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First of all, the Heart DID warn you that the Loyalists weren't all they seem. Here are some things the Heart shares, recounted from memory, about a number of the Loyalists:
Piero: Has met the Outsider. Has been driven mad, likely from the Outsider. Invented the Spiritual Remedy, which helps prevent the plague, because he hoped it would help cure his feverish hallucinations and madness. (It didn't.)
Samuel: The only character other than Emily that the heart says cares about your or respects you. This is tell-tale right from the get-go, because EVERY OTHER CHARACTER has something suspicious or off about them. The Heart has only praise to pay for Samuel and Emily, and a number of her lines detail just how much Samuel respects you and believes in you.
Martin: Has met the Outsider. Is the only person to date to laugh in his face. Has been driven mad. Is hiding something. (This was, again, very, very blunt.)
Pendleton: More affected emotionally than he lets on.
In addition to this, if you listen to some of the things Martin rants about in the Low Chaos ending, not to mention some of the stuff that Samuel and Piero says at the Hound, it is pretty obvious that they weren't planning to poison you until some time into Corvo's efforts. Even then, the Heart rather bluntly foreshadows that things are going to go wrong.
I predicted it after the Golden Cat mission with the Pendleton twins, personally.
Besides, even if you DIDN'T catch on to the Heart's secrets, she has plenty of other helpful details to share elsewhere. Yeesh, man.
EDIT: DarkRaven summarized this far better than I did.
And that's beyond we get into the bajillions of other useful stuff it does.
There are several missions that I wouldn't have been able to complete at all, or at least as awesomely, as I could with the Heart.
Now, let's decide what the most useless Left Hand ability IS.
I'm debating summoning Rats. Sure, it has purpose, such as fun deaths or quick escapes with Possession, but I think it arguably has least purpose.
Or maybe Adrenaline, though I've yet to really mess with that one. Thoughts?
Again, like a lot of Bethsoft games, there's a good chunk of railroading in the story, which is why I generally don't like the story in Bethsoft games.
Does it have to be an ability? If not, I'd say the pistol, simply because it's loud.
If I have to pick based on abilities only, I'd go with Feather, but then again, I don't think I've ever really fallen any distance, mostly because I've discovered I can Blink to them. As for active abilities, I'd go with Devouring Swarm, because at least Windblast has utility functions.
What the hell is Feather?
I agree. I was going to pick Windblast, but I was like "nah, I can push people into Walls of Light and break doors." So Rats it is.
I actually want to defend the pistol because during combat it can be a life saver. Also, when combined with Bend Time it can be hilarious.
...
Bethsoft? I don't get it. Are you talking about Bethesda?
Bethesda didn't make this game. They published it. That means that Bethesda did only two things: First, they asked Arkane Studios to make a new IP, and second, they gave Arkane a bunch of money to, you know, actually make the game.
Past that, Bethesda and ZeniMax had NOTHING to do with the development of Dishonored.
http://en.wikipedia.org/wiki/Dishonored_(video_game)#Development
I wouldn't really know about combat, because I was sold the game as a stealth game, so I never really engaged in a fight unless I was forced into it by the script, which is why I felt the pistol was the least useful, because at least the sword is silent, as is the crossbow.
Bethsoft = Bethesda, because the complete name of the organization is Bethesda Softworks. I tend to blame them regardless of the developer, because, regardless whether they're publishing (Dishonored, Rage) or developing (Skyrim, Oblivion, Fallout 3) a game, those games all tend to suffer from similar story problems, namely railroading at plot points despite the fact a player, in-character, might not react the way they're being railroaded, so I see that more as a symptom of a problem that can be traced back to a single source (all games published by Bethsoft), than a problem of the developers (Dishonored by Arkane, Rage by id, and the TES games in-house.). But really, I think that's besides the point, in a way; it's just, I feel the betrayal is something Corvos should have seen coming, particularly if the player listened to all the audio logs and listened to the Heart.
Try playing through the game with some combat. There's no right or wrong way to play.
Bethsoft is eight letters, and Bethesda is...hold on, lemme count...My, look at that, it's eight letters.
Should we start calling Valve Valvesoft? :P
I think it's horribly unfair to blame Bethesda for a plot problem that I don't really see existing, especially because, as I said, Bethesda had nothing to do with the plot of Dishonored, and did not write, not approve, nor in any way modify or touch the plot of Dishonored. Personally, I thought the plot was fine, but that's beside the point.
The point is that it's really silly to blame Bethesda for something that they did not do.
I listed Feather because I Googled "Dishonored Abilities", and it came up; I remember reading in one of the powers that it reduced fall damage, so I just listed that, not realizing that it was part of Agility.
Seriously, though, I wish the rats power had more utility purposes; it's a shame it doesn't.
If you use the heart on Sokolov, the voice of the heart states "Anton Sokolove. He knew me once. He did much to set me on my path." Or something to that extent, so it probably is the heart of Jessamine.
The heart tells you secrets and in this case secrets are generally about past events. Speculation about future events isn't revealing secrets, it's gossip.
Additionally, it's difficult to say when a person goes from fantasizing about having supreme power to murdering the only person who can get it for you. The heart warns numerous times that betrayal was possible and that most of your allies behave chaotically.
At least give the player options. Then again, I tend of overthink and obsess about wanting choices at key points of the game.
Not at all. I agree that there are other ways to handle this issue. Unfortunately, all of the ones I can think of - including your suggestion - have issues and gameplay considerations of their own. Still, I dream of one day making *exactly* the game that I'd like to play. Heh. Not likely to ever happen, but one can dream. Of course, the question is, would anyone else want to play it? :)