• Coelacanth@feddit.nu
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      5 days ago

      That’s true, though even then I do think one of the few criticisms I could levy against the Dishonoured games is that there are so many more (and more cool) lethal powers and tools than there are non-lethal. Playing low chaos should maybe be more of a challenge yes, but it should be equally interesting and fun I think. And I’m not sure the series gets there.

      • VindictiveJudge@lemmy.world
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        5 days ago

        That’s part of what makes Emily more fun to play, all of her powers have non-lethal uses. Getting the achievement for never being spotted is still tedious, but Emily can do stuff like overt low-chaos runs where you attack head-on and still never kill anyone, which isn’t really an option for Corvo in either game.

        • Coelacanth@feddit.nu
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          4 days ago

          Emily is definitely better for a low chaos attempt (that’s kind of how I think it was intended) but something about the high chaos play style in these games always felt more fun, more visceral and more satisfying. Maybe that’s just me.

      • NigelFrobisher@aussie.zone
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        4 days ago

        Yeah, I just finished it and felt the same. I got low chaos pretty easily, but by replaying sections rather than by actually being able to react to situations on the fly. If you end up in a one-on-one with a guard your only non-lethal recourse is the combat sleep dart, whereas Solid Snake or Sam Fisher always have some kind of CQC takedown option to defuse the situation before more guards are alerted. You end up freezing time and running away a lot, or just save scumming.