Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
@deborah
I think there's a problem with a lot of morally-grey writing in that a lot of developers are still trying to get us in sync with our player-characters by trying to actually convince us that their actions are right (or at least that their actions are fun), because they're trying to create an avatar for the player rather than a character for them to inhabit. When what they should be doing (or at least what I want) is putting more focus on the internal state of the character. I don't need to believe what I'm doing is right, I need to know why my character thinks this is right.
less "what would YOU choose if YOU were in this position"
more "make this decision from the point of view of THIS CHARACTER"
Like, I liked the Daud DLC a lot, he's by far my favorite character, and I love his whole arc. But the part of his story we see is the easiest part to write. We almost entirely see him after he hits rock bottom and is on his way up. The Daud who ♥♥♥♥♥♥ up and wants to make things right is still seeing things from a relatively reasonable perspective, and we can relate to that instinctively on some level.
The Daud who murdered Jessamine Kaldwin in cold blood would have been a much bigger challenge, because that guy has a big mess of cognitive dissonance and value distortion going on that makes him make decisions wildly out of step with what a normal person would.
That doesn't work with the "what would YOU do" approach (the problem with the first Dishonored) or if you try for the second approach but have weaksauce writing or performances (the problem with Dishonored 2).
and I have a lot of Thoughts about why Emily in particular is a completely incoherent character but I should really cut myself off here.
I think where Dishonored succeeds and D2 almost succeeds is that you do inhabit a character that takes very little to tweak into a different mindset... it's not "what would I do" but "what should/would they do." It is completely believable that Corvo is insanely angry to the point of slaughtering everyone over the death of his Empress. It completely believable that he's a conservative assassin who only kills when absolutely necessary. We gravitate towards a certain type of gameplay and story, but we can easily explore other completely believable leanings. The more choices, the better.
The problem in D2 is Corvo occasionally stumbles at believability, and Emily just falls on her face. The story, writing, justifications, acting, etc. has all got to be there to keep the engagement and immersion intact. One of the worst spots for me is in the final mission, approaching the tower. I think they both say "That's a shame." I usually spend a minute or two cussing at the screen while looking around at the horrific scene they so blithely assess as a "shame."
I just started back at the beginning of D1. I'll have to pay attention to how I feel about silent vs. verbose Corvo.
I started warming up to Corvo after like 4-5 playthroughs and conversations with other fans, when I'd had time to piece together a more complete character instead of a non-entity. Like, it's still based on what exists in the canon, but I'd say my understanding of him (and Jessamine) is about 95% headcanon built on a scaffolding of 5% actual canon.
And based on how they have him act in the sequel, it's clear that the interpretation I went for wasn't the one that the developers intended, if they intended one at all. And while they've backpedalled since then, the initial defense of Corvo not being voiced was pretty explicity to make him a player-avatar.
I was willing to give up my specific interpretation of Corvo for something more specific in the sequel, but then they looked at every possible interesting direction to take his character and said "but what if we played it safe tho" and I HATE IT. But I'm glad they tried? But also I hate it so much. I was so dissapointed to see him become another boring sadsack father-figure action man.
I can't decide which is worse, an un-character (as opposed to a true blank slate, whose background we get to choose) or a medicore one.
I'm in a weird position, because on the one hand, I prefer the first game storywise because it was so open that we had the space to build Corvo into something really interesting.
On the other hand, I don't feel like giving the Devs credit for all that hard work. And I didn't actually want it to be that open, I wanted professional storytellers to tell me a rad story about a rad character that was more interesting than what me and my loud friends could come up with. I don't dislike Dishonored 2 for voicing and developing its characters, I dislike it for doing so so damn poorly.
I think The Dreadful Wale segment's were wasted with so few npcs to interact with. The Hound Pit had a 7 or 8 characters you could chat with between missions and their presence helped a bit towards realising a world outside of your own little mission.
I read somewhere the intro segment to D2 was initially going to be longer with the launching of the new ship named after Jessamine, now only mentioned very briefly at the start of the game. Actually getting to experience some life at Dunwall Tower prior to the coup probably would have added significantly to understanding Emily's desire to get her throne back.
@E-Money I definitely agree on the lack of characters on the Wale. I miss the Hounds Pit. Good point about Booker... I think that was a good implementation. I don't recall ever being annoyed.
Emily is pretty much a stealth character and not bad once you work out how to dart about quickly with blink and hop up and down on stuff while carrying dead bodies without being spotted. You can't do as much funny stuff as MGS5, but the gameplay is pretty good and good story, plus lot's of secrets and stuff to figure out and find. Ether is pretty handy also.
Just be sure to save before chucking an uncounscoius person through a glass door.
You are very wrong :)
She can be seen when using far reach, but that doesn't make you spotted (for ghost), and unless you are literraly traversing at 1m in front of them towards your destination they most likely won't even get past 1st detection level to start investigate (that on very hard ofc).
Emily can clear non-lethal best (and I mean full clear, not avoiding any single room / guard group / enemy), since her kit is pretty much built towards that.
Here are couple examples of her skillset usage from my current ghost / clean hands run on very hard:
a) there is a large group (2 overseers and 3 civilians spread in a moderate area) the overseers "guard" several goodies while telling stories to the civilians. You can domino 1 overseer with 1 civilian (won't tell you which, but you will figure it out yourself) - so the basic domino pretty much, then drop / throw a bottle of clorofhorm, and the whole group will drop like flies with nobody getting alerted or seeing you
b) upgraded far reach to pull enemies / items makes you like a spiderman, you sit in a tree / top of building / around corner etc, and pull enemies to you, grabbing and incapacitating them w/o them seeing you (obv you do it when they are not facing you, sure they will yell and panic, and alert their nearby friends, but they won't see you)
c) upgraded mesmerize gives you enough time to choke 4 targets and hide them nearby before wearing off (no specific bonecharms used) - or just to pass by most enemy groups or search the rooms they are in for all the loot
d) shadow walk is amazing for stealth, pretty much you are almost invisible in this form, you move much faster w/o making noise than normal, can use rat tunnels / vents and incapacitate instantly (much faster than choke, has better range as is not melee) up to 3 targets
e) domino maxed + mesmerize maxed + doppelganger maxed = you can clear a whole area of city non lethal with no witnesses / alerts at cost of 1-2 mana potions (depends on what bonecharms you use)
f) dopelganger is your best friend both for scouting / defense / preventing aggression / triggering or creating traps / instant relocation