead of stab and body turns to dust, and parrying enemies to knock them out or fleeing to the shadows makes the game more engaging and satisfying. you actually feel like a stealthy, professional assassin. cope fail stealthers. but yes they do give you a lot of lethal weapons you arent allowed to use. they shouldve gave you more non lethal weapons to balance it out
>I played the game we aren't talking about and
>new homosexual
I'm sorry if you're moronic, I can't help you though. Maybe try following the conversation next time.
It's not like Corvo takes damage every time he feeds someone to rats. And the ending isn't even that critical and sort of makes excuses for Emily turning into a tyrant. Only if you frick up and let her die does the game give you an "lol, u suck" ending.
>we will slap you
Nig it's an alternate ending
>you can't use them or we will slap you
they're just giving people who want to roleplay an ultra violent john wick terrorist what they want by giving them more dudes to kill, that seems like a win win.
>oh no i'm facing the consequences of my actions, how could this happened to me?
couldn't they have simply made more of your tools able to be nonlethal so you aren't forced to ignore them
they're mostly lethal aside from the push
what they should have focused on is how you disposed of bodies
You aren't forced to ignore them. If you want to kill people, go for it. Not only does the game not punish you for it, it gives you more stuff to kill. And, so long as you rescue Emily, the ending isn't even that critical.
>no you don't get it I NEED to kill more than 141 people!
Great way to prove your innocence
There must be consequences to being caught, you can always Bend Time, run away, lick your wounds and assess the situation. The alternative is what the second game did, taking importance out of the choice by just adding a non-lethal alternative to everything
>aerial strike? Non-lethal
>open combat? Non-lethal
>slide attack? Non-lethal
>counter attack? Non-lethal
Lame
>he couldn't handle the Mind Games
https://prey.fandom.com/wiki/Project_Cobalt
Bohoo homie. Just go watch Dishonored good/bad/secret endings [4k] [60fps] + post credits.
You're not playing undertale, just learn to enjoy the consequence
But they reward you by spawning more enemies to use your fun tools on
*ehem*
>you need to kill most enemies
that is incorrectI don't remember exact numbers but it is less than half
kys moron
>"BAD" ending
So you agree your actions were wrong? Emily did nothing wrong.
Actually using the tools rewards you by giving you more enemies to use the tools on
is the good ending where you marry Emily?
That's a child
it's cool royalty married young
it's pretty strongly implied that she's your daughter.
>husband dies all of a sudden
>emily is born more than a year after
>everyone keeps winking at corvo and teasing him
>corvo's appointment as royal protector was jessamine's way of getting back at her father
yeah, she fricked him
it's cool royalty was all about incest
Implications? In my vidya? We can't have that, we better tell the player directly in the sequel. Same with the Heart being Jessamine's
ugh
implied? Black person one of the first sentences uttered in Dishonored 2 is Emily confirming it.
yes, and?
Out of 10
Multiple endings sound good on paper but in execution are almost always either
> Deus ex style choose your own ending!
or;
> Do some extra shit or complete a bonus mission or save all the furbies or beat the game under 90 minutes to unlock the TRUE, GOOD ending that we could have just given to you in the first place
>that we could have just given to you in the first place
Entitlement much?
>Do some extra shit or complete a bonus mission or save all the furbies or beat the game under 90 minutes to unlock the TRUE, GOOD ending that we could have just given to you in the first place
The only game I can think of that did this was Arkham Knight
Usually involving different choices, routes, challenges, etc.
This game just says if you use your tools you get the bad ending. That's a shitty no fun allowed way to do it.
Yeah, frick that.
>do violent playthrough and use all your cool-ass skills
>get reprimanded for it, the game shits on you the whole time for doing it
>beat the game, get reprimanded some more
>want to do a stealth playthrough with no kills
>blinkblinkblinkblinkblinkblink
>win
>get good ending
>hate the fact I barely got to use any cool powers or actually need to BE stealthy, since Blink made it irrelevant
Multiple endings are good when they come as a natural evolution of the things you did and how you did it, or there's an alternate ending where you go full-ham and complete a 493875 step checklist.
What sucks is that "multiple endings" in games nowadays tends to be:
>enter final room, pick an ending
>you did all of [thing] or none of [thing]
or
>get an okay ending now, but the final, complete ending is locked behind DLC
Deus ex:Cuck Revolution
What's the punishment? The game being too easy when you choose Lethal? Or a shitty epilogue speech saying it was bad to kill people?
The most asinine thing is when a game punishes or dissuades you from killing and yet:
>Gives you stealth weapons which are as good or better than lethal weapons [NuDeusEx and MGS5]
>Puts you in an environment where no rational person would ever expect you to be nonlethal [MGS5]
>You are obligated to ALWAYS be nonlethal instead of circumstance considerations.
Metro exodus is another queer case. You're made to think that murder is bad, don't just be a killer. But then you're given sections in which you are to kill and kill and kill. There's more of a weight and consideration to fighting bandits in the volga than mowing down cannibalistic nazis or whatever the frick they were in the bunker.
For the life of me I cannot understand why people want to play cinematic simulators. A game can be cinematic without being an interactive movie.
didn't prey do something like this with the typhon skills?
Ending in Prey didn't matter
...
None of it matter
yeah such a gay ass gotcha ending. I would have vastly preferred the twist to be that Morgan is dead and you're playing as a Typhon with their memory instead. It would accomplish the same thing without rendering the entire plot pointless.
no video game ending matters moron
Sort of. Gameplay wise, injecting too much Typhon powers into you makes Talos 1's defense systems eventually stop helping you, and turrets will eventually start shooting you on sight. I think the giant Typhon spawns more often too.
Narrative wise, the game just takes notice of what Neuromods you take. If you don't take any Typhon powers, the ending will make mention that you, the Typhon in the simulation, either empathized or thought itself as human.
It's not even a bad end, thougheverstvely.
The bad end is when you let Emily die.
Stop Whining, i killed a generous number of people and still got the best ending, it was a great ballance of stealth and combat
You can kill 20% of the npcs in any level and still keep low chaos. You're just gimping yourself from fun for no reason.
>"punishment" for evil route is just an NPC is sad or mean to you
thats not a punishment, stop using words you dont understand
>oh no i'm seeing consequences for my actions!
>this isn't my fault it's someone elses fault!
Are you guys women?
>game gives you a bunch of tools and abilities for killing people
>punishes you for using them
it's moronic and you're a homosexual for defending it
You have to kill a very high percentage of enemies in each chapter in order to actually get the chaos ending. people mistakenly think that killing a couple people fricks their good/bad path, but it's way more loose than the common perception assumes
I’ve said it before and I’ll say it again:
Whatever nippoBlack person thought that Revali’s Gale should have a fricking cooldown must really enjoy his afterwork gig as the HOA president.
Making bad people afraid is good. They should face fear.
And bad people are people I don't like.
No, I am not being cute.
>being evil is punished
>"noooooooooo I wanna be the bad guy with no consequences"
>being evil is rewarded
>"b-but I don't like being evil, I want all the benefits of the easier route with all the moral satisfaction of being a good guy"
>being good or evil makes no difference
>"your choices don't matter reeeeeeeeee"
literally how are game devs supposed to win?
>won't someone PLEASE think of the poor devs!
not an answer
>please answer me seriously! Stop making fun of me, this is important!
>bitches about a thing
>can't articulate why it's bad
>can't come up with any solutions
>get pissy when asked to elaborate
Build a theme park but give people stink eye for going on the fun rides just because it goes through a virtual Smurf village? Same principle
>wahhhhh the game isn't validating me
are you a woman?
>game doesn't let you play in any way outside how the devs want
jesus frick, literally why even let the player have control over the character?
I want to slap everyone who compares Kojima to this shit, having a long drawn-out autistic story to tell is not remotely the same as this seething hatred for player control.
This, I'll never understand "cinematic walking sequences." Just make it a cutscene, it's okay, it's better that way.
Still maddens me that RE4 got this almost completely right then fricks it right at the end with the carrying Ashley sequence.
>fricks it right at the end with the carrying Ashley sequence
As a counterpoint to this, Bastion with choosing to save Zulf did that absolutely right. It's more of a matter of execution rather than an inherent flaw in design.
Very true, or the MGS4 Microwave sequence, which especially on the first playthrough was both difficult and heart wrenching. I think it stands out in RE4 both because it's an intensely boring and meaningless sequence, and because the game is designed to be replayed at least a half dozen times or more. The rest of the game is tailor made to make replaying it satisfying in ways even the original didn't -- letting you max out every weapon, having built in sequence breaks that are only possible on NG+, making Charms something you can grind out through multiple playthroughs, etc. Along with all of that cool shit, they also made almost every non-gameplay section skippable, including the walk-and-talk segments with Hunnigan.
How this sequence missed the edit I'll never understand. It's not that it's super egregious, it's just so antithetical to everything else the game did.
I also wish you could skip the minecart but that's personal preference.
cinematic games are bottom barrel since story contradicts the videogame itself
>Honestly I dont see whats wrong with this
>Play videogame with the controller
>But you don't have control of the game you're playing
It's kind of glaring
>But you don't have control of the game you're playing
You obviously dont have control in that situation. You're tied up.
Yeah, hence why it's bad
Honestly I dont see whats wrong with this besides the dude not pushing you when you are standing still at the end
Perfect way to make you hate the guy pushing you around and making you feel like a little b***h
>I dont see whats wrong with this
>making you feel like a little b***h
Neil's audience explained
I dont even know what game that is
Its stupid to think you cant make your player feel bad to make the part where you get to kill the bad guy more satisfying later on
if the best way you can think of to make the player want to kill a character is to purposefully make the game shit to play then you've failed as a game developer.
To play devil's advocate, going out of your way to demonstrate the player's powerlessness could be effective in immersing them in the role of an imprisoned character. However, given that the average player isn't going play the game like the person who made that webm and won't be made so consciously aware of how little control they have, I don't think that was an intentional artistic decision in this case.
The fact that the player being in control makes no difference and is only there so that their can be an exposition dump and that "cinematic" feel.
It should have just been a cutscene that condenses the bullshit or lets you skip it instead of a lets waste the player's time and pad the game moment.
>You WILL engage in our VISCERAL, UNIQUE and ENGAGING STORYTELLING.
god I love how 180 it is
>Little girl who kicks her feet and giggles draws the sun in the corner like a 5 year old
>in High chaos she draws spooky art and instantly asks if you murdered them all the moment you come back
The chaos system sucks for more then just punishing lethal powers/gear
>killing is le bad
>when god himself gives you such cool powers to kill people
>game expects you to cheese the levels and do frickall
Arkane was going to shit before Deathpoop for sure. Though I must admit Dishonored's gameplay is better than anything the modern industry has shat out
Play better games then
don't use my screenshot for your b8, m8
That's not how youre suppose to corrupt your e-girl
Pic not related since the only way you get more tallboys to fight and the more fun final level is by having a massive body count and blowing shit up.
That's the dumbest part about this complaint. Even though the game is mostly designed around the sneaky non-killing stuff, the high chaos versions of levels provide more, stronger enemies to kill for people who demonstrate they're in to that sort of thing. How is that a punishment?
>how is that a punishment
Because based Black said you're a terrible person for doing terrible person things and that made them feel icky
>good or bad, game has consequences to your actions
>game makes them known to you firsthand
>people interpret this as "punishment"
You knew what you were buying, so why'd you treat this like any other game that lets you be a murderhobo and still lets you achieve the best ending ? Just play those instead.
it astonishes me that people are too moronic to realize you can just run if you encounter guards
you can parkour and they can't
and you can teleport
killing them is entirely optional
Sounds boring.
yeah cause I want to spend 20 hours running around like a schizo on amphetamines to avoid killing anyone
Only Fallout 3 managed that. Being bad karma is always better than neutral or good.
> muh New Vegas gray morality
kys
>bad karma is more fun than the other options
I disagree
for you op
?t=178
I haven't played dishonored, is it vague evil powers = evil or is it like killing important characters changing the story? The former is stupid
Killing enemies (as opposed to sneaking by them or taking them out non-lethally) contributes to a chaos score which leads to a worse ending. Something like 70% of your moveset result in killing an enemy.
The plot of the game is that there is a plague of maneating rats that feed on dead bodies. Killing more people = more rats = more chaos and people hate/fear you for it. You can still get away with killing, but going overboard will get you the "bad ending"
The coolest abilities in the game are great for killing people. Killing a lot of people (in a game where you are explicitly called an assassin) will increase the level of Chaos in the game. High Chaos will spread plague, get friendly npcs killed off screen, and by the time you reach the final level, the game is outright showing and telling you you really fricked up.
>Killing a lot of people (in a game where you are explicitly called an assassin)
Assassins are meant to be deadly and effective, not kill everything in their way. Examples: Silent Assassin rating in Hitman, Assassin's training in Ragnarok Online (you have to find your target with a specific name among a hundred of other slimes and NOT kill any other).
This. You can even kill all your targets and still get Low Chaos.
>Game beats it over your head that killing the corrupt city guard and traitors in self defense is morally bad
Don't care still killing everyone I see
>NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO I GOT BAD ENDING Black personMAN SAAAAAVE ME AAAAAAAAAAAAAAAIIIIIIIIIIIIEEEEEEEEEEEEEEEEEEEE
>Deus Ex: Human Revolution
>use lethal weapons against armed terrorists
>get continually shamed and called a monster by the police
>try to crawl through the game with only non-lethal weapons
>lose interest because they all suck
The good ending should be harder and/or more boring to do. Otherwise what's the point?
Nobody would be bad just for the sake of it if it wasn't more fun or made the game easier.
Dishonored is actually one of the few games that gets this right. Compare it with something like Fable where you have to go out of your way to be an butthole to every NPC to be evil.
Even if you go non lethal you still have to watch out where you leave the bodies because they can drown and roving rats can eat them too along with other things that you have basically have no control over.
It was so much bullshit finishing a level successfully and then finding out that someone died along the way for unknown reasons.
My pacifist run was a complete no fun and bullshit mode.
I find I'm a lot more creative and having more fun in getting through challenges in the levels when I'm stealthing it through. just smashing on NPCs wasn't that fun.
IMO the knife of dunwall was for the fun of smashing on people and dishonored is more fun playing ghost.
Does anything good plot wise happen if you go chaos or is it all just objectively bad things?
Realistically, you prepare Emily for what she will really face. Emily stays a little girl in the low chaos ending but that leads to 2
Your targets usually receive a more merciful fate(death) than if you take them alive. IIRC in the first game every target you captured alive was subjected to horrible fates.
>Campbell: face branded with heretical mark that makes him excomunicado and illegal to help him in anything, even food and refuge; catches the plague and turns into a weeper
>Pendletons: heads shaved, tongues cut off, forced to work the rest of their lives underground in their own mines
>Lady Boyle: given to a creepy far off stalker to live the rest of her days with while her beauty abandons her, her hair turns grey and her clothes turn to tatters until Harvey Smith retcons it but nothing after the first game matters anyway
>Lord Regent: confession about his hand in the importing of the rat plague and death of the Empress is played all over the city, he's arrested and officialy executed after the end of the game surely by a smug as frick Corvo
>Havelock: nothing really, but I mean it's five seconds away from the credits so just assume there will be a trial & execution just like with Burrows
Ironically enough, the one target whose non-lethal outcome is genuine mercy is Daud
>>Lady Boyle: given to a creepy far off stalker to live the rest of her days with while her beauty abandons her, her hair turns grey and her clothes turn to tatters until Harvey Smith retcons it but nothing after the first game matters anyway
Pissed me the frick off
>until Harvey Smith retcons it but nothing after the first game matters anyway
I'm still mad
>other innocent sisters are dead/lost her mind
>the one who knew what she was sponsoring got away scott free
>Lady Boyle gets turned into A WIFE
Games reacting to your actions is a punishment now?
Threadly Reminder
Neutral/Non-Lethal:
>Dark Vision
>Blink
>Possession
>Bend Time
>Windblast
Lethal:
>Devouring Swarm
>Lethal Windblast
It's the gadgets that were too focused on lethal, not the powers. If YOU thought Dishonored had a focus on lethal powers, it's because YOU were using powers for lethal purposes. It was all YOU.
remind me would the un-upgraded windblast get you through locked doors or not?
Only wood one + knocks enemies down
Upgraded one kills them
Upgraded Windblast only made it lethal. Both open the same doors.
The high chaos final level is objectively cooler and the boat guy firing his gun to alert the guards because he hates you is kino, chaos system whiners are gigatards
I don't see any punishment here
>try to grind or make your byleth well rounded
>sluggish game becomes a monotonous job
it would've been nice if they at least let him keep boons and banes
>game punishes you for needless mass murder
Yes you brain rotted psycho. Think for a second what are you doing.
Is that booth fricking big enough?
She's a child
Not anymore she's not
is it weird that i can see the resemblance to her mother
Punish?
>I love commiting violent murder on random police officers who are just trying to do their jobs, rather than focusing on the people who actually did all of this 🙂
>game: you love commiting violent murder on random police officers who are just trying to do their jobs, rather than focusing on the people who actually did all of this
>HOW DARE YOU >:(
Now show me your Twitter with acab in the bio.
The game isn't even that harsh. The ghost devil man is basically like "by watching your example Emily grew up to be a brutal dictator. But it was a shitty time, so who can blame her?"
maybe you should point out 99% of the tools the game keeps giving you are lethal even though the obviously intended way to play the game is nonlethal and full stealth instead
As
pointed out, the spells are generally not geared specifically towards lethality. The weapons are but, as explained here
, you can kill quite a few people and still be low chaos. There's also the little rune buff thingies that benefit both non-lethal and lethal approaches.
the game caters to both play styles by having endings reflecting nonlethal and very lethal. its obviously intended to be played both ways.
In the end though the whole thing is silly. What ends up determining how Emily is effected isn't what people did to her, her mother or you. It's what everyone said you were doing.
It's everything. Chaos not only affects Corvo, it affects the city as a whole. By the time you rescue her in the brothel, she's seen a more fricked up city. Then she hears her dad doing all these fricked up things. Then Havelock and co.'s coup is more forceful and bloody than in Low Chaos. Add all that shit up in a 10yo brain no wonder she dreams of becoming the Empress to start chopping off some heads just like dear daddy does.
I'm saying directly she has no knowledge of you actually doing those things. She only hears about you doing them and litterally in universe has no comparison for high or low chaos. Don't be autistic.
(You)
>Don't be autistic
Ah, here I thought this board was about vidya discussion. Let's see: fricking moron. More in line with what you like?
missed me with that gay shit
Metro Exodus does this and it still pisses me off to this day
Reminds me of Nu-Prey.
>"Remember Alex, be careful with typhon powers or else you might become something you don't even recognize."
>Oh shit, better not corrupt myself with too many alien powers or I might get a bad ending.
>"NO ALEX YOU ARE THE DEMONS"
I think the only meaningful change was if turrets automatically tried to attack you.
Game much more fun without mods
hesitation means death
>used to think this "game punishes you" shit was just a dumb meme
>morons actually believe it and still spout it 11 years later
Well, there is the whole Samuel gunshot thing in the final mission.
Most people in a first playthrough get there with Medium Chaos, it's essentially High Chaos but Samuel only chastises you then leaves and you see him dying at sea in the epilogue
High chaos ending is the good ending
>If the heart says theyre a despicable person, or they're acting like douchebags in their dialogue, I'll kill them
>If not, I'll do my best to knock them out or avoid them
Easy as that. Killed quite a few evil guards and almost all targets and still got the best ending.
simp
the "bad" endings in video games usually make more sense, most good ending are just everyone lives woohoo
Ask me how I know you're an underage edgelord.
nice copypaste slop response, enjoy your generic fairytale endings. almost every piece of memorable media has a bitter-sweet ending
>almost every piece of memorable media has a bitter-sweet ending
lol
You really are just some moron edgelord. Don't worry, when you grow up you'll realize sad writing is not actually automatically good writing.
Games are supposed to test the player's skill, and greater displays of skill should be rewarded proportionately.
The only times I can think that applies to is Koudelka and Shadow Hearts 1.
Although Shadow Hearts 1 is weird because both endings are canon