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Posted by Rock, Paper, Shotgun Apr 18 2013 20:00 GMT
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The Knife of Dunwall is the second piece of extra content for Arkane’s splendid, if slightly cold, Dishonored, and the first which includes new missions proper. It came out a few days ago, I played it a few hours ago, and then I wrote this.(more…)


Posted by IGN Apr 18 2013 09:53 GMT
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Is the first half of Daud's tale worth a stab?

Posted by Kotaku Apr 17 2013 22:00 GMT
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The great thing about this Dishonored version of the wonderful "Lore In A Minute" YouTube series is that it's packed full of history you might not have known even if you played through the entire game. Most of this stuff comes from the books and notes you'll find sprinkled around Dunwall.

Posted by Kotaku Apr 17 2013 00:00 GMT
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A beautiful city with a seamy underbelly. A girl in danger. Weird magic. Beheadings. Junk food. Am I talking about the recently-released BioShock Infinite, or am I talking about the just-updated Dishonored? Could be either one. We're now a few weeks out from the release of BioShock Infinite, and folks have really begun to analyze it. Meanwhile, Dishonored's Knife of Dunwall DLC just came out, and I'm looking forward to getting back into that game for the first time in months. (Jason will have a full review shortly.) And so, it's time to make the comparison that lots of people have been thinking about—time to compare Irrational's quantum-science shootfest BioShock Infinite with Arkane's mystical steampunk sneakfest Dishonored. "Why Kirk," you may be typing, leaning into your keyboard with your entire upper body, "what a B.S. comparison this is! These two games are very different!" Ah, but they are... and they aren't. And that's what makes this particular comparison so interesting. The two games have a good deal in common on a surface level—steampunk-influenced settings, stylized, Unreal-engine art direction, environmental storytelling, supernatural elements mixing with bloody violence, a damsel in distress whose name begins with "E"—but they also display fundamental differences the deeper you go. Major spoilers for both Dishonored and BioShock Infinite follow throughout. Let's get into it, shall we? THE CITY BioShock Infinite: The floating city of Columbia is a masterful synthesis of art design, architecture and writing. Its eye-watering bright colors and soft, melting sunrays belie the city's rotten core; jingoistic American sentiments and oppressive, racist dogma keep the haves and the have-nots separated in an often cruel way. The city is a floating contradiction, a collision of beautiful, false promises and the horrible truths beneath them. Dishonored: Dunwall is more straightforward; it's simply an ugly, grim place to be. While the surrounding islands may be in better shape, plague has ravaged Dunwall, and the rich live in cloistered communities while the poor die and turn into ghastly zombies. It's a city built on the whaling trade, and in many (near-literal) ways built on whales themselves. It's a dark, amoral city, and it's up to you to decide whether it deserves a chance at redemption, or whether only a crushing iron fist can cure its ills. EDGE: Toss-Up. And our first comparison is a toss-up! But really, this one's an impossible call. On the one hand, the Irrational art team (headed up by art director Nate Wells before his departure last year) have created something iconic and memorable in Columbia. It's an incredible city in more ways than one, and the kind of awful, beautiful place we rarely get to see in video games or anywhere else. Yet Dishonored art director Sebastien Mitton, visual design director Viktor Antonov and their team created something equally iconic with their game. Dunwall has the added benefit of actually feeling like a real, lived-in place. Columbia may get the edge in terms of sheer visual spectacle, but Dunwall feels rich and wretchedly real. It's a draw. THE GIRL BioShock Infinite: Elizabeth is a young woman with mysterious powers and a more mysterious backstory. She's brought to life by Courtnee Draper's performance, as well as by some fantastic work by Irrational's animators. She's a tragic Disney Princess trapped in a violent, cruel world. She has a thimble on one finger. Also, she can tear holes into parallel dimensions. Dishonored: Emily is little more than a plot device for most of Dishonored, but she's an effective one. (She's just so happy to see Corvo when you first arrive during the prelude!) Your decisions over the course of the game influence how she decides to rule once she's come of age, and she's played by Hit-Girl herself, Chloë Grace Moretz. EDGE: BioShock. I liked helping Emily as much as the next Dishonored player, but Elizabeth more or less WAS BioShock Infinite. I've seen the game described as a "second-person game," insofar as Elizabeth is so believable a character that even your own character Booker feels like a robot. Plus she's constantly throwing money at you. THE MYSTERIOUS STRANGER(S) BioShock Infinite: The Lutece twins were one of BioShock's unexpected delights—an enigmatic man and woman with apparent supernatural powers and a curious sort of detached humor about the world. Is this all a game to them? An experiment? Or something more? Dishonored: The mysterious stranger in Dishonored is this dude named The Outsider who shows up to give Corvo magical powers. What stake does he hold in all of this? Who is he? What's with all the floating houses? (Actually, most of that has yet to be resolved.) EDGE: BioShock. The Luteces were a welcome bit of dry humor amid much of BioShock Infinite's self-seriousness and satirical caricature. They were prime drivers of the plot, architects of everything in the game, but in a way that felt considered and, eventually, explained. They had a natty sense of style, too. THE HERO BioShock Infinite: Booker DeWitt may not be half as winning as Elizabeth, but that's kind of the point; as speaking first-person protagonists go, he's far less annoying than some, and his relationship with Elizabeth is another of Infinite's strong points. Furthermore, his history plays a vital role in the overarching narrative, from the beginning up to the surprising conclusion. Dishonored: Corvo Attano is a traditional silent first-person protagonist; he's little more than a dude in a scary mask who everyone likes to talk to. He's fearsome enough-looking on the cover and in the game's art, but we don't really get a sense of the dude beyond his hands and the blade they wield. EDGE: BioShock. No contest, really. Booker's somewhat of a bore and his hunger for junk food is ridiculous, but he's fleshed-out and integral in a way that Corvo never is. THE MAGIC BioShock Infinite: The "magic" in BioShock Infinite isn't quite magic, it's science! Specifically the research of Rosalind Lutece, a genius in quantum mechanics who has come up with a way to bend reality and peer into alternate dimensions. Though actually… there is some magic in Infinite, given the fact that Booker is able to grab "vigors" to power up his left hand with the ability to magically shoot crows or electricity. Whether or not vigors were created after someone peered into Rapture is left somewhat ambiguous. Regardless, in Columbia, magic and science combine in a way that's muddled, but enjoyable. Dishonored: The magic in Dishonored is straight-up magic, with no attempt at scientific explanation. The Outsider turns up, and the next thing you know, Corvo can teleport himself across rooftops and possess rats. The whole Outsider storyline never really got developed or resolved, and the dude himself was kind of this annoying jerk. But, he gave you the ability to stop time. So. EDGE: Dishonored. When it comes down to it, the explanations for magic aren't half as important was what the magic actually lets you do. And on the whole, Dishonored's powers are just cooler than Infinite's. Most of Infinite's powers either came down to crowd control or damage dealing, while Dishonored's worked in concert, letting you stop time, possess a fish, blast out of the water and cyclone a couple of dudes off a bridge, then teleport into the shadows before anyone had time to react. THE BACKSTORY-COMMUNICATOR BioShock Infinite: BioShock Infinite relies on the same backstory device as past BioShock games: Collectable recordings. Not only do these strain credulity (the leader of the city just sort of leaves his personal musings lying around, huh?), they're also a chore to hunt for, and it's easy to miss a lot of them and in so doing miss a lot of the game's backstory. Dishonored: Dishonored takes a different tack—you carry around a human heart that, over the course of the game, is revealed to belong to the deceased Empress Kaldwin. Use the heart while pointing at a character or place and you'll get some backstory, insight, or other bit of information. It's easy to forget to use the heart while playing, but if you do, it opens up and explains the world of Dunwall in marvelously dark, unexpected ways. EDGE: Dishonored. Audio diaries are so 2007, and Dishonored's heart is a clever and enjoyably macabre way to learn more backstory, should you want it. Furthermore, the vital bits of Dishonored's story don't require any collecting or heart-listening; they're right there in the dialogue and story, so it's impossible to miss vital information. And more to the point, a magical, whirring heart filled with gears and wires is just a lot cooler than a mini record-player. THE AUTOMATONS BioShock Infinite: The mechanical beasties in BioShock Infinite come in three varieties, more or less: There's the Songbird, a massive mechanical beast that you never actually get to fight. There's the Handyman, a big-handed bullet sponge who is alternately thrilling and incredibly frustrating to take on. And there are the Patriots, who are usually Robot George Washingtons with miniguns that march towards you, destroying everything in their path. Sometimes to fight them, you have Elizabeth conjure a Robot Abe Lincoln, though the bad guys never retaliate by conjuring a Robot John Wilkes Booth. Dishonored: Dishonored's bad guys only come in one mechanical variety: The now-iconic Tallboys, which are really just men on robotic stilts wearing heavy armor. In later levels, you'll have to be very careful to avoid the wide view of the many Tallboys you'll encounter; piss one off in the open and you're more or less done for. EDGE: BioShock. This one's close, but while the Tallboys may be a tad more interesting to square off against than the Patriots or Handymen, it's difficult to argue with a tank-like Robot George Washington, marching forward while spraying bullets and jingoistic propaganda. THE FOOD BioShock Infinite: As you fight your way through Columbia, you'll eat enough junk food to induce diabetic shock. Food gives Booker health, but only a tiiiiiny bit, meaning that he'll be sprinting through battle, wolfing down apples and cotton candy and popcorn and baked beans and like, whole pineapples like they're going out of style. Dishonored: Dunwall is a whaling city, meaning that almost all of the food is derived from the massive aquatic beasts, or from other sea life. Jellied Eels, Brined Hagfish and "Rat Skewer" are all pretty nasty, but there were those tasty-looking apricot tartlets lying around. EDGE: Dishonored. While I like carnival food as much as the next guy, I found that the food in Dishonored was so delightfully gross that I always enjoyed chowing down. Plus, I never found myself running around hoovering up food while under enemy fire. THE POSSESSION ABILITY BioShock Infinite: In Infinite, you can blast a green ghost from your left hand and take over any robotic enemy or, once you've upgraded, any human. The robots will fight for your side for a time before turning their guns back on you, while enemies will fight one another and then kill themselves. It's a very useful (borderline overpowered, even) ability, and one of the few vigors that doesn't feel interchangeable. Dishonored: In Dishonored, you can truly possess enemies, zooming into the brain of a guard, Tallboy, rat or even a fish and controlling them for a time. You can use rats and fish to access areas behind locked doors, and escape crowded rooms by leaping into a guard's head. (And as a nice touch, after you've possessed a guard, he usually barfs everywhere.) It's one of the most distinctive and flexible of Dishonored's many tricks, and also one of the most enjoyable. And the creepy whispering sound it makes when you zoom into a rat is neat. EDGE: Dishonored. While the possession ability in Infinite is quite useful, it's a fraction as well-crafted and distinctive as Dishonored's. Many games have rats: Too few have rat-possession. THE VERMIN BioShock Infinite: Crows. Crows that are invincible, and can be summoned out of thin air to attack your enemies. Dishonored: Rats. Rats that are pretty much just rats, though they are responsible for the plague that's ravaging Dunwall and they can strip the flesh from a man's bones in seconds. And you can possess them. EDGE: Toss-up. Do you like crows, or rats? Neither? Sorry. GETTING AROUND BioShock Infinite: There are a number of ways to get around Columbia, but the most prevalent one in the game is the skyhook. A combination zipline and rollercoaster, it's a breeze to use, fun in combat, and when present, gives some of the otherwise rote gun battles an open, rambunctious sense of freedom. You'll arrive in Columbia via rocket ship, which is enjoyable, and most people get around the city in blimp-like airships that are easy on the eyes and are oh-so pretty when they explode. Dishonored: Mostly, you'll be getting around in a boat rowed by an old dude named Samuel. He's a nice guy, even if his soft-spoken moralizing can make him a boring travel companion. That said, the "Blink" teleporting ability makes moving through the city itself a joy. It's almost as though Dunwall itself was designed with Blink in mind... EDGE: Toss-up. Infinite may have Dishonored beat on style points, but Dishonored's blink ability is possibly the single most empowering, enjoyable transport-tool in recent video game memory. It's a testament to how cool the Skyhook is (when it's working) that it can actually compete with Blink. A real toss-up, this one. CHOICES BioShock Infinite: There are choices in BioShock Infinite, but they're cosmetic. In fact, that may well be the point: No matter what you do, whether you try to throw the baseball or don't, whether you choose the cage or the bird, the ending will be the same. Perhaps in reaction to the negative criticisms of BioShock's commentary on video game choice or perhaps as a furtherance of it, you are telling one story in Infinite, and it'll be told the same way every time. Dishonored: Dishonored is a game about choice, not only in that you can choose to behave morally or immorally and in so doing affect the state of the city and the end of the story, it's also a game that offers choice in gameplay. You can proceed stealthily, alerting almost no one to your presence, or you can act as a swashbuckling ninja, leaping into battle before zipping out. EDGE: Dishonored. From story-altering decisions to actual gameplay choices, this one's pretty clear: Dishonored's got far more options on offer. THE ACTION BioShock Infinite: When it comes time to throw down, BioShock Infinite becomes an all-out shooter, with enemies rushing at you and forcing you to shoot back until every last one is dead. It's not nuanced, but it can be enjoyable in a frantic way. Dishonored: Dishonored can be an action game, with some truly incredible action. It can also be an almost peaceful game, all sneaking through the corridors and hitting guards with sleeping darts. Or, if you play like most people do, it can be somewhere in between. EDGE: Dishonored. This one's a matter of personal preference; I vastly prefer the smarts and flexibility of Dishonored's combat to Infinite's shouty, chaotic mess. That said, I could imagine how players who just want a simple challenge might prefer Infinite's straightforwardness to Dishonored's more demanding "get out what you put into it" depth. Plus, it's sort of about whether you prefer guns or swords. I'm a sword man, myself. THE VILLAIN BioShock Infinite: Zachary Hale Comstock is a real piece of work. Something about his voice, Kiff VandenHeuvel's performance lending a questioning, godly touch to his speaking… it just screams duplicity and bullshitty corruption. His false holiness is disgusting, his moralizing racism revolting, and so we spend most of the game wanting to take him down. Which, of course, after the Big Mind-Blowing Twist, means we have to let Booker die, too. Comstock is woven into Columbia in an inextricable way, and his identity defines as much of BioShock Infinite as Elizabeth's. Dishonored: Dishonored has a number of bad guys, and while they're each vile in their own right, none of them are all that memorable. The Lord Regent is the probably the most official big bad, though just about every other character in the game becomes a bad guy in one way or another. EDGE: BioShock. This one's about quality vs. quantity. Although Dishonored's rogue's gallery is more roguish and varied than BioShock's, BioShock's antagonist defines so much of the world and story that he takes the prize. Comstock may not quite be Andrew Ryan, but he's certainly a worthy, memorable foe. THE TWIST BioShock Infinite: As it turns out—surprise!—Booker actually is Comstock, just another version of him that didn't accept baptism after the massacre at Wounded Knee. Elizabeth is his daughter, and in order to right the wrongs perpetuated by his alternate self, Booker allows Elizabeth (in all her multiple-universe forms) to drown him in the baptismal waters and kill him once and for all. Meanwhile, Elizabeth reveals that thanks to the multiverse, there are an infinite number lighthouses, cities, and men—including the first game's underwater city of Rapture, to which the game makes a brief visit. Dishonored: Surprising absolutely no one, it turns out that the politically calculating killers who have hired Corvo were merely planning on using him to kill the Lord Regent and seize power in Dunwall before turning on Corvo and having him killed. It was such a predictable twist that it would actually have been more surprising if it hadn't happened at all. EDGE: BioShock. Infinite wins this one in a walk. Say what you will about the inevitability of the twist and the various problems it runs into with its own twisted meta-logic, BioShock Infinite's twist and ending were executed with aplomb, and Irrational answered enough questions that what mysteries remained were simply fun to explore after the fact. Dishonored's biggest storytelling flaw was its muddled third act; by comparison, BioShock's considered storytelling leaves it in the dust. *** So there you have it: Two games, two sets of design philosophies, two cursed cities, two violent antiheroes. But what's the verdict? Well, if you've been counting, that's 6 for BioShock, 6 for Dishonored, and 3 toss-ups. So... a tie? That seems like a letdown. Hmm. If I had to reduce this to a single comparison, I'd say that BioShock had better characters and a richer story while Dishonored was more fun and rewarding to play. But of course, both games are interesting, both have their merits and flaws, and both are worth playing. Which game do you prefer? Would Infinite have been better if they'd added more of those weird stealth sections? Would Dishonored have benefited from a skyline? Share your own comparisons in the comments.

Posted by Kotaku Apr 16 2013 16:00 GMT
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If you’ve ever thought that it’s long past time that someone wrote a novel about people who make video games, then rejoice. YOU—a book of fiction about the how, why and who of video game development by Austin Grossman—comes out today. You can read an excerpt from the book’s first chapter right here. Grossman isn’t just a novelist. He contributed to last year’s hit stealth/action hybrid Dishonored and also worked on classic games like System Shock and Deus Ex. So he’s just the guy to plumb the murky depths of the psyches of the people who make games, even if he doesn’t really like Gordon Freeman. After all, lawyers get novels written about them. So do doctors and writers and filmmakers. Now there’s a work of fiction dedicated to the folks who create the worlds millions of people lose themselves in every day. The excerpt that follows main character Russell Marsh looking back to the time that he realized that those same computers in his grade-school classrooms could play games. If you’re of a certain age, the moment will feel VERY familiar: The state of the technology meant characters were drawn on 8x12 pixel grids a strangely potent, primitive scale, dogs and mailmen and robots becoming luminous pictoglyphs hovering in the dark. The cursory, dashed-off feel of the stories seemed to have opened a vein of vivid whimsy in the minds of the programmers and engineers of this first wave. The same limitations threw games into weird nonperspectival spaces. Games like Berzerk and Wizard of Wor take place in bright Escher-space where overhead and side views combine. And the dream-logic plots. Worlds where touching anything meant instant death, where mushrooms are friends and turtles are enemies. In each one there I felt the presence of a deep logic living just off-screen, each one is a bright painting telling a not-quite-explained story: why am I a plumber fighting an ape for a princess? Why am I, a lone triangle, battling a fleet of squares? Who decided that? And adults hated to be in there. It gave them headaches and made them look stupid when we all knew how to play and what to do because we were growing up with a technology whose buried rules made sense to us. In the swirling primordial mix of children and teenagers, hormones and technology were combining to form a new cultural idea. Some days I spent up to three hours here after school, dimly aware that we were the first people, ever, to be doing these things. We were feeling something they never had—a physical link into the world of the fictional—through the skeletal muscles of the arm to the joystick to the tiny person on the screen, a person in an imagined world. It was crude but real. We’d fashioned an outpost in the hostile, inaccessible world of the imagination, like dangling a bathysphere into the crushing dark of the deep ocean, a realm hitherto inaccessible to humankind. This is what games had become. Computers had their origin in military cryptography—in a sense, every computer game represents the commandeering of a military code-breaking apparatus for purposes of human expression. We’d done that, taken that idea and turned it into a thing its creators never imagined, our own incandescent mythology. This excerpt runs with permission from Mulholland Books/Little, Brown and Company. You can get more information about the book at this snazzy-looking website.

Posted by Rock, Paper, Shotgun Apr 11 2013 14:30 GMT
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The headline is a lie, as they so often are, because there is actually a whole lot of Daud in Dishonored’s first proper chunk of DLC. Following the trials thing, which I didn’t bother with and have therefore dismissed completely, Knife of Dunwall is just what Dr DLC ordered. The player controls Daud, who will have “a unique arsenal of new weapons and powers that enhance Dishonored’s dynamic combat, mobility and stealth systems”. While Dunwall itself may be Dishonored’s finest achievement, and I look forward to seeing new districts in this DLC, I’m increasingly convinced that the fluidity of motion – whether sliding, climbing or striking – has somewhat spoiled other first-person games for me. Here’s a trailer, whaler.

(more…)


Posted by Joystiq Apr 11 2013 15:00 GMT
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Dishonored's "The Knife of Dunwall" downloadable content pack is the type of meaty addition we're looking for from an expanded universe experience. If you've yet to play Dishonored and are sensitive about spoilers, we'd actually recommend not watching the above trailer, as it revolves around the the opening moments of the game. However, it's the central idea of why the assassin Daud, who you'll play in this expansion, is having a bad couple months.

Daud's quest for "Delilah" will begin on April 16. It'll cost $9.99 in whale oil or its equivalent to play the add-on pack for Xbox 360, PS3 and PC.

Posted by PlayStation Blog Apr 11 2013 14:00 GMT
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You’ve played the role of the Empress’ protector, and now you will experience Dishonored from the other side of the coin. Watch our newly released trailer for Dishonored: The Knife of Dunwall, which puts you in the role of Daud — the assassin responsible for Empress Jessamine’s death.

Those that have played through Dishonored know Daud possesses the Mark of the Outsider — granting him supernatural abilities. But don’t expect to be playing as a Corvo clone — Daud can call for help with ‘Summon Assassin’, track down runes and bone charms with “Void Gaze”, and his variation on Blink allows him to stop time — even in mid air.

You’ll needs these powers, as well as stealth weapons like Daud’s custom wristbow and arc mines to survive some of the most challenging areas in Dunwall — including the Rothwild Slaughterhouse, Legal District, and a return to Daud’s hidden base in the Flooded District. Nothing you can’t handle, right?

As with Dishonored, we encourage you to play The Knife of Dunwall in whatever play style suits you best — be it action or stealth focused, or somewhere in between. Daud’s redemption (or turn towards darkness) lays in your hands.

The Knife of Dunwall releases on Tuesday, April 16th on PlayStation Store for $9.99.


Posted by Valve Apr 10 2013 17:00 GMT
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New Features
Adds support for Dishonoreds upcoming add-on, The Knife of Dunwall.

Bug Fixes (Dunwall City Trials)
Fixes a bug in Back Alley Brawl challenge where live grenade remains in players hand when restarting match.
Fixes a rare bug in Back Alley Brawl challenge where restarting match while cooking grenade causes disabled left hand.
Fixes a rare bug in Back Alley Brawl challenge where you can fall down into The Void.
Fixes a rare bug in Back Alley Brawl challenge where being killed by player killed by Warfare Overseers will restart challenge with lowered health.
Fixes a bug in both the Back Alley Brawl and Bend Time Massacre challenges where a Headshot bonus is not awarded if an NPC dies after Bend Time II effects end.
Fixes a bug in Bend Time Massacre challenge where Explosive Pistol does not count as an explosive kill.
Fixes a bug in Bend Time Massacre challenge where achieving the Power Combo bonus using Blink is awarding 2 kills.
Fixes a rare bug in Bend Time Massacre challenge where you are unable to possess Nobles after firing gun through glass.
Fixes a rare bug in Bend Time Massacre challenge where restarting as the Bend Time effect ends causes the round to complete with zero score and a black screen.
Fixes a rare bug where you can inadvertently receive the Time Management achievement/trophy after failing to get the bonus.
Fixes a rare crash in Bend Time Massacre challenge during Waiting For Effects sequence.
Fixes a bug in Oil Drop challenge where aim assist does not work on PC.
Fixes a bug where file integrity check requires a game restart at Dunwall City Trials first boot on PC.
Fixes a bug in Thief (Expert) challenge where key inventory is not reset when restarting from completion.
Fixes a bug on PC where game displays keyboard and controller art together.
Fixes a rare bug in Kill Chain challenge where countdown timer will stop after killing some enemies.


Bug Fixes (Dishonored)
Fixes a bug on where you receive a kill in Player/Mission stats if sliding into Slackjaw after freeing him.
Fixes a bug where City Watch does not leave attack posture when rewiring an arc pylon.
Fixes a bug in Overseer Backyard where player could get stuck on chain.
Fixes a collision issue when Corvo drowns.
Fixes a bug where navigation in Piero's shop was difficult when only one weapon upgrade remains.
Fixes a bug in Overseer mission where loading autosave created after actioning poison causes Campbell & Curnow to run.
Fixes Player/Mission Stats bugs.
Fixes a bug in Lighthouse where patrols are broken and there's no sound after reloading a savegame in low chaos.
Fixes a bug where Specter Achievement does not activate upon completing requirements in Brothel.
Fixes a UI bug where turning off Health/Mana gauge show gauges when powers are used via hotkey.


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Posted by Joystiq Apr 02 2013 03:00 GMT
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Every year on April 1, the barrage of joke videos and announcements roll in, and every year, there's a clear winner in the "Oh, man, that's good" category. This year's frontrunner is a subtle, hilarious walkthrough video from Dishonored co-creators Raf Colantonio and Harvey Smith. Watch in wonderment as the pair spout off inaccuracies about their own game, all delivered in calm, professional tones.

Listen for a few of our favorite lines, such as, "The thickness of the air is simulated," "This is the player's love interest," "The plants grow at real-time in the game," "For the rest of his life he has no legs," and the conversation about Fabrice's door-lighting expertise.

Posted by Joystiq Mar 13 2013 15:00 GMT
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Dishonored will fill in one of the curiouser elements of the game's story with "The Knife of Dunwall" downloadable content pack. The add-on has players taking on the role of Daud, whose assassination of a key figure in Dunwall sets the core story of Dishonored into motion. After the murder, Daud seeks redemption and is visited by The Outsider, a morally ambiguous and ethically flexible supernatural figure.

Daud will explore "never-before-seen districts" of Dunwall and search for Delilah, a new name we hadn't heard of before. He will also have access to new weapons and powers not available to the wronged Corvo Attano, the protagonist of Dishonored. The DLC will swarm Xbox 360, PS3 and PC on April 16 for $9.99 (800 MSP).

Posted by Rock, Paper, Shotgun Mar 13 2013 15:00 GMT
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After, ooh, hours of speculation, Bethesda has revealed the details of the next Dishonored expansion pack. The Knife Of Dunwall takes a parallel peek at the Dishonored storyline. And because Alec masked spoilers in the previous post, I’ll do the same. If you have Dishonored on your steam wishlist, go there right now and stare wistfully. Everyone else, I’ll be over there. *blinks*(more…)


Posted by Kotaku Mar 13 2013 14:00 GMT
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#dishonored I've played through the beginning of Arkane Studio's Dishonored at least a half-dozen times, each time dreading the moment the killers make their move. Launching worldwide on April 16, Dishonored's second helping of downloadable content puts the assassin's dagger in players' hands. Can The Knife of Dunwall be redeemed? More »

Posted by Joystiq Mar 13 2013 15:00 GMT
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Dishonored will fill in one of the curiouser elements of the game's story with "The Knife of Dunwall" downloadable content pack. The add-on has players taking on the role of Daud, whose assassination of a key figure in Dunwall sets the core story of Dishonored into motion. After the murder, Daud seeks redemption and is visited by The Outsider, a morally ambiguous and ethically flexible supernatural figure.

Daud will explore "never-before-seen districts" of Dunwall and search for Delilah, a new name we hadn't heard of before. He will also have access to new weapons and powers not available to the wronged Corvo Attano, the protagonist of Dishonored. The DLC will swarm Xbox 360, PS3 and PC on April 16 for $9.99 (800 MSP).

Posted by IGN Mar 13 2013 14:00 GMT
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Bethesda has announced that Dishonored's Knife of Dunwall downloadable content will hit Xbox 360, PlayStation 3, and PC on April 16th. The pack will cost $10 and allows players to take on the role of Daud, the mysterious assassin who killed the Empress at the beginning of Dishonored.

Posted by Rock, Paper, Shotgun Mar 12 2013 20:00 GMT
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This shouldn’t really get its own post grumble grumble because it’s just a tease grumble grumble, but if I only give it a couple of lines there’s no harm done. Wait, did I just hear the sound of kitten being killed? WHAT HAVE I DONE?

We’ve been waiting forever* for proper Dishonored DLC – story stuff, meaty stuff, not just challenge map stuff. As previously announced this appears to star… oh, spoilers, of a sort, if you continue. You have been warned.(more…)


Posted by Kotaku Feb 25 2013 18:00 GMT
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#dishonored Ten new trophies for Dishonored hint that the title of its second DLC extension is coming soon, and it'll be titled "Other Side of the Coin." More »

Posted by Joystiq Feb 25 2013 14:00 GMT
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Trophies for unannounced Dishonored DLC, titled 'The Other Side of the Coin,' were tossed up onto PS3Trophies today. There are ten trophies in total, the same as for the game's first DLC, 'Dunwall City Trials,' suggesting a similar $5/400 MSP price tag for the new content.

While Dunwall City Trials is a collection of challenge maps, this new DLC apparently offers a story-based campaign, with rewards for completing it in various ways. When approached about the trophy listing, a spokesperson for publisher Bethesda told us, "No comment."

Posted by Joystiq Feb 23 2013 04:15 GMT
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Let's say you find yourself in possession of a whale bone. What should you do with it? If you're Reddit user Ragebarf, the choice is obvious: You painstakingly create a real-world version of a whalebone rune from Dishonored.

The rune design was carved with a Dremel, and the bone itself is affixed to the wooden board with leather straps. The board has been appropriately aged, as has the name plate and, if we do say so, the whole thing is very impressive. Kind of creepy, but impressive nonetheless. Check out pictures of the rune's creation from from start to finish right here.

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Posted by Kotaku Feb 18 2013 07:00 GMT
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#dishonored It looks like I may be about to add a third outlet to my tiny list of "stores I buy gaming shirts from", because Gametee - a new outlet that's about to hit its Kickstarter goal - is designing some very attractive tops. More »

Posted by Joystiq Jan 16 2013 20:15 GMT
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Those who purchase Dishonored at their local GameStop between now and January 27 will receive a code for "Dunwall City Trials" at no extra charge. Dishonored publisher Bethesda also notes the retailer will include the official game guide from Brady Games. The offer is only valid in-store for PC, PS3 and Xbox 360 versions of the game.

We now feel obligated to point out that the game is $52 on Amazon, so even with the $5 "Dunwall City Trials" included at GameStop, the math isn't that great for consoles (oh, the game guide? Here). On PC, the game was just $30 during the Steam Holiday sale, so you'll probably get a similar deal the next time another sale happens. Since this is Steam we're talking about, um, let's say sometime in the next month. Perhaps some clockwork heart and Valentine's Day tie-in?

However, if you've got plenty of GameStop credit just sitting around, one of the best games of 2012 is definitely worth spending it on.

Posted by Kotaku Jan 14 2013 21:00 GMT
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#dishonored If you read a recent piece on video game violence, there's a good chance that somewhere in that article, included is a screenshot of a Dishonored neck stab. Last year was the year of the neck stab, after all. Rock, Paper, Shotgun spoke with the developer that coded that move in-game—Joe Houston—and he had Opinions On Game Violence. More »

Posted by Rock, Paper, Shotgun Jan 14 2013 13:00 GMT
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Just before Christmas, Nathan wrote a piece asking for a conversation about the role gaming violence plays in our lives. And as so many have when discussing the topic, he featured an image from Dishonored at the top – a man getting stabbed through the neck. For Joe Houston, the former Arkane developer who created that stabbing scene, this was the prompt he needed to give his own perspective on the subject.

Whenever I’m clicking my way through game industry opinion articles, I tend to get hung up on pieces about video game violence. This is mostly because the image plastered across the top of the post is a screen grab from Dishonored. You know, the one where a member of the city watch gets his jugular opened in a first-person blast of arterial spray. But it’s not the shock of that image that stops me. No, I pause because I’m the guy that wrote the code to make the player do that in the first place.

(more…)


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Posted by Kotaku Jan 11 2013 07:00 GMT
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#dishonored Aussie writer Daniel Hindes, who for a while has run a niche site called Sneaky Bastards, wants to take the idea of discussing stealth games to a more tangible format. Hence, Sneaky Bastards, the magazine. More »

Posted by Kotaku Jan 07 2013 03:00 GMT
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#dishonored Something tells me the chances of us seeing officially licensed Dishonored LEGO are slim. Rats, murder, prostitutes...I don't think it's quite LEGO's thing. But hey, where LEGO misses an opportunity, custom builders are always there to come through with the goods. More »

Posted by Joystiq Jan 02 2013 20:30 GMT
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Dishonored is a convoluted work, and key in reclaiming the word "convoluted" for the purposes of praise. Simplicity has a place in the finest games, but sometimes you just want to get wrapped up in things. A scarf metaphor might have gone here, had it not come from the paranoia induced by Dishonored's deadly contempt for unshielded necks.

There's dignity and integrity to Dishonored's vision, projected from creators who have pursued their ideals with conviction. "This is what we think video games are about," says Arkane Studios. They're about being a rogue catalyst with power(s) and agency, wedged inside a tightly wound coil of combat mechanisms, traversal techniques and environments that communicate an alternate world, history and life without using words. They're about finding paths and learning how to exploit your abilities. They're about blocking a painter's view of his subject, just to be a dick. They're about emptying a safe before you sell the combination to an ignorant buyer. And yes, they're about stabbing necks and piling the attached bodies beneath the mansion's stairwell. Maids hate their lives while a vengeful assassin is on the loose.

Posted by Giant Bomb Dec 27 2012 20:00 GMT
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It should come as no surprise that the biggest event in my life this year had a profound impact on my gaming life as well. The birth of my baby girl at the beginning of the year and the subsequent conversion of office to nursery meant that my PC was moved out to the living room (and funnily enough, within a 30ft HDMI cable’s reach of my TV).

The brilliance of a PC console finally crystallized for me. I almost gave Steam’s Big Picture Mode its own spot on this list. Between that and grabbing an all-digital Vita library for my vacation I also realized I will probably never buy a physical copy of a game again. And I found a lot of joy in areas of the video game medium that I would not have anticipated 12 months ago. Just like years past where I initially thought coming up with a list of 10 would be a challenge, the hard work came in paring it down. Some games I’ve even yet to get a good crack at (only now getting to Dishonored) but this has been such a year that there’s already plenty to talk about. So let’s do this thing.

10. Far Cry 3

Far Cry 3 felt more like a video game vacation to me than some of its more directed brethren. While the story does present itself with some urgency (and with a couple of truly fantastic characters), being both aimless and mildly collectable-obsessed was where I had the most fun. The pinnacle of which came to taking down enemy outposts. By the end I had a solid methodology to said assaults, from a scouting phase all the way to the last knife takedown on an unsuspecting enemy, squeezing every last bit of XP out of them. The game is also good for at least one hilarious interaction between autonomous systems. Setting out with the most satisfying bow of the year, a knife, and a bunch of drugs, Rook Island is just a fun place to be.

9. Tribes Ascend

Being a big fan of the original Tribes and Tribes 2 I had my doubts about Hi-Rez taking over the franchise. The beta didn’t really grab me, but more than that the free-to-play model really killed any anticipation for the game. It took the forceful pushing from a coworker to precipitate the biggest change in my perception of the game industry this year: a free to play game doesn’t have to be shit (and can in fact hang with all the other AAAs). Nothing about Tribes Ascend feels like they're locking away too much or artificially inducing stress to coax money out of you. The meat and potatoes gameplay of skiing and serving up hot blue-plate specials is immediate and available to all. Controls feel tight, combat is intense, and landing those mid-air hits is so delicious. What followed was many weeks of coordinated base assaults, tense flag captures and online combat that felt both refined as well as reverent for its origins.

8. Borderlands 2

I really loved the original Borderlands. I had max level characters on both the 360 and PC so I could play co-op with as many friends as possible. Borderlands 2 delivers improvements on nearly every front but what struck me the most was just how much more alive Pandora felt. There were a lot of small touches and details I saw that went into giving various areas of the world much more of a sense of place. All of which made gallivanting around shooting anything and everything with many a varied weapon that much more enjoyable.

7. Hotline Miami

Whether you’re painting the walls with arterial spray or picking up a VHS from the rental store, the booming soundtrack and breakneck ultra-violence of Hotline Miami oozes style and visceral gameplay. Solving the combat puzzle of each level, refining your strategy and timing feels like zeroing in on the ideal racing line. By the end of the level you will be in need of that quiet story break just to catch your breath. Having finished the game my play style, which started out as a timid incher, ended as a hyper-aggressive maniac. The fact that this coincides with the arc of the main character, in a way, I think, is no small coincidence and an impressive feat.

6. Journey

I always enjoy the video game novellas that come out of thatgamecompany; the crafted experiences that seem to target a specific emotional area of the brain. Journey was perhaps most anticipated because it bears the closest resemblance to a traditional video game of theirs to date. But while the the arc of your character, the varied environments they can craft with sand, and the mythos of the world were all great things to experience, what stood out to me was their thoughtful approach to multiplayer. It’s clear they didn’t undertake this aspect of the game lightly as Journey was the best co-op experience I had this year. The design of the game mutes, filters and repackages so many of the typical online player behaviors we’ve come to expect, to the point where I was genuinely happy to see new players join my world, and quite surprised at how many varied people there were with me throughout.

5. The Walking Dead

The emotional gut punch of The Walking Dead still lingers in me. The situations, the decisions and events the characters live through (or don’t) all suck and it is god damned compelling. With each episode's release came a unique combination of eagerness and dread. From the pinch points of the beginning and end of the story I genuinely felt like I had a lot of space to craft my own story of Lee and Clementine, in the end forming the strongest attachment to a character I’ve ever had. Kudos to Telltale for raising the bar on how much impact this medium can have and spurring alcohol sales everywhere.

4. Faster Than Light

Two notes into the main title theme and I was already hooked. Every detail about FTL draws you in further. From the lure of seeing what’s beyond the next jump to the tiny narratives you craft in your mind for your brave-but-probably-doomed crew. Victories come hard won in FTL as the game does a wonderful job of making your situation feel desperate. No other game has made me think harder about if I should really attempt to rescue that other ship or not. I sucked the gameplay marrow dry out of FTL, unlocking ships, exploring new sectors, and trying new strategies and had a helluva lot of fun doing it. And when I couldn’t, I still have that brilliant soundtrack on my phone.

3. Super Hexagon

I was on vacation when I first heard mentions of Super Hexagon. A quick download onto my phone and roughly 5.3 seconds after my first attempt at the easiest difficulty (“Hard”), I steeled my eyes and knew even then what was to come. What followed was hundreds of hours of my own personal episode of Breaking Brad. Slowly honing my abilities to deal with the disorientation, pacing and situational awareness the game demands of you made hitting that 60-second mark feel as sweet as a bull rider hitting eight. With all six of Terry Cavanagh's beasts vanquished I feel like I can put this one firmly to rest. But I haven’t. It’s still my waiting-in-line goto game. I think I need help.

2. XCOM: Enemy Unknown

At the outset it would appear Firaxis has done the impossible with XCOM. On the one hand they were able to take a top-down, turn-based strategy game and make it work on my TV, controller in hand. On the other, what made the original XCOM great was not lost in the process. The resulting strategy and base management tickling my PC-gamer lizard brain something fierce. All too often a “one more turn” muttered to myself as the sun set resulted in the same thought just as it rose. The game has an engaging feedback loop of grooming your squad, planning their abilities, then putting your creation to the test in the field. All so you can take those lessons home again to start over. With each new upgrade or weapon purchased, I could feel the tide against the aliens shift ever so slightly in my favor until I had a full contingent of psychic colonels laying mighty waste.

1. Mark of the Ninja

I want to erect a shrine to Nels Anderson and his team, probably in an air duct somewhere. The sweet harmonics of controls, UI, animation, enemy behaviors, all resonating together to serve one function: making you a stealthy angel of ninja death. I always enjoy reading about other developers’ process and Klei’s is in top form here. All the smart refinements and iterations quickly clicked for me, manifesting a deep rooted desire replay every level until I topped my friends leaderboards. No other game had as short or effective path from thinking about doing something awesome to seeing it executed on screen, and no other game consistently put a smile on my face as often as this one did.

Honorable Mention: The ship combat from Assassin's Creed III

I would be remiss in my extolling the gaming virtues of 2012 if I did not give at least some mention to Assassin Creed III’s ship combat. The soundscape of bells creaking and wood, gunpowder and shouting already does so much to make you feel like you’re there. Then you see the sails in the wind and the scurry of your crew rocking on the waves of the ocean. Lining up a well placed broadside never gets old and can be even more fun if you take the time to cripple your enemies with a chain shot. While the rest of the game was a fine execution on the AC formula it was where they broke away the most that I found myself with the most anticipation and enjoyment. By the end I felt like I had all the requisite skills to captain a pirate ship.


Posted by Giant Bomb Dec 27 2012 17:00 GMT
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Matthew Rorie is a Renaissance man. He has authored countless game guides as a member of the shadowy organization known as the Stratos Group, provided his services as producer for Obsidian Entertainment, and he currently dominates the highly competitive field of Internet Puppy Appreciation. He is one of our favorite people, and we don't care if that makes other people feel bad about themselves.

It's been a year of gaming frugally for old man Rorie. I've been working with a pretty strict gaming budget this year, preferring to buy games that have been steeply discounted on Steam rather than pick them up at full price. As such, I'm still waiting to get my hands on some late-year titles like Dishonored, Hitman: Absolution, Darksiders II, and Sleeping Dogs. I've also largely set my consoles aside over the last year in favor of PC gaming, so I haven't played most of the top-shelf console exclusives like Fez, Journey, and Halo 4.

That doesn't say anything about the recent quality of console gaming, of course. Rather, this has simply been a year where I didn't feel like I really needed to get too far from my PC in search of excellent games; overall the quality of ports to the PC has been exceptional lately (I think I only had to find an FOV fix for a single game, Kingdoms of Amalur), and games do indeed get slashed in price on what I like to call the Thinking Man's Console far more quickly than they do on your plebian and underpowered little boxes from 2005. Also, I'm lazy enough at this point to expect games to come to me rather than make me bend all the way over and turn on my Xbox 360 to gain access to them. It's like three feet away from me! Who am I, Stretch Armstrong?

With all those caveats stated, it still seems like it's been a very good year for gaming, if not one that I would categorize as legitimately great. Developers hit a lot of doubles in 2012, but looking back over the games that I spent time with, I'm not finding many real home runs, games that I think I'll come back to in a year or two for another go-round. As such, my list is going to be a bit short, at just five titles.

Before we begin, let's discuss a few also-rans. While plenty of people are calling this the year of the downloadable game, I didn't find many titles that sucked me in to the tune of 40+ hours played the way Terraria or Space Pirates and Zombies did last year. Technical issues prevented me from getting very far in The Walking Dead; neither the aesthetic nor the gameplay really grabbed me in Hotline: Miami; and FTL was pretty good for a few hours but didn't stick with me beyond that. There are a few other downloadable games that I've been meaning to try, like Mark of the Ninja, but overall it was a year where the big-budget games wound up resonating with me more than the indies did.

Of those mainstream games, a few titles lurk above the cutoff for my top five list. Guild Wars 2, for instance, was fun, and ArenaNet gets a lot of credit for putting out a full-featured MMO without either a subscription or overly obnoxious real-money cash-ins, but the gameplay struck me as simplistic, in that most battles have you pressing the same three or four buttons over and over again. I also never really cared for their solution to the "holy trinity" problem; dungeons wound up feeling less enjoyable than simply chaotic at best, and frustrating at worst. (The lack of an LFG tool is also largely inexcusable.) I hit max level with a character, fooled around with the endgame, and haven't really picked it up since. I may return to it at some point, but it would probably take some pretty hardcore design changes to convince me to level another character.

Max Payne 3, on the other hand, was pretty fun to play, in a way that was both challenging and refreshingly focused on the mantra of "if it ain't broke, don't fix it," as it retained the classic Max Payne gameplay without any controversial overhauls. However, the let's-have-a-cutscene-every-three-minutes-to-cover-up-loading-screens gambit wound up grating on me, largely because I didn't really care about the storyline, the laboriously woe-is-me script, or any of the characters. And for god's sake, Rockstar, if you're going to ask me to scout around an area to find hidden items, don't make your lead character passive-aggressively yell at me to keep moving forward every 20 seconds.

Mass Effect 3 was fine-ish, I guess. I wasn't even one of those people who went all sturm-und-drang on the ending, but then that's largely because I've never felt particularly attached to the Mass Effect universe, so even bathos on the level of the finale didn't really strike me as anything worth signing a petition over. The game had a lot of problems regardless of its storytelling, though, not the least of which was a singleplayer system (the Galactic Readiness map) that relied on multiplayer contributions to be fully exploited. That's a virtually indefensible design decision in my book, and other issues, like the tedious repeat trips to every level of the Citadel to turn in sidequests, were equally annoying. I'm really curious where the Mass Effect series goes from here, but I'm hoping that the next game in the franchise takes the opportunity to explore the studio space a bit instead of delivering more of the decreasingly impressive same that ME3 served up.

Lastly, Far Cry 3 started off like it was a serious contender for overall game of the year, but managed to steadily work its way out of contention after I logged my first ten hours on Rook Island. It's a wonderful PC port: the weapons feel great, Vaas is one of the most memorable villains of 2012, and it looks beautiful, but some of the game's design decisions are absolutely baffling. There's constant and aggravating reminder text prompting you to move to the next mission (even when you just want to explore); it's often pitifully easy, even on the highest difficulty level; the hunting and crafting quests can be completed almost as soon as you start the game, rendering the entire hunting system irrelevant from then on; the side quests are uninspired at best; and by the end of the game you're likely to be facing a world that's almost completely devoid of enemies, thanks to your conquest of their outposts. That last bit was the most curious to me: imagine a game of Skyrim where enemies simply disappeared from the game entirely as you progressed through the storyline. I'm sure they were considering the feedback to Far Cry 2's respawning checkpoints when they designed the game this way, but they made a decision that seems equally as bad, if bad in exactly the opposite way. The result is an open-world game with a world that feels dead by the time you reach the end of the storyline; not a recipe for continued interest on the part of the player.

All that aside, here are my five favorite games of 2012. They may all be big-budget titles from major publishers, but sometimes you're in the mood for a blockbuster action movie instead of an indie character drama, and for the most part the gaming equivalent of those megabudget movies wound up hitting my sweet spot this year.

5. Diablo III

I'll be frank and say that D3 was perilously close to not even making my top five list. If you had told me that was a possibility before the year began, I would've told you that you were crazy. However, I sunk a lot of hours into D3, reaching max level with four different classes, and enjoyed myself pretty much the entire time. The caveat here is, of course, the endgame, where the launch version of the game stumbled by including a lot of weak legendary items and a grind to gear up for Inferno difficulty that was painful to experience unless you were either rich enough to splurge on the real-money auction house or dedicated enough to farm for gold for hours on end. The auction house as a whole rendered a lot of the fun of the Diablo formula moot, in that you were far, far more likely to find usable items by shopping in a store rather than actually playing the game itself.

Still, Blizzard titles are going to wind up being case studies in iterative tweaking for the next generation of game designers, and Diablo III should wind up being at the forefront of those analyses. Blizz has done a lot of massaging to the game since it came out, mostly for the better, and it'll be curious to see how they further change the endgame over the course of the next year or two before the first expansion arrives. Even though I burned myself out on D3 within a month or two of its release, it's still a game that I come back to from time to time, and I'm sure I'll check in on it every few months for the next couple of years, in the same way that I've always kept my Diablo II discs in a box marked "Break In Case Of Boredom."

4. Assassin's Creed III

Most of the fan reaction to ACIII seems to have been middling-to-negative, from what I've read on various forums, and there's a lot of justification to those complaints. Many of the side activities, like hunting, building your homestead, and naval combat, were not integrated very well into the main storyline, making them almost entirely optional unless you were really driven to pursue them. Some of the combat changes, like the removal of grappling, were unpalatable; many of the assassinations moved away from the series' strengths and towards simplistic bull-rush tactics; the inclusion of city sewers was mostly pointless; and Connor Kenway often wound up giving off a disturbingly Anakin Skywalker-esque vibe during the game's many cutscenes.

Still, when you interpret ACIII as the basis for a new trilogy, it gives me a lot of hope that its sequel may rival Assassin's Creed: Brotherhood as one of the best games in the series. The naval combat, for instance, was executed far more enjoyably than what I thought a probable gimmick feature would be. The treetop parkour showcases the series' trademark excellence in animation, and tracking down elusive hunting targets kept me entertained when I wasn't charging forward in the main story. I also really enjoyed the interplay between Connor and Kenway, even if its culmination left a lot to be desired. The game also seemed to, at least in my eyes, push towards new ground in terms of artistic and graphical beauty. Sometimes throwing 400+ people at a game's development can result in great things, and the many artists that worked on ACIII have a lot to be proud of.

ACIII might have thrown too much in the sandbox to have wound up cohering as a solid title, but I'm pretty confident that with another year to think on things that the next game in the series is going to pull everything together. As it is, ACIII still managed to wind up being enjoyable from start to finish, and given the generally high standards of the franchise, that's enough to lodge it firmly in my GOTY top five.

3. World Of Warcraft: Mists of Pandaria

Like many dedicated MMO players, I have a bit of a bipolar relationship with World of Warcraft. I'll play every day for a few weeks or months, get sick of the endgame grind, take a year off, and then come back as if nothing had ever come between me and that sweet, sweet epic loot. The launch of Mists of Pandaria has proved no different. Although I'm sure that I'll tire of it in another four or eight or forty weeks, at the moment it's compelling me to log in every day in a way that my other recent flings with MMOs simply haven't been able to.

Mists of Pandaria isn't the best expansion the game has ever seen (I'd still put Wrath of the Lich King in that spot), but neither is it the worst (Cataclysm was a great facelift for the levelling game, but the endgame dungeon experience was a slog). Still, with Mists of Pandaria, Blizzard retains its stranglehold on the mainstream MMO market after eight years and the failures of countless would-be WoW-killers. (The last year alone has seens both the shameful scarlet letters of F2P descend on Star Wars: The Old Republic, and Final Fantasy XIV actually throwing up their hands and calling a mulligan on its entire game world.) Mists seems certain to continue Blizzard's dominance in the space for at least another year or two. Monopolies are usually pretty boring affairs, but, as with Diablo III, Blizzard continues to prove itself a master of iterative game design, making a number of notably fun (if controversial) changes to its gameplay while retaining the sheer addictiveness that got us all into this mess in the first place.

Mists is a joy if you enjoy dungeon-running, as most of the high-end dungeons are both quick and enjoyable to play through (with the notably rage-inducing exception of the Stormstout Brewery). The monk class is also a fine addition to the game, and has quickly become my second-favorite class to tank with after my paladin. The biggest drawback to the expansion thus far is its heavy emphasis on daily quests as an endgame chore. It's difficult to imagine who this is supposed to appeal to, honestly, but in the meantime the talent and specialization overhaul, while initially seen as a gross oversimplication of the gameplay by many (including me), wound up resulting in a streamlined system, but one that still resulted in a lot of options in any given battle. It takes a confident developer to make changes on the level where Blizzard finds themselves at the release date of every expansion, but if the results are as strong in the future as they are in Mists, it seems unlikely that anything will knock World of Warcraft off its perch until Blizzard's own Project Titan comes along. Which, knowing Blizzard, will probably sometime in 2017.

2. Borderlands 2

As someone who primarily games on the PC, I was reluctant to place a pre-order for Borderlands 2. Borderlands on the PC was certainly playable, but it also featured one of the most incompetent ports of recent years, with an awful FOV setting that couldn't be changed in the graphical options, user passwords stored in plain text in document files in the install directory, and a hilariously bad multiplayer setup that had many players futzing with their router's port forwarding settings a decade after we had all considered such tweaking to be a thing of the past. BL2 manages to negate most of those bad memories with a very good PC port that included a bunch of options for power tweakers including, finally, an FOV slider.

Although Gearbox didn't change much about the core gameplay, that didn't wind up mattering much, since that gameplay is among the best in modern FPS design. There are still some quibbles here and there, such as how it's pretty easy to outlevel content if you tackle every quest that comes your way, but in the end, Borderlands 2 is still the best pure shooter of 2012 (and we're talking about a pretty crowded genre), with plenty of fun boss encounters and guns that feel great to shoot. It knows well enough to keep its cutscenes short, so as to keep you shooting stuff rather than talking to people, which is a design facet that seems to remain frustratingly out of reach for most FPS developers today.

Borderlands 2's major drawback is its intensely insipid sense of humor, which piles on lame pop-culture references at a rate that would be offputting even to your average Futurama-quoting Reddit karma whore. If I have to grit my teeth and curse the firstborn child of whoever thought up Claptrap, though, I'll gladly do it if it means that I get to keep popping out mile-distant sniper shots at Pandora's more unseemly denizens.

1. XCOM: Enemy Unknown

1994's X-COM: UFO Defense was one of my first great loves as a gamer, and was the first game I can recall ever playing so long in one sitting that I wound up blinking with surprise (and fatigue!) at the sight of the sun rising outside my window. Firaxis' reboot of the series, which was somehow announced after and released before the shooter variant that I always assumed was 2K's focus, is a fine update, and is a fantastic example of a modern game design that streamlines away a lot of the somewhat arduous complications of the original games while still retaining most of its great core gameplay. The turn-based strategy genre has never had its shortage of excellent if underappreciated titles, what with Valkyria Chronicles, Civilization, and any number of other franchises routinely dishing out play-till-3-AM experiences, but XCOM: Enemy Unknown exceeded almost any rational expectation as to its quality level, and will hopefully usher in a renaissance of TBS games that are console-friendly without alienating the PC strategy-gamer grognards.

XCOM isn't perfect, obviously: the fact that enemies can react-move when you spot them is a bit cheesy, the camera was really wonky inside multi-level UFOs, and I swear to god I must've slept with the random number generator's ex-girlfriend from the way it treats me when I attempt Overwatch reaction fire. Those are all relatively minor quibbles, though, especially when you consider that the game has one of the most polished and enjoyable turn-based combat systems I've seen in years. A big part of this is the array of difficulty options: if you want to play a relatively fair game, but still reload every time one of those damn dirty aliens lands a lucky shot on Emma Stone, sniper extraordinaire, then that's perfectly permissible, with the Ironman Classic difficulty lying in wait for the true sadomasochists out there.

There are a few things I do miss from the original games, like using weapon fire to shoot holes in walls, and the original waypoint-guided Blaster Launcher. The new additions, though, like the class-based character system, and the light RPG elements, are genuinely meaningful. The result is a complete package: a game that's tough, but fair, and one that rewards both strategic and tactical intelligence.

Again, 2012 was a year that was pretty good for games, but not fantastic. If XCOM is the king of a somewhat small pile, though, that shouldn't take away from its accomplishments. It's a game I flipped for, and an easy choice for my game of the year.


Posted by Kotaku Dec 27 2012 04:00 GMT
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#dishonored This isn't an exquisite 3D render of Corvo's mask from Dishonored. It's an actual mask, put together by the team at Technically Magic Effects. More »

Posted by Kotaku Dec 20 2012 02:00 GMT
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#impressions I've been having a lot of fun with Dunwall City Trials, the first downloadable add-on to October's fantastic stealth game Dishonored. I've beaten the core game almost two times now, and while it's such a brilliant bit of design, I'd found myself hungry for new, different challenges. More »