Dishonored Stories Filled With Whale Oil And Clone-Faced Guards
https://basementmtl.blogspot.com/2014/10/dishonored-stories-filled-with-whale.html
Lastweek I spoke briefly about Mark of Ninja’s impeccable blend of
visual aesthetic and stealth. Since then, I’ve put another few hours into the
game, which have served to reinforce my initial perceptions of the game. I’ve
also begun thinking more and more about Dishonored, a game I played a while
back which felt fairly similar.
Of Whale Oil and Clone-Faced Guards
Much like Mark
of the Ninja, my time with Dishonored was largely positive. Much of my
impression of the game was due to its tone, pace and relatively open maps,
which offered the flexibility to approach missions in a large number of ways—similarly
to Mark of the Ninja.
More than
these qualities though, I felt that much of the story that transpired
throughout my time with Dishonored was forgettable: the sociopolitical
machinations that served as the subtext for Corvo’s actions throughout the game
felt wafer thin in terms of their depth, and belied what could have been a much
more captivating tale about whale oil. That’s about the only lasting piece of
terminology that has stuck with me about Dishonored.
Fortunately,
the general lack of compelling storytelling was offset by the carefully
constructed aesthetics surrounding each mission. While the world’s locations,
culture and history all felt non-existent or else poorly conveyed to the
player, my imagination tended to naturally populate these unknowns, thanks in
part to how wonderful the art direction was for the game.
What
resulted was a compelling personal narrative which I built over the existing
story. My Corvo was a contemplative loner, who chose to keep silent because he
felt contempt for the lack of solid writing which went into characterizing him
and his world. Killing felt unnatural because all of the guards he had the
option of killing looked exactly the same. My Corvo secretly feared that he too
looked like these guards under his mask, and so chose to avoid killing anyone
altogether.
Similarly,
I fitted a contextual narrative around Mark of the Ninja while playing it. I
began as an earnest ninja, silently moving past enemies. Once I completed my
first mission, I was presented with a scorecard, detailing all the enemies
which I left alive. For not killing anyone, and for not being detected, I was
awarded a paltry amount of supplemental points; what amount to the equivalent of
killing and hiding six guards was reward for passing through a level in which
there was easily three or four times this many guards. Sure they left my ninja
cave and went home to study for their finals in looking like clone goons, but I
was poorer for it.
As the game
progressed, I opted to become an increasingly efficient assassin, and would
kill every guard, carefully hiding them afterwards. Now when I escape from
castles and derelict buildings, I leave only dogs alive. The rest of the
enemies are carefully tucked away in vents and bins. Maybe their bodies
eventually smell something fierce, and eventually decompose into what I assume
is human oil.
Essentially,
I feel that both Dishonored and Mark of the Ninja’s subdued storytelling is to
their benefits. As a result, I am able
to make sense of my actions much like I would in a character-creation Western
RPG, such as Elders Scrolls or Fallout. I wondrously await the next half-baked story
to bastardize and populate with a wholly inaccurate rendition of the world that
the developers intended for the player. Until then, I suppose.