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Aug 23rd, 2017 at 16:55:20 - Dishonored 2 (XBONE) |
The first time I played dishonored 2, I knew I had to do the tutorial if I wanted to get a handle of the controls and the mechanics overall.
Besides the fluidity of the movements and combat, the most interesting aspect I noticed was that this game could be played either Rambo-style, guns blazing, or choose to be the next Snake and play stealthily. Furthermore, something that separates this game from others is that you can choose whether to choke someone, leaving them unconscious, or kill them.
Choking someone has the benefits that it also plays on par with stealth to a certain extent, making fights more avoidable. In fact you can even just choose to slip by and avoid a fight altogether.
These and many options seem to point out that Dishonored 2 is meant to be played stealth-mode rather than Call of Duty style.
I believe this also connects to a certain extent with James and Stuart Rachels' Minimum conception of morality. This was made more noticeable after I got the pistol on the first mission. Part of me wanted to test out killing an enemy from distance. However, the repercussions were that everyone on the screen knew I was there and would come running unto me in seconds, making my playthrough much more difficult. As such, I resorted back to choking people or simply getting by.
In my opinion, this perfectly connects with the words of Rachels about the minimum conception of morality: "To guide's one conduct by reason."
It is well-known that in real life, killing someone has repercussions, but not so much in a videogame simply because its meant to be a type of entertainment at its core, however, when ethics and consequences touch the mechanics of a game, it can also have a more realistic twist (like everyone noticing when you shoot someone) without losing the inmersion.
So far, the reasons behind "good conduct" in Dishonored 2 might not be as strong as the real life cases shown in the book, but they are still backed up pretty well by the mechanics and the unfolding of the next combat sequences.
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