Games I Enjoyed This Year: Dishonored

2012 wasn’t a huge gaming year for me. Unless I am forgetting titles, which I probably am, I don’t think I even bought too many AAA PC titles. Interestingly enough, most of the games that I have been really enjoying lately are either indie titles or iPhone games. Of the AAA titles that I did purchase, Dishonored comes out on top or close to being on top. I really really enjoy playing stealth games, particularly first-person stealth games to the point where I would easily consider that genre to be my favorite (such a shame that they are so rare). Needless to say, I purchased Dishonored off of Steam shortly after it came out back in early October and had enjoyed not quite a bit. Furthermore, not only is Dishonored a FPS stealth game but also brand new IP, which seems even rarer nowadays.


The gameplay is where Dishonored really shines. It has a good rhythm: Blink to a ledge, sneak around a corner, pause to avoid a patrol, look down, drop assassinate a guard, slow time, blink behind guard number two, kill, end slow time, summon rats to ‘hide’ the corpses, blink away. The spells are fun and I feel that blinking is a good solution to the age old FPS platforming problem. I also enjoy having the option to complete a game with a completely non-lethal playthrough. Though it is easy enough to kill everyone in the entire level, the lethal options are particularly fun. I found Dishonored’s binary moraility system (ala Bioshock) to be a bit odd: Even though the lethal options are often the most fun (lol rats), using them will pretty much guarantee that you do not get the ‘good’ endings whether you are detected or not. This mechanic feels oddly contradictory but doesn’t detract from the game a whole lot I suppose.


The levels are designed to perfectly compliment Dishonored’s gameplay and as such are very well done. The levels are open and contain multiple objective paths without feeling too linear and forced (eg the conspicuous Deus Ex Human Revolution human-sized vents). If there is a building with a roof, it’s likely that you can climb on it. Most buildings also have an open window or perhaps a grate to climb through. Otherwise, there may be a way to obtain a key, etcetera. Along similar lines, the setting and art style are fantastic: A richly detailed, cell-shaded, dilapidated, Victorian flavored city interlaced with steel. If Dunwall looks vaguely familiar it is probably because the art direction and visual design direction were done by Viktor Antonov and Sebastien Mitton respectively (of HL2 fame). It feels a lot like a steampunk City 17. Overall the characters and story were fairly average. Plotwise, I wouldn’t say that anything too remarkable happened for good or for bad.

Overall, Dishonored was an extremely elegant and polished experience (also may still be on sale on Steam now).

Cards Against Humanity Holiday Pack


Our copy of the Cards Against Humanity 2012 Holiday Pack arrived in the mail today. It’s a small expansion with 30 more cards on a pay what you want pricing structure (recommended cost is $5). Oh also, the envelope that it came in:


I think the full game as well as the expansion packs are back in stock on Amazon. As long as you aren’t easily offended, this game is probably one of the more fun things that I’ve ever played at a party: Virtually 0 setup time, very easy to play, a good time for all. Technically you can just print the cards out I guess, but it’s not the same…

11/10/12: Integrity Tactical Solutions Airsoft Event

Integrity Tactical Solutions hosted another awesome airsoft event at Strategic Operations on the 10th of this last month, in which Dave and I yet again had the pleasure of attending. A total of 6 games (4 scenarios) were played out during the duration of the event: Capture and place the flag to establish a base, breaching (green attack & tan defend), breaching game 2 (tan attack & green defend), find the light box game 1, find the light box game 2 and attack/defend (didn’t attend the last game).


My obvious favorite being the breaching scenario; The goal of which was the breach into a specific location by chainsawing down a plywood door to rescue a 200lb dummy. By the way: The chainsawing was well supervised and operating by the STOPS staff for both breaching games (as in, safely). The teams overall, felt like they were more evenly balanced this time around. Big props to game control for keeping everything fair and fun.


We were better prepared for the evening games this time around, not wearing shaded goggles and having flashlights and all (not included on the video because the GoPro ran out of juice before the action began in the shoot house). Oh also, Airsoft GI recently posted their footage recently. There’s a pretty good shot of me fucking with my magazines about half way in.