Playing through Dishonored again, it really does feel like something is missing from the game. The game clearly has this whole, fleshed out world, but there never seemed to be any hook; anything to pull me into it or encourage me to explore anything but the most cursory of background information. The main storyline is all exposition about events that are happening right now, with little explanation for what happened before or why any of this is important. It really was, as I touched on in the episode, like I’d missed the first few chapters of the story somewhere.
It really didn’t help that I didn’t figure out the Heart could reveal background information about the NPCs if you pointed it at them until I was nearly finished with the game. I’d tried it early on, but apparently none of the people I’d tried to learn about were interesting enough for me to distinguish the Heart’s dialogue about them from everything it was saying about the general area. Also, it totally doesn’t count if the only way to learn about the background of the setting is to point an item at everything I see.
And yes, the brightness problem will be fixed next episode. Patience!
Games and the Fear of Death
Why killing you might be the least scary thing a game can do.
Even allegedly smart people can make life-changing blunders that seem very, very obvious in retrospect.
MMO Population Problems
Computers keep getting more powerful. So why do the population caps for massively multiplayer games stay about the same?
Starcraft: Bot Fight
Let's do some scripting to make the Starcraft AI fight itself, and see how smart it is. Or isn't.
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.