Dishonered was a game where you were given a level, provided a challenge and given the freedom to take your own route, plan your own actions, and use your own method that in the end created the persona of Corvo and how people reacted to him in the game.
This idea of having a choice to do what you want in order to achieve your aim is something that is going to be just as important, if not more in Dishonered 2. Speaking to The Guardian the co-creative director of the game Harvey Smith talks about the importance of choice:
“The common thread seems to be, most of the time, you make decisions and you can succeed or fail or have an interesting experience or not based on the decisions you make,” he says. “The more that’s true the more I like it. I like lonely self-paced experiences, I don’t want a game to be room-hallway-room-hallway-explosion – that’s not interesting to me.”
On the moral cost of having such choices, especially the choice not to kill:
“A game about an assassin where you don’t have to kill anyone – that was our goal with Dishonored,” he says. “And that’s true again with the sequel”
Fans who have completed Dishonored will remember that it is possible to not kill anybody, though this is the hardest route to take. The beauty of the game is that for fans of stealth, they could take that approach but more often than not the player adapted to which style worked for the situation they were in.
With the ability to play as either Corvo or Emily in Dishonored 2 this will be interesting, especially if playing as Emily. Her new abilities such as Far Reach and her different character may change the choices we make.
What do you think of the power of choice in the Dishonored games? Let us know your thoughts below.