Let's Play Dishonored [Episode 10 - Sokolov]

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Published on ● Video Link: https://www.youtube.com/watch?v=2Su3sT_58zU



Dishonored
Game:
Dishonored (2012)
Category:
Let's Play
Duration: 1:00:01
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This playthrough of Dishonored was done in the story mode and includes all the DLC. As with all series, I 100% the game in this playthrough. Like all series, this was played on the hardest difficulty in the game: very hard. I collected all the collectibles such as runes, bone charms, blueprints, and Sokolov paintings, and I played on ghost and shadow mode where I am never detected and never kill anyone.

Dishonored is an action-adventure game played from a first-person perspective with an emphasis on stealth action and the use of gadgets and the environment to eliminate opposing forces. The game world is a series of self-contained, mission-focused areas designed for multiple avenues of exploration in terms of in-game movement and powers. Between missions, the player is taken to a central hub called the Hound Pits pub where the player character Corvo can meet with his allies, receive mission briefings and alternate objectives, and convert recovered loot into new equipment and upgrades. In-game areas include loading docks, royal estates, poverty-stricken streets, and a bathhouse. The player can save their progress anywhere, and the game includes a checkpoint save system. Saving is disabled during combat. The game has four difficulty levels that modify the effectiveness of health and mana (magic) potions, enemies' awareness, damage delivered, and responsiveness. In an easy setting, health regeneration is possible.

Dishonored features role-playing game elements, such as the ability to upgrade powers and to make moral choices with a focus on non-linear consequences. The game is designed to allow the player to complete it without killing any non-player characters (NPC), including boss characters and mission targets. An example of a non-lethal situation given by co-creative designer Harvey Smith involved the player completing a side mission for a character, and in return, that character had two of Corvo's targets kidnapped and enslaved. Each mission contains multiple ways to explore and reach targets. Movement through an exploration of levels is designed to support the player character's abilities, rather than specific paths that are aimed at a particular gameplay style, such as hacking or sneaking. Specific elements of missions, such as changes to the color of a target's clothing and mask in one mission are randomized, requiring the player to explore the game area to find the target each time the mission is played.

The player's actions are not judged to be good or evil but instead are tracked by a "chaos" system that records the amount of friendly fire, violence, and deaths the player causes. This modifies the game world, affecting the story without directly punishing the player or forcing them to choose one style of play over another. For example, an NPC who disapproves of violence may refuse to support the player, or may even betray them. The game reacts to the chaos caused in scripted ways, such as changing dialogue, and dynamic ways, such as increasing the presence of rats and plagued citizens and adding new scenes. This can affect the active mission and future missions. The system also influences which of the game's two endings is reached, with variations based on which characters live or die. Using violence allows missions to be completed in less time than using a stealth approach, but violence consumes more in-game resources such as health and mana potions, which are required more often in direct combat.

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Tags:
Let's
Play
Dishonored
Definitive
Edition
Video
Game
Full
Playthrough
100%
Campaign
All
Missions
Quests
Episodes
Stealth
Mode
Shadow
Ghost
No
Kills
Unnoticed
Paintings
Sokolov
Elixir
Bone
Charms
Charm
Rune
Runes
Powers
Power
Overseer
Hound
Pits
Pub
Key
Anton
Sam
Boat
Secret
Blink
DLC
Dunwall
Brigmore
Witches
Granny
Rags
Slackjaw
Rats
Disease
Plague
Infection
Empress
Very
Hard
Difficulty



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