
"Chief among these is the "blink" system, which lets you warp instantly from point to point in a way that reminds me now of the similar nausea-preventing movement systems seen in many virtual reality games. Here, being able to go from one hidden corner to another without the risk of being seen revolutionizes the stealth gameplay. Hopping up to a nearby rooftop or down on top of an unaware enemy with a quick blink is incredibly satisfying,"
"In contrast to the elegant, super-powered sneaking, combat in Dishonored can feel a bit slow and clunky. This is exacerbated by the game's "chaos system," which sends seemingly endless waves of enemies that turn each violent engagement into a war of attrition against a nearly overwhelming force. It's usually a better idea to simply blink away to safety until they quickly call off the pursuit."
Blink lets the player warp instantly between points, enabling stealthy repositioning without detection and creating satisfying, superhero-like movement. Dark vision reveals enemies and allies through walls, compensating for the absence of a mini-map. Combat often feels slow and clunky, and a chaos system spawns repeated enemy waves that turn firefights into attritional struggles. Players frequently blink away or avoid combat entirely, favoring stealthy, silent assassinations. Mission design supports multiple approaches—magical sneaking, social manipulation, eavesdropping, or taking moral stances—and side quests encourage creative problem solving. The variety promotes multiple playthroughs and rewards experimentation.
Read at Ars Technica
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