Warning: Very minor Dishonored spoilers ahead.
There aren’t many narrative-based games I’ve completed more than once. There’s Dragon Age: Origins, there’s Mass Effect 1 and 2, and there’s Dishonored. What these games all have in common is branching narrative paths, where you have to make a decision to go one way but by the end you’ll wonder what would have happened if you went the other. I briefly played Dishonored on my PS3, but I didn’t find the first person movement all that precise with a controller and gave up after the first hour or so. I picked it up again on the PC for about £2 when it was on some ridiculous Steam sale and found that I enjoyed it a whole lot better with a keyboard and mouse.
Dishonored, the first playthrough, is a game about being a really badass assassin; but it’s a game in which you can choose to kill no one. The first time I played through it I did so the “Easy” way, avoiding death wherever I could but not being afraid to throw someone off a bridge before they saw me and assassinating all my targets. It is to this games credit that it can seamlessly switch from stealth to combat without either system feeling inferior to the other, so my wishy-washy try not to kill anyone but be willing to fight your way out of a bad situation playstyle felt very natural. My morality meter, in this game measured in “Chaos”, was about as far into the red as it could be by the end of the game, and the ending I got was so dark that I almost immediately resolved to play through the game again.
Dishonored, the second playthrough, is a game about being a really bad assassin. One who is constantly told to go and kill people but always finds some way to avoid doing his job. I snuck around guards, only knocking them out and shooting them with a sleep dart in extremis (unconscious guards have an unfortunate tendency to fall off of things and die, forcing you to restart the mission). I found ways of “dealing” with my targets without killing them, and all in all I was like a horrifying bastard version of Gandhi. Playing this way was certainly more difficult, but as I had completed the game so recently I still remembered all of the secret paths and hiding places that I had found the hard way in my first playthrough, so it didn’t take too long. I finished the game a second time and, well, almost nothing had changed.
There’s a moment in Dishonored, two missions from the end, which I won’t spoil. I will say that it is very dark and heavily implied to have had something to do with you being a murderous prick in the previous missions. Actually, however, it wasn’t anything to do with my previous behaviour, and will happen regardless of whether you’re prick Gandhi or prick Simo Häyhä. In fact, almost nothing changes across the entire game based on morality. The dialogue of the friendly characters almost never changes, which is something I would have realised if I had noticed that all of their lines never directly refer to killing anybody, and just to “dealing” with them (making them appropriate for both style of playthrough). Occasionally you’ll get a text dump along the lines of “Hey, I’m sending you this note to thank you for not stabbing me”, but that feels fairly token, and sometimes there will be fewer enemies, rats and zombies in an area.
But if I’m honest, despite being disappointed at first I eventually came to appreciate the couple of little changes they did make. For example, in the second to last mission you go through some sewers. In a killing-everything playthrough, these will be full of zombies. It’s a great moment because you can’t really stealth past them, forcing you to just mindlessly hack your way through this endless stream of bodies. It makes you confront just how far you’ve fallen from when you were the crafty, catlike assassin. In a let’s-not-kill-everything playthrough, the sewers are full of unhostile plague survivors, who let you pass through without issue. They just want to be left alone, and you’re not the kind of character who would hurt them.
The final mission also changes, despite it being set in the same area. At the start of it a very likable character will give you one of two lines depending on whether you’ve been naughty or nice, which can basically be summed up as either “You’re a tosser and I hope I never see you again” or “Hey, you’re a nice guy. Want to grab a drink once you’re finished here?”. The last moments of each of the characters you need to deal with are dark whichever route you take, but certainly far darker if you go down the killing path. The epilogue then changes, either telling you that because you were a git everything was terrible forever and it’s all your fault, or because you were knife-Jesus everything was awesome and your friend bought a pub and you drank in it all the time and everyone was cured of all illness forever.
Games are made with limited resources, and finding the money to record almost-identical dialogue depending on minor choices is probably very difficult. I always find the tricks developers use to make players think they have more influence over events than they actually do to be fascinating, like the Walking Dead decision trees that bulge in the middle but converge on the same point, or how Mass Effect will have multiple dialogue options with the same voiced line which is neutral enough that it can be interpreted in different ways. I was disappointed when I saw behind Dishonored’s façade and realised how set the narrative and dialogue was, but I quickly began to appreciate the things it did do. It doesn’t hide it’s tricks very well, but it does just enough to mix the game up for multiple playthroughs that I’m really glad I gave the game a second shot.