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https://www.youtube.com/watch?v=u4b_pKoTebk
2:40 - best example of this.
The morality system is complete garbage, one-dimensional, black and white morality taken straight from superhero stories (e.g. batman). All it does is give a little bit of replayability, by affecting enemy spawns depending on your choices, but this is so small it doesn't even matter.
The game is definitely a lot more fun when you ignore the endings, and just do whatever you want. Just keep in mind that higher difficulties are more balanced for stealth purists (i.e. you die in like 2-3 hits ), so best to play on medium difficulty.
Renfrew I have to ask: Do you listen to what people say and watch how sides scenes play out? Did you not notice the completely different setup in the last mission? the Chaos system effects a good deal more than the enemy spawning
It's a bit saccharine, but that good saccharine you really only get in games where you, the player, actually had to earn all that stuff by doing a lot of extra heavy lifting.
Personally, I found it much more enjoyable a story compared with the Dark ending of a lethal run.
Though I suppose there's SOME fun in a non-lethal/minimal chaos run.
The final mission doesn't change anything. Samuel makes the enemies alerted? Big deal, you can go right back into hiding rendering this alert useless. On top of this with such High Chaos you were probably going to start an alert anyway...
No real impacts to gameplay at all. On top of this nothing you said changes the fact that the marketing vs actual product are contradictory.
Also something people often overlook is that you can still kill people and get the low chaos ending, you just can’t kill too many people.
It has a story, with story based elements so I would disagree that optional dialogue is irrelevant. But then I enjoy games that have a story with side narratives that still keep me engaged. If all someone is looking for is gameplay with absolutely no regard for the story then I agree with you, however most people are not like that. I would also argue that if you're going for low chaos, you try and avoid enemies in the first place which leads to different playstyles and different gameplay.
The final mission is massively different, tone-wise. It's not just the number of guards but also the time of day, the weather and the way in which the final confrontations take place. In low chaos, Havelock kills them all with poison but in high chaos they die in multiple different ways. Also, your example of Samuel alerting the guards is only in the higher of the two high chaos scenarios (the game doesn't tell you this, but it kind of has a medium chaos as well.) You are also missing the fact that you can actually kill Samuel before he alerts the guards, which then removes him from the end cutscenes where he's on his boat.
The game does not reward or punish different playstyles and different chaos levels as in the end, the result is the same. It just has different scenarios that cause the ending. If you want to play the game, then play the game how you want - especially if it's a first playthrough.
Pretty much everyone agrees though that having more non-lethal gadgetry and options would make the game better which is why they did exactly that in every release of subsequent games.
The question isn't whether the game allows different playstyles the question is why are you forced to a particular playstyle for a specific ending. You literally just said "if you're going for low chaos", but why would I need to go for a specific ending at all in a game that markets itself with freedom to do what you want? Low Chaos itself barely encourages a playstyle, you either avoid enemies, put them to sleep, or both; the variety is stale compared to high chaos, making it practically non-existent. Yes you can kill a few, but every time you get to the mission end screen and accidentally killed a bit too much you will be forced to retry, making it better to avoid killing in the first place, than to risk your chaos rating.
Stylistic features, not particularly relevant.
I know this, what's your point? Medium chaos only applies to this ultra-specific scenario, notice how this aspect of gameplay isn't used anywhere else in the game? It's only worth mentioning significant changes, if there is little to no change to gameplay then it makes little sense to mention it.
This is such a minor detail, and unless you know what Samuel is going to do (i.e. having played the game before) this is barely relevant as a gameplay aspect.
The discussion is the poor implementation of morality, not whether Dishonored is in itself a bad story.
P.S. Nowhere did I say the words you suggested.
So I see the discussion has come full circle, and there is not much in the way of refutation.
I already addressed, the narrative aspects.
Yup, discussion has come full circle