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Disclosure Alert: Alpha Protocol: Episode 28: Non-Lethal Fire Damage

July 17th, 2013

In this episode, we break into a mansion with the help of a crazy lady who gets off to people shooting her. Also, we get hosed at the end.

There’s not much to talk about in this episode, so let’s start with the whole Reputation thing. I think the Reputation losses you get for choosing either SIE or Madison over Mina make her out to be more than a little petty. As of this moment, I’m not sure whether I hate what that implies about her character or love it like I would any other of Obsidian’s little touches. Either case, -1 or -2 isn’t that significant in the long run, especially for Mina. It’s just a little annoying because you’d think she’d understand why you’d want to at least choose Madison over her.
On the other hand, I like that choosing Madison only amplifies her [Maddy’s] current opinion of you. If she likes you, she’ll like you more and vice-versa.  This seems pretty realistic to me.

But as a whole, this -10 to +10 Reputation thing is pretty flawed. It’s just weird how so many little things affect people’s opinion of you. Would you hate your friend a little bit more if he spilled his drink at a fast food exactly one time as you watched? A lot of the +1s and -1s are justified, but a few of them border on ridiculous. Mina hating you a little more for changing handlers is the latter. The whole system where higher or lower reputations are more resistant to change in the opposite direction would’ve been a great idea, credit to anaphysik.

I think I like that Marburg is homosexual. It’s not really a secret, as the game all but directly points it out. However, it’s understated in a way that I respect. It would have been extremely easy to instead go for the stereotype. In this manner, it makes Marburg slightly more interesting and adds to his character without dominating it. This is how you deal with minorities, developers! Can we start getting that right more often?

Sometimes, those news broadcasts do a very good job at showing you what an outsider might think of the actions Mike is taking throughout the course of the game. For that reason, I’m glad they are included.

Disclosure Alert: Alpha Protocol: Episode 27: Roman Charges May Apply

July 12th, 2013

In this episode of Disclosure Alert, I scream, you scream, a Gelato shop owner screams, when we shoot him for ice cream. That’s how the old saying goes, right?
Then, we talk to an anonymous person… who turns out to be Marburg and call a totally random chick that we’ve never met before a bitch.

As anaphysik points out, the gelato shop owner made a very brief cameo in the first episode. Because we are using the Veteran background, which is only unlocked after beating the game on Recruit, we got a special introduction sequence where the drugs administered to Mike made Mina looked like this guy on the PDA. This variation is only available as a Veteran, likely because otherwise it’d be a minor spoiler.

Aside from that, the other noteworthy things about this mission is that it provides foreshadowing for the reveal that Mina works with the NSA and it has a lot of comedic potential, especially with “horse porn… all over your computer”. And then you can pull the trigger for no reason. I always thought it would be cool if games gave you the option to try to kill every person in the game. It’d be like the Renegade interrupts in Mass Effect 2/3, except they are there for the entire conversation. I don’t even care if some particularly skilled NPCs are powerful enough to stop you, I just the option would be pretty cool. If anything, this game shows that something like that could lead to some pretty great moments.
NPC: Could you get me 10 of this thing?
Player: *draws gun and fires*

I really like the conversation with Marburg. Like many others before it, there are quite a few different ways it can go down. Depending on what you do, Marburg can think of you as a friendly rival, a bitter nemesis, or anywhere in between. The discussion also changes a fair bit depending on whether or not you obtained a lot of dossier information on him. Lastly, your relationship with SIE matters to him, because Marburg and SIE both hate each other. (Likewise, SIE will like you if Marburg hates you and vice-versa if you meet her in Moscow after this.) It’s another fine example of the game at it’s best.

And yes, I needed to point out the whole “mercenary” thing. Considering the person who is guest starring in these episodes, I felt compelled to. (Although I honestly probably would have anyway.)

God, I love these interview segments. They really are a great way to frame the narrative. It allows the game to comment on what you’ve done and then gives you a chance to respond and possibly justify what you did. It also helps to give you insight into the mind of the big villain. As for the comparison to Dragon Age 2, I never played that game so I’ll let Aldowyn and Josh handle it.

To be fair, Josh was totally right to call me on “except a solid gameplay experience”. However, the point I was trying to make was that this is a game where the player interactions with the story matter a lot more than any of the “gameplay” sections in it. In fact, I think the game would’ve been better if they gave you more dialog and less gameplay, because the gameplay segments really do feel artificial at times. Sadly, I don’t think a lot of people besides myself would go for it, and others would accuse it of “not being a video game” because reasons. Sometimes I really hate the culture surrounding my favorite hobby.

I also concur with what Josh said at the start of the Contact Madison mission. When I first played through the game, I honestly only had a bare-bones idea of what was going on. It took a 2nd and 3rd playthrough to really get a sense of the plot, and this is coming from someone who can easily understand Tetsuya Nomura’s way too overly-complicated storytelling in Kingdom Hearts.

I still find it hard to believe that the one, totally random stranger that happens to suspect that her employer might be less than ethical JUST SO HAPPENS to be Alan Parker’s daughter. It’s such a long shot that it’s pretty baffling. This becomes important later on, but it just seems like it’s too out there. On the other hand, I like how the game let’s you be suspicious of her, because quite frankly I would be in that position.

And #AldowynIsDumb again for forgetting his Pistol. Oh well, it only made the next episode more interesting.

Disclosure Alert: Alpha Protocol: Episode 26: Audionarrative Dissonance

July 11th, 2013

In this episode, we continue our genocidal march of Rome. Fitting the legacy of our guest, we bring carnage to all before us with extreme prejudice.

For the record, I take pride in my Lara Croft/Nathan Drake/Mass Effect/Indiana Jones fan-fiction. I worked for literally SECONDS to get you such high quality writing and I hope you’re all happy. That’s 5 seconds of my life I will never get back. Of course, Thorton was using that time to stealth level up, so maybe it was worth it.

Josh makes a good point. For a game that’s supposedly set in the real world, the mechanics do very much make this feel like a video games instead of a spy thriller. To its credit, the “plastic-y” visuals help make those mechanics feel like they belong, so isn’t too egregious. Despite that, it can be pretty strange to have Thorton use “Hide in Shadows” like a character in Planescape: Torment or Baldur’s Gate when the stealth mechanics that said skill was simulating are already in place. I’ve spoken before about such phenomena in the past, but Alpha Protocol in particular really makes one question the necessity of old school RPG mechanics in modern day game design.

Trying to tell Aldowyn how to go ANYWHERE is insufferably annoying. It takes him forever to follow directions and the 5 second delay does NOT help. I hope you guys enjoy this glimpse of our suffering, because this was so annoying. He’s a terrible hacker, which is worsened by the fact that the hacks are getting more difficult (another case of redundant mechanics in an RPG). At least he can lockpick well.

I know that building security is never well-designed in a video game (as Josh noted) because, by their very nature, the security systems have to be systems that the average player can be expected to bypass in some way. However, this level’s defenses strike me as particularly bad. I don’t know why that is, or why I’m bothered by it, but I am. Perhaps some of you guys have thoughts on the matter.

I’m not worried too much by it, though. After all, we went to get ice cream right afterward. >:)

Disclosure Alert: Alpha Protocol: Episode 25: Exactly Like a Spoiler Warning Episode

July 9th, 2013

It has been a long time, hasn’t it. Let’s just say that since recording the first part of Rome, Aldowyn had, and continues to have, a number of issues he needed to deal with. I hope you can forgive him, because we’ve sure taken him to task for the delay.

——————————————————————————————-

Anyway, this week we also have a very special guest joining us for the first half of our tour in Rome. Those of you who watch Spoiler Warning over at Twenty Sided will recognize Josh Viel, whom we were happy to have with us. It was a very fun recording session.

Also, funny story: Aldowyn was recording all of us, but he lost the files. Fortunately, anaphysik had backups. Unfortunately, his connection sucks. As a result, we had a few problems getting this together. There were also issues with the game audio. *sigh* >_>

This is one of the easiest and shortest non-contact missions in the entire game. Also, it’s the only one of it’s kind. I actually really like this mission, simply because it breaks away from other gameplay missions (And let’s be honest, the parts where you aren’t having conversations really aren’t that good. I say that as a fan of this game.)

As for the suit, I have a theory that Obsidian originally tried to make this a mission where you had to blend in, but either realized how much effort it would be or that it looked goofy given the way Micheal Thorton looks and controls during gameplay missions. It’s much easier and sensible to have this setup as a mission where Thorton scans them for Mina to get info on. I have to admit, given the recent gov’t spying scandals, it’s interesting how readily available all this data is to your operation. To avoid going further down the politics rabbit hole, I’ll stop at that.

It’s worth noting that saving or killing Al-Bara, despite him being a confirmed terrorist working with Al-Samad, does NOT affect your relationship with Shaheed if he’s still alive by this point. He’ll comment on it, but his reputation won’t change.

“What a Terrible Accident” Let's Play Dishonored: Part 12: The Regent

July 6th, 2013
Arriving at Dunwall Tower is a very bittersweet moment for me. Were it not for all the security, guards, and the Lord Mole I’ve been sent to kill, this would feel a lot like a homecoming. As it stands, it’s sad to see how far this place has fallen. What was once a bright and cheerful place where Jessamine did her best to help as many as she could is now under the control of a bleak and petty dictator. I may not have a great vantage point from the bottom of the water lock, but even from here the change is obvious. The darkness merely accentuates what is already there.
Due to my current standing with the government of Dunwall, I’m unable to get clearance to use the water lock’s mechanisms to raise our boat to the garden of the tower. This means that I need to climb my way up myself and go from there. After all of the many, many buildings I’ve climbed in a few short days, this isn’t a big deal to me, especially since I have magic teleportation powers. After climbing a few pipes, I find myself using these powers to land inside a nearby vent. There are spinning wheels that divide this vent, but in those wheels are gaps which I can easily sneak through. At the end of the vent, I see an opening that I use to exit onto a steel beam. From there, I see what appears to be a Bone Charm on the other side of the water lock, in another vent. Confirming that it is indeed a Bone Charm with the Heart, I Blink over there and pick it off of a corpse. It’s a good thing that I was the one who picked it up, because as soon as I put it in my bag, a swarm of rats appears out of nowhere. Reflexively, I throw myself back to the other side using Blink before I am devoured by rats. Looking at the Bone Charm, I see that it helps me restore my mental energy faster, so I equip it onto my belt.
Taking a quick breath to calm myself down, I overhear a few guards talking on the level above me. One of them moves towards the bannister. If he looks down, I will be spotted, ruining any shot of assassinating the Lord Mole. Luckily, his Dunwallian inability to look around gives me the break I needed to get to the balcony by the door to the maintenance room. Opening the door, I am immediately greeted by an Arc Pylon. The door is just outside of it’s effective range, so I’m safe for now. However, if I want to get to the upper levels, I will need to disable it somehow. The panel must be around here somewhere. I see that there is a metal barrier I can use to hide from the Arc Pylon, so I throw myself behind it, not giving the pylon any time to charge up. From there, I see not only the control panel, but the oil tank fueling the device. Quietly dislodging the tank from the conduit, I move upstairs and continue my ascent.
Rather than take the slow, painful route of sneaking through the top level of the water lock, I find that it is smarter instead to teleport onto a nearby spire and again to the roof of the building, bypassing the patrolling guards entirely. Sneaking across the rooftop gives me a perfect view of the tower gardens, so I take this as an opportunity to sit down and plan my strategy for braking in. While the basic structure of the garden is very much like how I remember it, security has clearly been improved. There are stations and watch towers that were clearly erected recently, on top of the large number of guards out on patrol. I also see construction laid about for further potential “renovations”. According to the Heart, two Runes are also in the area. One is close by, and I can likely get to it on the way to the tower proper. The other is clearly on the top of the tower. Unless the Regent is there as well, the odds are I won’t be grabbing it. It’s too risky.
Finishing my survey of the area, I decide to use the construction nearby to sneak through the right side of the gardens, behind a guard tower. Since the Rune is in the tower, I use a small hole in the construction to enter. As I climb up, I hear footsteps above me, and wait for them to pass before I pull myself up and Blink passed the patrol before he turns around. The watchman is in plain view of the door leading to the Rune, so I wait before making my move. Entering the room containing the Rune, I see that it must be the bedroom for the guardsmen in the area, judging by the cots, lockers, and food littered about it. One of the notices on a circular table says that after the death of my beloved Empress, Lord Mole severely restricted access to Dunwall Tower. That doesn’t surprise me, but I’m still angered at the way he spits on her legacy. Rather than listen to the words of the people, this fool would sit and watch the city crumble. My resolve is strengthened after this. I know now that regardless of my expendability to the conspiracy, this man needs to die.
When I look back at the way I came into this room, I see an awning on the side of the tower I can use to keep the high ground and advance further into the complex. I can’t teleport to it normally, so with a running start, I jump and then use my powers to get up there. Turning back, a wry smile crosses my face as I see that the guard is still completely oblivious. He didn’t even hear me thanks to my boots, outfitted by Piero to be as silent as possible. Fortune smiles at me again when I gaze to my right, finding a ventilation shaft that leads directly into the tower foyer. On top of the archway above the main entrance, I see the Lord Mole himself talking through one of the screens to his top general, standing atop the staircase leading onto the second floor.
What luck! Apparently all the stress is getting to the old fool. Rather than stay in his safe-room on the top floor, he heads to his bedroom. Considering that there is only one real “bedroom” in this tower, the rest being more accurately called barracks, I know exactly where he’ll be. I can’t help but be mad that this sick individual is sleeping in the room that rightfully belongs to the woman he contracted a hit on, but that’s tempered by the relief that I won’t have to struggle to get there. After all, the bedroom’s balcony directly overlooks the foyer, and from my vantage point I can see that the door is wide open. As many people on patrol as this idiot has, there was absolutely no way he could have known that his pursuer has the power to throw himself onto the chandelier, and then to the balcony. The moment he decided to leave that room was the moment he sealed his fate. Lord Mole, Hiram Burrows, you are mine.
On the balcony to the bedroom, I take the time to pilfer a Rune from his chest in front of the bed before climbing up to the awning above. It’s made of incredibly sturdy materials, so I have no doubt that it will support my weight. All I have to do now is sit, wait, and figure out how exactly I plan to get the job done without leaving evidence behind. He takes his time getting here, but eventually I hear him outside the door, chastising the watchmen. Part of me wonders exactly how much they like Lord Mole. If he wasn’t paying them money, how many of them would stay out of loyalty? My guess is few. As the door opens, I summon a swarm of rats to attack him. Watching the guards panic and swing their swords wildly, trying to assist him, my heart jumps as I see one of them accidentally swing their blade directly into the Lord Regent, killing him on the spot in a similar scene to the the Pendleton twins.
Oh dear, what a terrible accident. Apparently the guards in this city have trouble defending their lords from the rats.
Though I probably should look around and scout for more Runes and Bone Charms, I opt to not take my chances with Dunwall Tower Security. I leave exactly the same way I came in, using the chandelier to keep out of sight of the patrols and sneaking back into the vent. My journey back to Samuel’s boat goes a lot smoother than the one I made to get to my final target. After a few Blinks, I am back on the roof of the water lock and in a good position to dive into the water and swim to the boat. Explaining that the deed has been done, a weight appears to lift from the boatman’s shoulders, and he takes us back to the Hound Pits.
As we travel, Samuel confesses a mix of unease and excitement for the new change, worrying that the small guys like him may end up getting steamrolled. I didn’t tell him for fear of worsening his mood, but deep down I share the same apprehension. All the evidence I’ve gathered points to this being the perfect moment for the heads of this conspiracy to show their true colors, assuming my guess is correct. I hope I’m wrong, but considering I’m the foremost expert on being backstabbed, I trust my instincts. I can hear the party in the bar from here, so I decide to join the festivities. As Pendleton praises my final victory, he hands me a drink. Both him and Havelock seem excited for the changes to come, and in their fervor give a toast to me and Lady Emily.

In the excitement of the moment, I imbibe the fluid from the glass and immediately curse myself for it. I wait a few moments, and think that I might be okay as I listen to Callista argue her case to Martin that she should take the job of caring for Emily. It was then that my vision began to blur, and I knew that I had made a terrible mistake. It’s getting worse and worse, and I don’t think there’s anything I can do about it. The only thought crossing my mind is the vain hope that if I get to my bed and rest, maybe they’ll be too chicken shit to finish me off and I’ll have time to recover. Frantically, I rush up the stairs and to my room, but as I reach my bed, I collapse onto the floor. I’ve been lucky so far, but it appears this is where my journey comes to a close….

#62: The Mythical Cloud: Don't Believe the Hype

July 3rd, 2013
A while back, as of the time of writing, Game Trailers released a news story about a game named Darkspore, published by Electronic Arts and developed by Maxis, makers of The Sims and SimCity. The game was newsworthy because after many months of problems with it, rendering it nigh unplayable, Steam has officially delisted it, making it unavailable for purchase. This is interesting because the issues have nothing to do with the game itself. In fact, the real issue is that the EA servers are not operational. That is correct: In order to play Darkspore, even in single player, customers had to connect to EA servers. You see, EA had cited that the servers were needed for the betterment of the experience, and not as a form of DRM. It is this particular issue that I wish to talk about: the cloud.
Lately, especially with the dawn of the next generation of gaming consoles, cloud gaming has become a serious talking point for both Sony and Microsoft. Quite a few next-gen games, most notably Titanfallfrom Respawn Entertainment and Ubisoft’s upcoming games The Crew and The Division, also made it perfectly clear that they will require the use of cloud-processing in order to function. I have heard a lot of people in the industry praise the advent of cloud-processing. After thinking about it, I am not convinced that such an innovation is healthy for the industry. However, I cannot just say that I think it is bad. My task is to argue the point to those who do not share my view, which I intend to do.
The biggest point someone prosecuting cloud-processing in a video game can make is that utilizing it is another way to mandate that players of the game are constantly connected to the internet at all times. In other words, regardless of any potential benefits, it is another form of always-online DRM. In order to actually use cloud-processing services, it is necessary to connect to the servers where the calculations being remotely handled for the purpose of streaming inputs and receiving outputs. Since the odds of any given person playing the game in the same room those servers are located in are <1%, this can only be reliably done via the internet. Going further, this connection must be maintained in order to continue to make use of the cloud for offloading calculations, because otherwise there is no way to transmit data. The unfortunate reality of this necessity means that cloud-processing will always demand that users get online and stay online, giving publishers and developers a very convenient excuse to implement always-online policies. We have seen this is the past with 1 very infamous case study.
Of course, I am talking about SimCity (2013). Also released by Maxis, SimCity (2013) was actually the fifth installment of the series with the same name. Unlike previous installments of the city-building simulator, this game featured an ability to communicate with other players’ cities and share resources between them. Sadly, this otherwise interesting feature came with a cost. EA decided that to facilitate the sharing of resources, all saves had to be uploaded to their cloud servers, with no copies on a given user’s computer. In order for this to work, EA mandated the players be constantly connected to these servers. When people cried foul at this, Maxis claimed that due to the way the game was programmed, it was literally impossible to add this new feature without also including always-online. This was later proven false by a simple modder who allowed the game to function perfectly fine without any sort of online connection. Though EA and Maxis deny that the system implemented was for DRM to this day, most of the people who saw it unfold would be hard-pressed to accept that for truth. The notion of utilizing the cloud was quite obviously another way of sneaking DRM into a game that does not need it.
Another issue with cloud-processing in video games is the sheer impracticality of its use. Though I spoke of this last week when talking about the Xbox One, the issue with maintaining servers applies equally to cloud-processing. Needless to say, without servers to offload calculations onto, it is impossible to actually do any offloading. Creating and maintaining said servers cost money, which is already a dwindling and precious resource in the industry. Since many people in the industry lament a lack of profits due to a variety of reasons, it seems foolish to knowingly forge an unwritten and unspoken contract with consumers to keep and maintain servers so that a given product remains playable. Though not living up to their side of the contract is certainly still legal in this case, it has a way of tarnishing a publisher’s reputation, and lowering consumer confidence in future products.
Another key practicality issue is that there are only so many calculations that can be offloaded to the cloud. Ignoring the issue wherein many people do not have reliable internet connections, there is only so much data that can be transferred through wires and even the air itself. Bandwidth is very much a finite resource, so it is necessary to limit the amount of data that needs to be transferred between cloud servers and the machine playing a given game. As a result of this limit, things like high-definition graphical data are pretty much completely out of the question. While I do not consider my own internet to be particularly terrible 70-80% of the time, there is absolutely no way I would ever be able to stream HD graphics through my connection. I can barely play YouTube videos at 480p. Other types of calculations exist on a spectrum of practicality, so at best cloud processing can really only be used as a supplement and/or for games that are not very system intensive. With this in mind, claims from Sony regarding Gaikai, which is their reported “solution” to backwards compatibility, and Microsoft having “infinite power with the cloud” seem dubious at best. To best utilize cloud processing would require an intelligent, and nuanced, approach that minimizes the amount of data streamed through the internet. That notion contradicts claims made by both major console manufactures.
The last, and maybe most significant, issue that cloud-processing presents is that over the long term it will result in a lack of longevity for video games that use it. Like I said in my previous point, utilizing this new computation technique requires servers that must be maintained. Although it will probably take a very long time for most games, eventually the time will come when a business decision gets made. It will be decided that the costs to keep servers up and running outweigh any benefits of keeping them, so they will shut down. Like in the aforementioned case of Darkspore which started this article, cloud-based games that suffer this fate will be permanently shut down unless publishers are generous enough to put the tools out there for consumers to make servers for the game. This results in making games that, unlike every other entertainment product out there, have a finite, if unknown, shelf life.
To be fair, this is a very hard case to make to publishers. After all, whether or not a game works 10 years from now does not really have a noticeable impact on profit margins. Also, making games like this enables them to charge years later for higher definition remakes and ports of those same games, giving them a financial incentive to make games that will expire in some way, shape, or form. However, in the future, it will be necessary to have these products available as a way to study and learn from them in many the same way people learn from old books or movies. If the servers no longer exist for these games to be played, then they will forever be lost to history. This is a problem that has yet to truly be solved, and even services like Steam will need to eventually face it. Although the thought sounds laughably absurd, there will eventually become a time for each of these companies to forever close their doors or be merged into another. This new technology is ripe for abuse in this regard, and that is something that can be frightening to many.
On that note, I want to make very clear that this article was not intended to be an alarmist piece on cloud-processing in video games. All I wish to do is inform you, the reader, that there are still many concerns that must be addressed before it becomes a more viable model. There are positives uses for it, too. After all, Steam, Playstation Plus, and Xbox Live users have already become accustomed to the benefits of storing backup save files on the cloud. For games like the aforementioned Titanfall and The Division, which have made it clear to consumers that they are exclusively online multiplayer games, cloud-processing is a perfectly viable tool for offloading some extraneous calculations away from the console/computer.

It only becomes concerning when we see cloud computing in areas where it does not necessarily belong, like in the case of Darkspore, as the problems then outweigh the benefits. There is also the opportunity for a nuanced approach, using cloud-processing only for the multiplayer components of a game, not affecting the single-player portions. It can, in fact, be a benefit to gaming. However, it needs to be done smartly, else many other problems are born as a result. It is a difficult balancing act to make, and I am honestly not sure that major console manufacturers, game developers, and publishers are able to do it. Who knows? Perhaps I will be wrong. Nonetheless, make sure that you are informed about the technology before you pass judgment one way or the other.

“What a Terrible Accident” Let's Play Dishonored: Part 11: The Party

June 29th, 2013
The mansion’s interior is simply beautiful. I knew that the Boyles were one of the wealthiest, if not the wealthiest, families in Dunwall, but this is just insane. Despite having multiple objectives to carry out, I cannot help but to gawk at the sheer lavishness of the lobby. When I get done, I snack on an apple on the table. This may be a business trip, but I might as well enjoy my time here before the shit hits the fan. Security looks pretty tight, but as long as I have my mask and keep a low profile, I should be okay.
Now to get busy. I need to figure out which one of the three hosts is the Lady Boyle funding Lord Mole’s military and take her out without arousing suspicion. Looking around, I see that the Ladies Boyle are all wearing recolors of the same costumes: one red, one black, and one white. What will make this tough is that I don’t know any of them personally. While I’ve been to many noble parties during my many years as Lord Protector, and the Boyles were usually invited, the Empress was always my top priority in more ways than one. However, since this is one of their parties, and figuring out which one is which has become a game for the guests, I can try to talk to some of the guests here. Under the pretense of playing the game, they might be more willing to divulge information. Most nobles show up to these parties under a sense of obligation, but there have to be a few close friends to the Boyles in this place.
As I survey the grounds, I’m approached by a man wearing one of the ugliest makeshift masks I have ever seen in my entire life. My heart stops when he says that he knows why I am here. Shit! How would he know? Was I that obvious? Rather than rat me out, he simply requests that I speak with him in private. I thank the lucky stars, because this means I might have a way to salvage this situation. Before I can plan my next move, it would be wise to do as he says, so I follow him to a little corner where no one else will hear us. After making sure we are not being watched, the man in the ragged mask explains that he’s done a few favors for us. Good, that means he’s unlikely to expose me. Unfortunately, he gives me a rather troubling offer. Instead of killing her, I can kidnap Lady Boyle and take her to his boat in the cellar, after which he promises I will “never hear from her again.” Apparently, this guy has had a real crush on her for quite a while.
I’d love to avoid getting blood on my hands, but the way this guy makes his offer sound feels like a fate even worse than death. Killing her feels like a mercy if it means she doesn’t end up in his hands, though this raises more trouble. If he truly feels this way towards the target, than when I do kill her he might retaliate. I can’t risk this happening, so he has to die in order to keep my presence here secret. Still, he gives me the name of my target: Waverly Boyle. Having a name gives me more to work with, but I still need to figure out which of the three costumes she is wearing. I can’t off this guy now, or else the guards might react much too strongly. This is going to be tough to execute. As I figure, it would be better to look around and plan a bit more before making a move.
When I ask about the Ladies Boyle, one of the noblewomen tells me to talk to a “Miss White,” also known as “Miss Moth.” She knows the Boyles and would likely have the information I need. As I approach the woman wearing a Moth-shaped mask, she asks for me to give her a drink after complimenting my “scandalous” mask and “poor sense of judgment.” Simple enough, I suppose. A quick trip to the fountain is all I need to satisfy her. Once the drink is in her hands, she becomes very loose lipped, divulging that Waverly is wearing the red costume while Lydia is in white. With this new piece of information, I have my target’s name and costume. I tried to figure out a way to make Waverly’s death look like an accident, which is when I had a devilish idea. My mask helped me convince Miss White to help me out, perhaps I can use it to charm the Lady Boyle. Waverly passes me by just as the idea pops into my head, so I go up and talk to her.
I use the pretense of the Boyles’ game as a way to initiate conversation. After saying that I know which of the three sisters she is, I ask if she would like to have a private conversation. She calls my bluff, saying that she does not even know who I am. Thinking quickly to salvage the situation, I say that there is someone planning to kill her, and that I can save her life. I don’t know how that worked, but it did, so I convinced her to some with me to the cellar. If that creeper from before is there like he said he’d be, I might be able to kill two birds with one stone. Since I don’t know my way around, I follow her into the cellar, where she is summarily devoured by a swarm of rats that I summon.
That leaves the creeper. He’s there in the boat, but taking care of him cleanly won’t be easy. I try summoning a swarm of rats, but the boat resists my power somehow. I had to work around it by stabbing him with my blade and using the rats to, hopefully, cover it up after dumping his body onto the floor. Inspecting the cellars for a bit, I see an entrance to the sewer systems. That will give me the quickest and least patrolled route back, so that’s what I use. Once in the sewers, I get over any fear I have of getting dirty and dive right in, using a nearby valve to open the grate to the river. Swimming back, I see that the patrols are getting more fierce, and Samuel had to retreat behind a closing floodgate in order to avoid being seen. Before the floodgate closes completely, I use a combination of Blink and my superior swimming skills in order to make it to the other side. Once I climb aboard, we both agree that it would best to leave as quickly as we can.
When we return to the Hound Pits, Samuel notes that Pendleton was supposed to meet us at the pier. Considering my suspicions, that worries me. The old boatman must have sensed my apprehension, and told me that he’s probably just in the wine cellar, still lamenting the loss of his kin only a day ago. I decide to snoop around before meeting him for my debriefing. In the nobleman’s room, I find a audiograph, this time it’s not one of his boring memories. Clearly it was supposed to be, as he yells at his servant Wallace that he was trying to write them. However, he appears to have worked himself into a drunken rage. It was highly amusing.
Havelock’s room greets me with the admiral himself working with Martin, though neither one of them are speaking. I discreetly peer into Havelock’s journal. To my surprise, Martin has ascended to the rank of High Overseer, taking Baldy’s place as top dog. For the conspiracy, this is good news. Considering I have the Mark of the Outsider, I’m not so sure it is for me. That’s when I read the last potion of the last entry. As I have already surmised, the only person left for me to take out is the Lord Regent himself. That doesn’t bother me. In fact, part of me is looking forward to it. What draws my attention is the sentence following that, “But what happens after that?” It seems to echo in the back of my head. What happens after this? I fear that the answer to that question is not one I am going to like.
Heading back into the bar, Callista calls me and asks if I can find Emily for her. Apparently they were playing hide-and-seek shortly before I arrived, and Callista was unable to find her (probably due to her Dunwallian dullness of senses). It’s time for Emily’s lessons, so she’d like her to be back soon. Since she is my daughter and I havebeen neglecting my duties as a father, the very least I can do is take her to school while I can. I already have an idea of where she went, so I go to my room to confirm my suspicions. Surprisingly enough, she wasn’t there like I thought she’d be, so the next most reasonable place to look would be her room in the lighthouse. I don’t find her, but I do find an audiograph Callista recorded, talking about her. Earlier before recording that thing, the two of them must have been talking about what will change when Emily becomes Empress. I can feel a mix of exhaustion, joy, and sympathy coming from Callista’s voice as she talks about the many questions Emily asks of her. She ends noting that she can often hear my poor girl crying in her sleep. That alone just breaks my heart, but it’s worse knowing there’s nothing I can really do to about it. Instead of walking back down to continue my search, I decide to take the fun way by falling and then Blinking to the ground. Looking in the back alleys, I eventually stumble onto Emily. She hands me a Rune after we reminisce and I tell her to go do her lessons. She thought it would be a good luck charm, but it just gave her bad dreams. It’s better that I take it, since I’m one of the few that can control those powers.

Since I’ve dodged him long enough, I go talk to Pendleton in the wine cellar. He seems peeved that I didn’t give Lord Shaw his note, but I gather that’s more his problem than mine. The man already plans to kill me, so I see no problem with giving him one more reason. Pendleton says the other two are looking for me, but I’ll see to that later. Right now I want to see what Piero’s up to. The mechanist seems pleased when I hand him the plans I stole for the Boyle manse. Apparently they can be used to build sticky grenades, but I don’t have a use for them. Instead, I use my money to get him to build other supplies I might need, like plague elixirs. Now that I’m restocked, I go talk to Martin and Havelock over in the admiral’s room. As we all knew, this is it. They tell me that this is the final mission. I’m to go as soon as I am able to Dunwall Tower and assassinate the Lord Mole. I expected this, but it feels weird to have it all coming to an end. I’m still concerned. Once this mission is over, they no longer have a reason to keep me alive. Despite my apprehension, I have to see this through to the end. Too much is at stake. I’ve done all I can here, so the only thing that remains is to talk with Samuel and embark on this last boat-ride….

#61: The Xbox One: A Series of Fixes

June 26th, 2013
I do not think I need to tell you guys all the things that have gone on regarding Microsoft and the Xbox One (X1). If you are reading this, then you are likely already aware of the controversies surrounding the X1 since the initial February launch, along with the ensuing backpedal only a few days ago as of the time of writing. There is no real point in reiterating all of that here. Having said all that, with all that has gone on recently, there has spawned what could be referred to as a reverse-backlash, where people were angry that Microsoft responded to both its critics and low pre-order numbers. This movement was born in response to Microsoft cutting some of the consoles more interesting features, citing that the online check was necessary to maintain them. While I find these claims dubious, for reasons cited by both Eurogamerand Gamasutra, that’s again not the point of this article.
What I want to talk about is what the Xbox One could have done in the first design to make the new console more palatable to initial audiences. To be clear, I will not be focusing on the TV features nor any of the PR surrounding that. The scope of this article will be solely on the technology and policies with regards to the gaming side, because that’s ultimately what matters. I feel that there are five major changes they could have made in the design they first revealed so that it would have been more successful. Two of them are changes that have already been made, two are commonly cited complaints that remain on the console, and the last one will probably be very controversial, as I am sure I will get a lot of flak for it. Though I am not an expert in the fields of business nor engineering, I have some knowledge of programming and operating systems. I do not have any reason to believe that what I propose would be particularly difficult. Final disclosure: I am an unashamed fan of the Playstation brand, so my stake in Microsoft’s success is only in that I wish that the competition they provide forces Sony to continue improving. Having said all of that, my proposals to “fix” the original design of the X1 is as follows.
The first one I would throw out there would have been to remove the 24-hour phone-home scheme. A common criticism Microsoft received was that a constant check like this, while not terribly problematic for the vast majority of demographics, could still be an issue in quite a few circumstances. One of the most notable we have seen talked about are people serving abroad in the military. Those who serve are typically given incredibly scarce access to the internet, and solid access is prohibitively expensive as noted by Robert Rath in his Critical Intel column on the Escapist. I do not know if this is the case in many other countries, but in America the military is very well respected. When any major companies upset service members, that company really suffers in PR, which results in lowered sales. Whether or not that is a good thing is up for debate, but it does happen and often.
Also noted by Rath, such an internet check would stifle organizations like Child’s Play, which provide games to hospitalized children. I know this does directly affect Microsoft’s bottom dollar. However, Child’s Play is one of the few things the industry as a whole can point to when major tragedies happen and games are blamed for them. While helping sick children is the goal, it has the added side effect of helping the industry stave off legislation that politicians are more than willing to impose on it. Aside from these two groups, the internet check does impact those who travel a lot and people who have weak connections and limited data caps, which European countries are very well known for. The infrastructure simply is not there yet. Perhaps it will be more feasible a few years down the line, when solid internet becomes completely ubiquitous, this kind of feature can be considered. As of now, it simply inconveniences too many people.
The other primary concern with this feature alone was Microsoft’s ability to maintain servers in all regions constantly. Just the other day as of the time of writing, Xbox Live went down for some users for a few hours. While this is no longer a concern in light of recent events, in the theoretical where the X1 maintained its initial course, depending on when a given user last signed on with their console, this could have resulted in being unable to play games on the console for several hours. Having a need for the console to ping home to Microsoft’s servers results in an unspoken contract forming between the company and its users. When mandating that users have to phone home once a day, Microsoft tacitly accepts the responsibility to maintain those servers at all times, keeping maintenance times as low as they can possibly be. This results in an increased cost of keeping those servers running, as many publishers of tacked-on multiplayer in games found out the hard way. Just this one feature, which was thankfully removed, would have caused a lot of problems in terms of consumer inconvenience and added costs to all parties.
The next thing I would have recommended, as they have again already done in the new design, is to remove the region lock on the system. Region locks have always been a sketchy part of the industry. The reason often cited for such practices is the difference in prices between different regions, meaning that it can sometimes be cheaper for a person to import a game from outside the country than it is to buy the version made available in that person’s country, even when including tariffs and shipping charges on imported goods. As a result, with the exception of the PS3, people who wanted to buy imported games would need to either modify their existing console to support games from outside regions, which is easier said than done, or just buy a console from that region as well.
The problem comes that in combination with the aforementioned internet mandate, even imported consoles would not work for countries outside of Microsoft’s list of supported countries, because the servers simply would not be there. This was evidenced when it was revealed that Poland, where The Witcher developer CD Projekt is based, would not receive the Xbox One on launch day. In other words, the developers of a game touted quite early on in the Microsoft press conference would be unable to use the new console to play the game that they developed. Game commentator John Bain, more commonly known as TotalBiscuit, also noted that out of the top 25 countries that view his videos, 8 of them would not have had access to the X1 at launch. While this issue was resolved, and thus is no longer a concern, it would have again shut Microsoft out of a number of potential audiences.
While both of the above issues have been rectified by Microsoft, the next two are still legitimate concerns that some cite when talking about the new Xbox. One of the biggest of these issues is the Kinect included with each and every X1. Let me be clear on this, I am absolutely not against having a Kinect packaged in. If we are all being totally honest, devices like the Kinect could never be successful as add-ons to a console sold separately simply because developers cannot be sure if a given customer would have it. We saw this with the 360’s Kinect and the Playstation Move and Eye peripherals from this generation. Guaranteeing that a customer has Kinect gives developers more freedom to experiment with it. The problems stem from two different points.
The first and easiest to tackle is the fact that adding this accessory raised the price of the console by $100 compared to Sony’s new console. While consumers will likely accept a Kinect bundled in with their Xbox One even if they did not desire it, raising the price of the console causes concerns because it forces those consumers who are not interested to spend more money despite that disinterest. For consumers looking into which next generation console is the best for them, this is a tough pill to swallow. I understand that the Kinect was expensive to develop and produce, but since new consoles are always sold at a loss anyway, it makes so sense to pass the entirety of the Kinect’s cost onto the consumer. Obviously some of it does need to be passed on, but I would imagine a $449 system is easier to market than a $499 one.
The other issue here is a lot tougher to deal with. Because of the way the Xbox One’s hardware was designed, the system literally cannot function unless the Kinect is turned on. According to Microsoft Support, which is honestly suspect given the schizophrenic nature of their post-E3 PR, the X1 will only activate when users say “Xbox On” to their Kinect. Given the recent PRISM scandal, which revealed the Microsoft along with many, many other companies were giving information regarding their customers activities to the NSA, trusting Microsoft with a sensor in their own home is no longer an easy sell. Others may even be concerned that the information will be used in a private capacity to sell to other companies, which Google and Facebook openly admit to doing themselves.
While I personally do not believe Microsoft has any ill intent with the Kinect and have been assured that it will have tons of privacy options on it by sources working on the device, mandating its use does leave them at a distinct disadvantage when the conversation has switched to government spying on a domestic level. Even without the recent scandals and even with privacy settings, getting consumer trust will be incredibly difficult. There are benefits to the inclusion with a Kinect and it does seem core to the design of the new console, but the way it was included can leave a lot to be desired.
While perhaps less critical, another commonly issued criticism of the new Xbox is that indie developers still cannot self-publish. To be fair, this is the status quo for Microsoft, as the 360 also imposed this rule. However, independent developers are becoming much more influential than they were only a few years ago. Considering that Sony and even Nintendo have made reaching out to these smaller studios a priority, lowing the price of admission and allowing for self-publishing, this seems like an odd policy to maintain on Microsoft’s part. I can respect having a division of Microsoft Studios at the ready to publish indie games and help them onto Xbox Live if needed, but to force every developer to use that window seems like a mistake. It is a perfectly viable method for some and maybe even most, but not appropriate for all. Independent developers are very useful in their own right. With lower budgets, it becomes possible to experiment with new and interesting game design ideas, which the AAA developers can then adapt for their own use, pushing the medium forward. In the future, it will be necessary to make it as easy as possible to release games on a console. There will be a lot of bad games that we will see as a result, but we will also see tons of great gems that would otherwise get passed over. Not allowing them to self-publish will result in turning away quite a few great games that the competition will easily snatch up and take for their own.
My final recommendation is going to be a little controversial, but I do legitimately feel that it would have improved consumer reaction to the console. In order to better sell the vision of an all digital console, I feel that it might have been a smarter move to not even sell discs on the Xbox One. The way Microsoft was trying to sell this new console as, in a sense, a digital-only service with features that could have potetnially even given Steam a run for its money, a smart idea would be to just double down and only make games available as digital downloads. The way the system was originally sold, and I am simplifying to a degree, the disc would include a code that provided a user access to both the data on the disc and a digital version of the same game. Once the code is input, the disc essentially becomes a more efficient installer for games that are bound to the Xbox Live account. It has no real purpose beyond being an extra trip to the store to buy a game that could just as easily be bought online for less effort and the same rewards. Since the disc becomes a redundancy, removing it hurts very little and allows for benefits to both consumers and publishers.
Since all purchases would be tied to a given Xbox Live account, there is no longer a need to check for an internet connection every 24 hours, so games that would otherwise not need online connections can be played normally. This alone solves a number of problems, because being unable to have a connection for a week or even months would no longer be an issue. While a user would no longer be able to purchase games or install new ones without a connection, playing a game without internet in the event that said person is deployed, travels, is a sick child in a hospital, or something else entirely is still possible. It would be possible to load game onto the system when strong internet access is possible to make up for the times when it is not. For the consumers, this would lead to unlimited and unhindered access to games and the enabling of the used game marketplace/family sharing Microsoft had in mind. For the publishers, it guarantees that nearly 100% of all sales will be legitimate sales, with no threat of piracy until someone finds a way to hack Microsoft.
The other benefit this would have is that it eliminates the expectation that used copies of games can be resold or lent to others. When a physical product is being sold, the default expectation is that it can be resold. This is not true of purely digital goods. Digitally distributed software is almost never expected to have the ability to be sold to Gamestop or some other third party. When Microsoft allows discs on their system, they are bringing with them the expectation of unhindered used games sales. When said expectation is violated so thoroughly, because the X1 is primarily a digital service, the backlash was inevitable. It was a case of trying to, and I hate this phrase, “have your cake and eat it too”. There was no real way to avoid it. It was bound to happen, which is why I consider allowing the option to buy discs to be a mistake.
In the end, this is all incredibly easy for me to say. After all, I am not subject to any kind of bureaucracy nor I am beholden to shareholders. All I am is a guy who watches and comments on the industry. It is extremely easy from my position to make comments like this when I am not concerning myself with engineering problems or maintaining deals and agreements with outside parties. Microsoft rightly deserves much credit for changing in direct response to consumer feedback, which I whole-heartedly approve of. However, after the number of blunders and gaffes made only recently, getting back in the good graves of consumers may be more difficult than simply retracting policies and improving consumer friendliness. There is still a long way to go, but also plenty of time to keep improving the Xbox One until launch day, which I am sure the engineers at Microsoft at hard at work doing. Either way, this console war is now much less one-sided and much more-interesting.

“What a Terrible Accident” Let's Play Dishonored: Part 10: The Interrogation

June 22nd, 2013
I hear a voice, stirring me from my sleep. She tells me it’s time to wake up. That voice can only be the voice of my daughter, Emily. Sure enough, when I open my eyes and wake up, she’s right there. As I rise from the bed, I’m told that I make funny faces when I sleep. Emily says that Callista is in the bath, so she decided to come up here to be with me. With a worried expression, my little angel says that she was ordered to come to my room if there was any trouble. Smiling, I reassure her that she’s always welcome to stay up here with me. I can feel the tension escape her when she tells me to get going, since Callista will pick her up when her bath is finished.
Speaking of Callista, I check out her room to find an audiograph that she plans to send to her uncle, Geoff. In it, she reassured him that while she may not be present for the next few days, she’ll be safe and fed better than most of the people in Dunwall, which is as specific as she can get under these circumstances. Heading downstairs, my continued surveillance of Havelock and Pendleton yields nothing new, so I’m a little disappointed. That’s when I open the door to the staff dormitories, where I find Piero looking through the lock into the bathroom. Considering that Emily just said Callista is bathing in there, that freaks me out more than a little bit. Since I still have some vestige of my old honor left, I confront the dirty pervert. He immediately thinks of a lie regarding making a new lock and quickly realizes I’m not buying it, which leads to him coming clean. It’s then that I warn him that I don’t take too kindly to this type of behavior. He begs for me to not tell Callista, but that’s just not the kind of guy I am.
There’s no way I could live with myself if I didn’t tell her that we have a peeping Piero in our mitts, so I step into the room to do so. When she gasps and goes to cover herself, I realize just how stupid it was not to wait until after she finished her bath to do this. Before she reprimands me, I apologize. While she seemed understanding, she asked politely for me to leave. To the average person, this would be the best idea. However, since I’ve navigated this situation so far with the grace of a bull, I decide that the best way to save face is to do what I came in here to do. Telling her about Piero has a very noticeable impact on her. I believe the words she spoke were, “I feel dirtier than when I started”. Rather than make the situation any worse through my blundering, I leave as quickly as I possible can, closing the door behind me. I’ve faced hundreds of opponents, killed several well known people, and faced torture by one of the most cruel men in Dunwall, but nothing has ever been more frightening then the glare Callista gave me as I walked out of that bathroom.
I decide that the best way to get my mind off the death stare is to see what’s happened with Sokolov while I slept. From what I recall, Havelock said that he was transforming the pits used for the dog fights around here into a makeshift cell, so I head over to see how the interrogation is progressing. Hopefully Sokolov reveals the name of Lord Mole’s financial backer. Without the support of Parliament, this mysterious mistress is the only thing that gives him a steady stream of money to fund his operation. Judging from what I hear when I walk in, the interrogation is not going very well. They trade turns throwing insults at each other, acting like petty school children. Havelock insults Sokolov’s need of the Mole, while Sokolov insults his need for me. After awhile, the admiral comes out with the demand for the name of our Lord Regent’s mistress, which is summarily refused by the royal physician. That’s when I take the reins of the interrogation, and suggest that we might be able to bribe the disgusting pig.
As much as I dislike Sokolov, he’s a smart man and when this whole thing inevitably turns south, he and Piero could make for valuable allies. When I announce my tactics, Havelock seems surprised, as if the thought never crossed his mind. No wonder he couldn’t get any information. He used the stick without even bothering to think of the carrot. There’s only one man here who would know what could interest Sokolov, his dearest rival Piero. I go to our resident craftsman/philosopher. When I arrive, the very first thing he tells me is that he understands my decision to rat him out to Callista. After asking him to give me something with which to bribe Sokolov, he tells me of a rare brandy that is sure to work for our purposes. The mechanist just so happens to have the brandy in stock, but he wants me to buy it off him. Fair enough, Piero. I understand. Whatever helps you to get your petty revenge for me telling Callista about your peeping ass. I hand him the money and take the foul-smelling brew back to the other natural philosopher in this glorious hole we call a bar.
When I return with the booze, Sokolov is ranting about how badly he needs a drink. He’s lucky that I am a generous man, as I hand him the drink he’s so desperate for. Once the bottle trades hands, my new found ally seems to suddenly become extremely generous with details. He tells us that while he painted the mistress, “Lady Boyle”, he never learned her face or first name as she was painted from the rear. Apparently, he was invited to a masquerade party at the Boyle estate tonight. This will be the perfect opportunity to strike, especially since no one knows what my mask looks like outside of the group here. I can blend in with the crowd to try to get close to my target.
The only real problem I can foresee is in finding the target. While the party is at the Boyle estate the key issue is that there are three women in Dunwall who can refer to themselves as “Lady Boyle”. The Ladies Boyle will all likely attend their own party, so I will need to find the correct one and take them out in a way the makes it look like an accident. This is much easier said than done. As I make my way out, Lord Pendleton tells me that while I am at the party, he would like me to deliver a note to a man named Lord Shaw, who will be wearing a wolf mask. Knowing Pendleton, there’s more to this than meets the eye, so I think I will take a moment to meet Lord Shaw before considering his favor. I smile as I head to Samuel, because I pass by Emily asking Havelock to share stories of the open sea. What a girl. She’s so very much like her parents. Anyway, since the Boyle estate is quite long ways off by boat, I ask Samuel to shove off as soon as possible.
By the time we arrive, it’s already nighttime. As befitting the Lord Mole’s mistress, the Estate District is on high patrol to avoid interlopers at the party. It’s here that I get my first glimpse at the fabled tallboy, and that is clearly and enemy I do not want to fight. Those stilts look like they’d take me out in one blow, and the armor looks extremely tough to penetrate. All of this on top of the explosive crossbow bolts they wield mean that directly confronting them is a no-go. When I touch down, the Heart begins to beat with a force, revealing the presence of 2 Runes and 2 Bone Charms. 1 of these Runes is on the other side of the river, so swimming to it and jumping back to shore isn’t exactly difficult. Climbing up a set of stairs close by, I use Blink to make a series of maneuvers ending with a landing on a nearby rooftop and out of sight of the patrols.
According to the Heart, I inadvertently got closer to the other Rune. When I jump onto a roof of higher elevation, I see the Rune perched atop… an Outsider shrine. There’s a weeper nearby as well, but the question is if the Rune is worth listening to Poncy’s rants. *sigh* I doneed more power, so I sneak behind the weeper to stab it and look around for any other of its ilk. During my search, I find 1 of the Bone Charms that the Heart sensed earlier, so I snag it even though the effects are useless to me. Afterward, I eat shit and pick up the Rune, summoning Poncy to rant at me again. Nothing he says is even remotely useful. The only mildly noteworthy things he mentions is that either I kill Lady Boyle tonight, or she lives out her days without ever throwing another wild party. This could not possibly interest me any less, so I am more than happy to Blink out the room once he’s finished and begin scouting the party grounds, looking for a way in. I notice that the patrols outside only consist of one guard and a tallboy. For once, I take the near direct approach. Instead of taking the streets, I use Blink to navigate the top of the bridge support beams and once again to teleport passed the gate separating the Boyle estate from the streets.
Now that I’m on the estate grounds, I put away my gear in order to avoid arousing suspicion. As I approach that doorman, one of guests loosens their grip on their invitation, letting the wind take over from there. Since it lands in a nice, out of the way place, I snag the invitation in order to gain entry to the Boyle manse. Before I show my invitation to the guards, I swipe the wallets off a few nobles outside the gate, adding to the pool of funds I can use to buy things from Piero. Once I do give him “my” invitation, the guard opens the door for me and invites me to enjoy the party. That’s when I get the idea to steal the key to the guard house and use it to take blueprints for Spiked Grenades. I don’t think it’ll get much mileage out of it, but Piero will appreciate the gesture nonetheless.

Proceeding into the manse, I hear two nobles talking about how all the Ladies Boyle are dressed in similar, yet differently colored costumes. It’s part of a game where the guests are supposed to figure out the identity of each of them. Great. This will make my job that much more of a pain in the ass. Just as I approach the door to the mansion’s interior, I notice a man wearing a wolf mask. This Lord Shaw seems to be talking about Lord Pendleton in a disparaging tone, so I decide not to give him the note in order to keep attention off of me. I am now ready to enter the mansion. It’s a tough task ahead of me. Not only do I need to figure out which of them is the mistress of the Lord Mole, but I also need to figure out which costume the correct one is wearing. This might be a decent challenge for other people, but I’ve overcome tougher ones before, so I think I can pull this off if I’m extremely careful not to look suspicious.

“What a Terrible Accident” Let's Play Dishonored: Part 9: The Abduction

June 19th, 2013
As I enter the apartment, I immediately hear the whispers of a Rune on a nearby table, wasting no time snatching it up. I can already begin to see the visions of new powers forming, but I feel that if I hold off a little while longer, even stronger abilities will be have the potential to be awakened. Blinking onto the roof of the guard station, I see that aside from the patrols, my only obstacle is a Wall of Light. The tank supplying the fuel is guarded by a spinning wheel, so a normal man would be unable to get to it. I am not a normal man, and as a result I can just Blink over it. When the guards look away, I take my chance to quickly remove the tank and climb up a nearby vent to stay out of sight. Once I’m sure the guards are still looking away, I rush to the door beyond the Wall of Light and finally make it to the other side of Kaldwin’s bridge, where Sokolov’s apartment lies.
Once I begin to get my bearings here, the Heart once more begins to beat, indicating a Bone Charm and a Rune. The Rune is located in the direction of Sokolov’s apartment if my memories of Kaldwin’s Bridge are accurate. Knowing him, it is highly likely that the Rune is with him at this moment. Since the Bone Charm is close by, I decide to take a quick detour in order to claim it for myself. Climbing into the window of the apartment complex I see that my path to the charm is blocked by a makeshift barricade. All this means is that I need to find a back way in, so I climb onto the roof and look to the side to find a very well-placed balcony. I am once again disappointed to find that the charm’s effect is useless to me, so I place it in my pack to keep others safe from it. That means that only one Rune remains, and I’m convinced Sokolov has it. This suspicion is confirmed when I scale the rooftops and acquire a direct line of sight to the apartment, which seems more like a small fortress when I finally gaze upon it.
The front door is too well-guarded to use, so I inspect the building’s roof to find a single guard on patrol. I can do this, but I will have to dispatch him in order to ensure my safety. The only way onto to the roof is the chain hanging from it. I wait for a bit, because my best chance will be the moment when the guard turns his back to the chain. Once I’m onto the roof and behind cover, I take a look inside and notice that the room on Sokolov’s roof appears to be some sort of greenhouse. He provides the plague elixirs for the guards, so this comes as no surprise to me.
Before I can take a closer look, I need to dispatch that watchman. Scaling the greenhouse, I wait for the guard to get closer, and then use my rats to silence him forever. I see a poor woman who appears to be a subject in one of his experiments. While I feel sorry for her, I can’t free her or she’d see me, possibly compromising my mission. Plus, with her locked up, I can pass this off as Sokolov going out for awhile, especially if I nab his notebook and recipe for his elixir on the way. Piero will be most pleased to have the access to Sokolov’s notes. The Rune was also located here, as I suspected. Now that everything I need is in my hands, I pick up Sokolov’s sleeping form and make my way out. Since the guard patrolling the roof is now dead, my escape is completely unhindered. Predicting the most likely place for Samuel to make camp over here, I head to a waterway under the bridge. Sure enough, he was right there and ready to make the trip back. With the floodlights still out of commission, we made it back to the Hound Pits Pub safely.
When we arrive, it’s nighttime with Martin and Havelock receiving us at the pier. The admiral praises my efforts and invites me to go to bed. I am almost certainly tired, but I have a few things to do before hitting the hey. Fortunately, Piero is right outside, and he’s just the man I’m looking for. I hand him the blueprints for both my new boots and Sokolov’s elixirs, and gave him the money to start working on my boots. After finishing the upgrades, he says that working on them gave him new ideas for how to further muffle my footsteps, so I consent to give him the scratch to continue development. As I left him to his work, I found an audiograph where Piero rants that he’s smarter than Sokolov and that the only reason Sokolov is in a better position is that he’s better funded by the nobles. Given how quickly Piero finishes his work, I’m tempted to believe it. Pondering this a bit, Piero informs me that he’s finished. I thank him and leave, making note of the fact that I can barely hear my own footsteps.
It is then that the Heart sparks to life and once more begins to beat. It tells me of a Bone Charm located in a nearby building. Sadly, the only access point is a locked door. Cecelia is one of the few people here who knows this area well, so talking to her could give me some help. When I approach her, she tells me the apartment is a secret hideout that she plans to use in the event that the guards beat on our door and we need to scatter. She mentions that she has a spare key under her bed that she’s willing to give me. I’m touched by her offer, and thank her graciously. Taking the key, I decide to continue my surveillance of Havelock and Pendleton by inspecting their rooms. Havelock was in his room at the time, and didn’t seem to mind me snooping through his things. Looks like my assassinations earlier today have already begun to bear fruit, as the Lord Mole lost the vote on increasing the city’s defense budget.
As for his journal, he appears to be getting more power-hungry, talking about the kind of force he could wield if both Piero and Sokolov were under his command. This is after noting my ability to perform extractions along with assassinations. What concerns me more is the audiograph. In the recording, Havelock is clearly growing more paranoid, worried that he hasn’t covered his tracks enough in keeping this bar, and our operation, above water. There are also traces of an ambition about him, saying that he’d almost prefer taking the title of Lord Regent for himself than commanding the navy in Emily’s name. I’ve seem this combination of paranoia and ambition before with the current Lord Regent, and that resulted in six months of my life gone. I have no plans on making the same mistake a second time. You’ve earned my attention Havelock, be warned. As for Pendleton, he is away on business, his room containing another memoir. The content is meaningless, but he seems to be growing more and more belligerent. I imagine the deaths of his brothers are still affecting him, so who knows what he is capable of at this point.
As I head to the Cecelia’s hiding place to snatch the Bone Charm, I think of Martin and wonder about what he might be thinking. He’s an overseer and enemy of the Outsider. Surely by now he’s seen the Mark on my left hand. For now, he seems to be willingly ignoring it, but if pressed by Havelock and Pendleton, I wonder how long that will last. The bottom line is that all three of the top conspirators have a motive to end my life as soon as this whole thing is over, and that worries me. I’m necessary for now, which means I’m safe, but the future is uncertain. Almost reflecting my current state of mind, the charm I pick up is once again worthless to me. At this point I seem to only be picking these things up to keep their power in check.
The only errand I have left to run before turning in for the night is to check in with Callista and Emily. Entering the lighthouse, I thank the stars that I purchased silent boots, as Emily was just put to sleep. She seems restless, tossing and turning as if the weight of the world is on her shoulders. Hell, it just might be. Callista says that Emily appears to be visibly happier when I’m here for her, but she doesn’t press the issue because we both know that I have work to do. In Callista’s audiograph, she recounts her day with Emily. I almost feel bad for poor Callista, because she’s both dealing with limited resources and dealing with my daughter. I know that Emily can be a handful, mostly because I know she gets it from both myself and her mother. There was one interesting point that I’m probably putting too much stock in, but she mentioned that when she asked for slightly more fancy ware to have “tea parties” with Emily, Havelock and the others seems distant. I should expect that because of the nature of this conspiracy, but given what I suspect of them, that concerns me even more. I give Emily a quick kiss good night, and then head to my own room.

Right as I am about to head to bed, a thought occurs to me. I have the energy of 5 Runes stored within me, so maybe now is a good time to strengthen my magic. The visions in my head once again make themselves clear. In this one, I see a watchman sitting next to a Wall of Light. I know that I need to get passed this wall to proceed to whatever objective I happen to be on. It is then that I use my powers of possession, but not on a lowly rat. Instead, I appear to be jumping into the body of the guard himself, using him as a vessel to pass through the Wall of Light. Intrigued, I pour my energy into this vision and acquire this enhanced possession for myself. Now that I am thoroughly exhausted, I lay down in my bed and rest.
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