[Destructoid is grabbing its rail gun and heading to Dallas, Texas this weekend forQuakeCon. Stay posted for game news, previews, and strange happenings from the infamous LAN room.]

For a game as rich with ideas and exciting asDishonored, it sure does demo poorly. It’s the price a game pays when it tries to achieve a real sense of player agency, an original setting, and unique game mechanics. Though the game is inspired byThiefandBioShock, it feels brazenly new. Though developer Arkane Studios could limit the player options for a demo, I applaud their courage and honesty in saying, “This is the game. Deal with it!”

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Luckily, I played the game a bit at E3 a couple months ago so I wasn’t as hopelessly lost as some others at QuakeCon. I still botched the mission miserably, but at least I recovered from my mistakes this time. And in doing so, I got my first glimpse of what really makesDishonoredan evolutionary leap in stealth game design.

I’ve been talking upDishonoredsince I first laid eyes on it during its big reveal at QuakeCon a year ago. I love the developer, the art direction, the world, and the ideas behind the game. Though, I worried Arkane wouldn’t be able to pull it altogether, making another heavily flawed classic like its previous releaseDark Messiah of Might and Magic— a game few love but the few that do love it dearly (I include myself in that group).

The opening area of the Whisper mission, in a small grove.

Unlike the E3 demo, this new QuakeCon preview had higher stakes involved, more narrative elements, and worked as a great display for the lavish lives ofDishonored’s wealthy citizens. Halfway through the game you need to enter the estate of Lady Boyle and assassinate her, while guests and friends party below. you’re able to either masquerade and find Boyle through dialogue and other clues or you can brute force your way, killing everyone on sight.

ThoughDishonoredis a linear game in a narrative sense, each missions gives the player numerous ways of approach and side goals to satisfy. Right from the start, I needed to make a choice as I stood on top on a boat in a canal far away from the party: Do I teleport from rooftop to rooftop, do I take to the shadows of the streets, or do I become a fish? Becoming a fish isn’t the most obvious option but I’ve seen enoughDishonoredpreview videos at this point that its advantages were clear enough for me. Through this method, I entered the party with minimal conflict. Those two maids? Don’t worry: I sent a horde of rats to eat them alive. I was later told it wasn’t necessary. Oops!

The Divide in the Cosmodrome, where the Guardian was resurrected.

Once within the party, I went to the courtyard to meet a contact and deliver a letter (an optional side objective). Turns out that letter was an invitation to a duel … with me. Being the savvyDishonoredplayer I’ve become, I used the Bend Time ability to slow time and get an unfair advantage in the pistol duel. The contact’s cronies shouted “witchcraft!” but weren’t hot-headed enough to fight me after killing their “friend.” They just kind of talked a load of crap about the recently deceased. It’s a small thing but this bizarre side quest and its outcome tells you a lot about the brutal world ofDishonored, where no man is in control for long. That includes me.

Oh, did I forget to mention how I set off alarms at the party and repeatedly died in battle with the guards? Well I did, so returning to the interior of the building was no cakewalk. I made a hot mess of the situation. I would have reloaded to the beginning if this weren’t a scheduled demo, but I’m glad I didn’t. In other games, you’d be stuck in this awful situation, forced to make the most of a stealth game’s sub-par combat. Not the case here.

A holofoil Ribbontail, as seen in collections.

Taking down the horde of guards wasn’t completely unreasonable, though it made the “normal” difficulty I chose feel like “very hard”. By blocking with my sword, throwing grenades, and firing my pistol, I was able to kill a good number of them but even that wouldn’t get me upstairs — where Lady Boyle, my target, now cowered. After growing tired of dying, I changed my plans. I would enter the building, quickly teleport out of enemy sight, and possess a guard which let me walk past all barriers without setting off an alarm or being electrocuted. It worked.

Now upstairs, I was free to loot the rich for coin, notebooks (some of these are lengthy, recallingSkyrim), and potions. The real goal was finding Lady Boyle, which wasn’t hard to do with my ability to see through walls. A couple minutes later, I killed my target in a brutal scene that was hard to watch. My mission had been done, now all I had to do was use the secret bedroom passage to leave the area and get back to my boat.

The Phoneutria Fera hand cannon, inspired by the Season of the Haunted armor set. It has a unique, galactic glow.

Though a lot of this demo is missing context, there was still much to appreciate. The art direction, dialog, and presentation are of a caliber you rarely see in games. Most developers rather focus the time it takes to build a truly original world on making a multiplayer component. Most developers aren’t willing to show off demos that offer so many possibilities — so many ways to screw yourself over. Arkane isn’t like most developers andDishonoredisn’t like most games. It will be an uphill battle convincing the mainstream that the game becomes approachable in time, but for us core gamers, we are in for a rare treat that blends action and stealth in a way we’ve never seen before.

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