The amount of choice and the randomness factor in just this one level offered so many possibilities for game play. Don't get wrapped up in how many hours you are told the game will take to play it to the end, because the replay and experimentation value will increase that number exponentially. In other attempts through the level, I explored more, tested the various powers and weapons, and even experimented with the AI's cognitive abilities in the reaction of the guards after they had spotted me. All in all, the experience was incredibly glitch free. "This is a hand-crafted game with a linear series of missions, but within each mission it is incredibly non-linear," Smith said. "There is a definite sequence of events through the game." If I had to nitpick, the dialogue options are a bit limited, and there was one case where I was expecting to be able to converse with a quest giver after I had chosen not to do as he had asked and killed the person he had asked me to protect. But he chose to say nothing, so I killed him for his silence. If the whole of the game plays like this singular mission--and given the track record of the creative minds at Arkane, I have little doubt it will--Dishonored should have no problem raking in some end of the year awards after it is released October 9, whether or not it makes a killing. BOOM video 12920
This time, Lady Boyle was in red. She could be in black or white next time.