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lol, Arkane can't catch a break.
Evasion of the bodysnatcher in Dishonored: Death Of The Outsider
Here you will find the curious case of the politician who broke his neck then went for a nice walk as if nothing had happened.
I’ll be along early next week with full thoughts in our Dishonored: Death Of The Outsider review [official site], but seeing as it’s out right now I want to bend your ear about the most interesting of its new sneak-o-magicky powers: the ability to temporarily assume of the appearance of almost any other character in the game. ‘Semblance’, as it’s called, puts a little Hitman into Dishonored’s whalepunk fantasy – only instead of borrowing someone’s clothes, you take their face. It’s a new tool in the series’ stealth armoury, but more importantly it’s another gonzo way of solving problems.
Semblance works like this: you sneak up on someone, and rather than killing or choking them, activate the power, which does something horrific involving converting their face into some kind of magical tar, and then your entire appearance into theirs. You can maintain the disguise indefinitely so long as you stand still and don’t do anything threatening or unusual, but start moving and your magical Energy drains as rapidly as Friday night’s first beer. Once your energy hits nada, you revert to your usual appearance – and woe betide you if that happens while anyone else is watching.
Basically, you’ve got about ten seconds of movement before the jig’s up, and on top of that you can only steal each face once, so no returning to your snoozing victim and pulling another catfish – you’ll need to find someone else. So, Semblance is a fundamentally different prospect to Hitman’s clothes theft despite the similarities – each time you pull an Arya Stark, think of it as a single shot at getting into or out of somewhere.
I suspect I’m going to uncover a ton of alternatives ways to use the power as I play on, but for now the below scenario has been the clear highlight.
What I’m trying to do is rummage through a politician’s office in order to find information on whether or not he’s part of a creepy death cult that’s been putting the frighteners on everyone in town, but inevitably the guy has the only key. And unfortunately for me, he’s spending his day practicing an upcoming (and creepy) speech on a stage in a town square, watched by a half dozen guards all the while. Getting him alone is impossible, and even if I identified a certain split second in which I could snag the key unobserved, getting back out again is a whole new headache.
Unless I take his face too. I call this one The Prestige. (If you’ve seen the film/read the book, you’ll know why; if you haven’t I’m not telling):
What I like about this:
1) SURPRISE TRAP DOOR ATTACK! (Also, as this isn’t obvious from the video, I had to run underneath him as he fell to make sure he landed on soft-ish sacks rather than a hard stone floor – that way he’s unconscious rather than dead. You can’t steal the face of a dead person in Death of the Outsider, because reasons).
2) he’s unconscious before I ever reach him, so no key theft risks here
3) As far as the onlookers are concerned, their boss took a comic-but-deadly tumble into a gloomy basement, then just strolled right on out of there like nothing had ever happened. They say politicians will never admit to a mistake, and this takes that to a chucklesome extreme.
What I don’t like about this:
1) tragically, the game’s dialogue is not reactive enough to the situation. I’d have loved an “er, you OK boss? Boss?” line or two in here. But so it goes.
I’m a few hours into Death Of The Outsider, and so far I’m digging it more than I did Dishonored 2 itself – as well as the use and abuse of body-snatching, it’s got a more interesting amoral and murky tone, a more nuanced protagonist and the missions to date feel a little bit more like playgrounds, where D2’s sometimes could feel like work. Also I really dislike The Outsider as a character, so I’m praying the game makes good on its title.
But we’ll see how it all shakes out later, which I’ll tell you all about that early next week.
Dishonored: Death of the Outsider is available now for Windows, and is available via Steam for £19.99.
Dishonored: Death of the Outsider PC review
Dishonored began with a political assassination. All the main players were there: Corvo, Emily, Daud, and Billie Lurk. The whole gang. The Outsider watched on from the Void - a world between worlds, just beneath the water’s surface; an obsidian reflection where the dead whisper. This black-eyed deity granted the assassination party their supernatural powers, and he did the same for Corvo when he looked for revenge on the ones who killed his lover. But does the responsibility of the ensuing murders lie at The Outsider’s feet, or is that blood really on the hands of the people wielding these otherworldly gifts?
That question has been on Dishonored’s lips ever since the first game judged us for knifing too many people in its rat-infested back alleys. In Death of the Outsider, it’s finally answered - though it’s up to you to form its conclusion - as Arkane close the book on Daud, Billie, and The Outsider himself.
Characters’ powers always reflect their personalities in Dishonored. Corvo is an immigrant in a foreign land, so he can experience what it’s like to be a local via Possession. Emily is an empress, so she’s granted control over people’s fates, linking them together with Domino and conjuring up an expandable body double with Doppelganger. Death of the Outsider’s protagonist, Billie Lurk, grew up as a street urchin, so she can talk to Karnaca’s rats, scout ahead with a spectral form, teleport away from danger, and wear other people’s faces to gain access to restricted areas. She’s 38 years old, hardened by a lifetime of thievery and murder, and her abilities mirror that. She’s also not afraid to hide in a bin or eat discarded figs straight from the floor. Tasty, tasty floor figs.
You see, there’s a cohesiveness to Arkane’s worlds, from Prey to Dishonored, and that attention to detail carries through to Death of the Outsider. Take the first mission, which tasks you with freeing Daud from an underground boxing den. As you make your way in, you can hoist yourself up into a room containing plans for fixing fights. In there, on the desk, there’s a Bonecharm that you can equip, and it makes your opponents miss more often. These hoodlums had clearly been using it to rig matches, but now it’s yours. Every room is a story, and every prop in the world is placed with care, in the hope of reinforcing these stories.
For Dishonored veterans, this might sound like bloody (or not) business as usual, but Death of the Outsider does tweak a bunch of the series’ fundamentals. For starters, there’s no mana-management. You don’t need to stay stocked on mana vials to use your powers here - instead, you have three chunks of mana that quickly recharge after depletion. It means you can’t spam too many powers in succession, but you don’t have to ever worry about running low on juice. It’s a much better system.
Elsewhere, you only have the three powers: Displace, Semblance, and Foresight. In previous Dishonored games, you’d have to use the Heart to search for Runes - like a sinewy, talkative radar - then use those Runes to unlock and upgrade your powers. There are no Runes here. Billie doesn’t have the Mark of The Outsider, you see - she feeds on Daud’s power. It makes sense to the story, and improves exploration, making it feel more organic. You can make minor upgrades to Billie’s moveset by finding Bonecharms, though you have to actually find them this time - you’re not just chasing UI markers. These can be small tweaks like the aforementioned fight club trinket, or they can be major, such as one that adds a short period of invisibility to Displace, your teleporting ability, at the cost of reduced range. The fact you’re not searching for markers solves one of Dishonored’s longest-held bugbears and further pulls you into its immersive, stylised, and wonderfully-detailed vision of Karnaca.
On top of these clever tweaks, mission objectives are different. Dishonored has always been built around assassinations, but Death of the Outsider gives us only one target: the eponymous god. Over its five missions, you work towards this goal, gathering intel and stealing the supplies needed to do the deed. The majority of the game plays out like a superpowered Thief, and its best mission asks you to pull off a bank heist on a huge building kitted out with security devices invented by Dishonored 2’s Jindosh. From the lore-laden planning phase to the execution, the entire mission easily stands among Dishonored’s best, securing a place alongside Lady Boyle’s Last Party and the Clockwork Mansion.
It’s the best level because it gives you the most options, each stage of the heist coming with its own set of challenges. When I play it, I decide to go in through the roof. I’m told that I can lower the bank’s security if I drop some sleeping concoction down a vent before entering, so, first, I go about stealing the supplies. Unfortunately, the pharmacy has been shut down and its stock is being sold at auction. Once I find the auction, I steal a noble’s face with Semblance and stash his body in a dark corner, before making my way inside as my mana drains. I’m greeted by a guard on the way in, his dialogue matching the face I’m wearing. It’s at this point that I realise my mana drains faster the quicker I move, only ceasing to diminish when I stop, and I’m almost completely out before I take a seat.
The auction begins and I manage to outbid the other nobles on the items, but I’m stuck, stood in the middle of this gathering, and with only a slither of mana left before my mask slips. Luckily, I have just enough left to slink around the back of the stage just out of sight, so I go there and wait for my mana to recover. I still need to gather my supplies, though, so I generate a copy of myself on a nearby balcony using Displace, and quickly switch to its position before heading back out into the streets to take the face of a guard. Once I have it, I just need to get to the bank and use a painter’s lift to reach the roof. The painter’s lift is out of whale oil and has no power, however, so I have to steal another guard’s face and power it up, grabbing a tank from the other side of the bank’s grounds and slowly strolling over as my fellow guards tip their hats.
Once the concoction is down the chute, I head in via the rooftop entrance. Everyone is out like a light, but they can be woken up by noise. What follows is a tense 30 minutes of tiptoeing through the bank, taking care not to step on anyone or accidentally knock over any props, as well as avoiding the clockwork soldiers patrolling the most secure areas. When I finally activate the elevator vault, it wakes up everyone in the building with an alarm, and the intercom sends them my way. I’m still crouched, hiding, in the security room when the vault reaches the top floor - the voice on the intercom redirects the sentries, telling them to head to the vault, instead. I wait a few minutes as they scramble up after it, then push the button to send the vault back down to the bottom floor, Displacing my way down as quickly as possible, racing the guards. I get what I came for, then have to fight and sprint my way out. It’s frantic, exciting, and contains everything I love about Dishonored.
These same kinds of stories are generated in every level, particularly through Contracts - new optional side missions that can be accessed through each area’s black markets. Robbing those shops, like in Dishonored 2, unravels a story of its own, too. Contracts can completely change how you approach a mission, asking you to smuggle specific targets out of busy areas, tasking you with killing people and making it look like an accident, or even going as far as requesting you kill every person in a level except one. The game leans into Billie’s bloodlust and her disdain for a world that abandoned her to the streets. Displace into someone’s body and you can blow them into tiny chunks at the cost of some health, ripping them into pieces from the inside. Nobody will judge you for it, either - there won’t be any physical manifestations of your violence this time, just more corpses lining the streets.
Dishonored: Death of the Outsider captures everything that’s great about Arkane’s assassination series, while also showing that it can still surprise. Smart tweaks improve the core gameplay and, if you’re worried about having fewer powers to play with, you can always go back through it with Corvo’s moveset when you’re done. As far as mission quality goes, it peaks in the middle - the fourth mission has us revisit a location from Dishonored 2, albeit slightly reworked, and the final mission feels much more linear than what’s come before. Still, it all leads to a satisfying conclusion that neatly ties up every plot strand that’s been hanging since that political assassination, whoever you decide is responsible.
9/10
30 euro seems like a lot. Anyone knows how long is the expansion?
Gamasutra plays the new Dishonored adventure with Harvey Smith
Arkane Studios has had a heck of a year. First Dishonored 2 launched last fall, then Prey came out to massive critical acclaim. Now, the studio has launched Dishonored: Death of the Outsider, a slimmer standalone adventure meant to complement the story of Dishonored 2.
Today on the Gamasutra Twitch channel, we were lucky enough to get a chance to talk to Harvey Smith, creative director at Arkane Studios on the Dishonored series. Smith had joined us last year for a chat about the game’s release, but we were lucky to have him on today to dive into the development process behind the new Dishonored adventure.
You can watch our full conversation with Smith up above, but just in case you’re beginning your journey to kill a mysterious godlike being, here’s a few key takeaways from our chat with Smith.
A deep dive into the Semblance power that’s new to Death of the Outsider
Smith was kind enough to explain to us the development process behind the new Semblance power (which lets you take on the appearance of any NPC in the game…provided you can get close enough), some of the challenges to implementing it and why Arkane Studios thinks challenging abilities like this help define their games. It proved to be a springboard for talking about why certain features get cut at Arkane, and the realities of developing these fluid, more expressive kinds of immersive simulators.
The story behind why the Dishonored series lets you do nonlethal runs
Despite being thematically about killing, you can actually get through the Dishonored games without murdering a single character. But that process wasn’t a core pillar of the original Dishonored design, it was something that emerged in a conversation between Harvey Smith and Raphael Colantonio, former co-creative director at Arkane Studios. As Smith tells it, the pair were reviewing the game’s core verbs, and how you could non-lethally kill every NPC, when they realized there wasn’t a path for using those same gameplay mechanics on the assassination targets.
That led to a decision to extend the level design work (and game’s writing), and thus the dual-pathway of the Dishonored series was born.
During playtesting, developers would be livestreamed gameplay of people playing the game while they were still at their desks
This is kind of a small tidbit, but Smith says that during the process of making Dishonored games, playtest footage would be live-streamed to the desks of people inside Arkane so they could check in on how players were progressing while working on other projects. Smith says he himself doesn’t review every single playtest anymore, but some of his co-workers at Arcane use opportunities like this to take a very close look at how people play their levels.