It's hard to concisely describe the entirety of Dishonored, hard in a sense of how utterly detailed it really is. How many wonders were being crafted say
Arc Pylon,
The Wall of Light, supposedly inspired by
The Wall of Light: Nikola Tesla and the Venusian Space Ship, the X-12 however expanded and ingeniously executed in the Dishonored game. The level design alone is a backdrop of the whole atmosphere percolating players' emotions moreover. In the sequel, take the 4th mission of the game, known as
The Clockwork Mansion, and that's where the designition ponders thoroughly, elevating the game's level design transformation to something otherworldly inventive. Oh, man! I don't know how they manage to pull this off, the amount of time and mind were being smoldered during its creation, a 'showpiece' serving as a greater example of sheer imagination, and how it's being done in a proper hands.
The Dunwall City accurately resembles mid 19th century, and the atmosphere it possess is splendid. It bears a history and bonds with your character. I'd tour myself on that map, simply exploring the corners and then claim up to a highest possible building, for the scenic view, just to enjoy with the panorama for a couple of minutes.
The plot basic, however wrapped in a mystified events scattered throughout the missions of the original game, this side however sparsely observed on the second game, but yet, redeemed by the detailed levels, allowing its players to venture furtherly on a different occasions.
One of the things I admire in Dishonored, is the given freedom. You can be the main protagonist, and an antagonist raiding the parade at the same time. Limitations scarcely disrupt the player to dwell freely wherever and whenever, the rest is assigned to you. The low and high chaos system is an interesting conception, its consequences relies upon your choice of means. The idea of this, is not only entertaining, but smart, it's the reason why I overplayed this game, and still play it when nostalgia kicks-in, every now and then.
I can't slip this through, I have to mention the art direction behind the design of the main character and NPCs. Corvo's costume and mask allures the attention, bring a cryptic feel to it. It's fascinating the amount of enjoyment a single detail would bring, regardless of whether you see your character or not. It feels fancy, and moving.
With all my sincerity, Dishonored was the first video game that made me to love first-person games. It was the first time that I really appreciated the magic of Unreal Engine. A sense to feel what you really do in the game.
The voiceovers are professionally done and worthwhile to listen to. As well as the dialogues of NPCs.
April Stewart who narrates
The Heart,
(Jessamine Kaldwin), gives a pristine and purifying touch to the game. Definitely my favorite aspect about the listening experience, which guides you and speaks through your actions, possibly the closest thing attached to Corvo, and the only thing that would really tame the character.
The soundtrack scurpulously chosen, carved on thematics of time set in 19th century. The symphonies you encounter through some of the missions played on phonographs, cathartic études of violin slowly coming in to play as a theme for certain maps.
The side missions are just as fun as the main ones.
The power of blackmagic and void verdicts the end result of the game, what can I say about it? It's a non-stop fun! The only thing as I previously said, is the absence of mystery in the second game, which was a bit of a downfall. Aside from nostalgia, that's perhaps the only thing separating me from loving the second Dishonored as much as I loved the original one.
Nevertheless, Dishonored is unmatched in its right, and can't be replicated by other games. It's unique at every aspect of it, and I wouldn't hesitate even for a second to call it a modern masterpiece.