Dishonored: A First-Person Assassin’s Creed

Hello everybody! This Videogame Saturday we have the first-person stealth game Dishonored.


Developer(s) Arkane Studios
Publisher(s) Bethesda Softworks
Director(s) Raphael Colantonio
Harvey Smith
Designer(s) Ricardo Bare
Artist(s) Sébastien Mitton
Writer(s) Harvey Smith
Austin Grossman
Terri Brosius
Composer(s) Daniel Licht
Engine Unreal Engine 3
Platform(s) Microsoft Windows
PlayStation 3
Xbox 360
Release date(s) NA October 9, 2012
Genre(s) Action-adventure, stealth

Set in the plague-ravaged city of Dunwall, Dishonored follows the story of Corvo Attano, the last bodyguard to Empress Jessamine Kaldwin. Framed for her murder and the abduction of her daughter, Emily, Corvo is falsely imprisoned by the Empress’Royal Spymaster and usurper, Hiram Burrows.

Six months later, on the eve of his execution, Corvo escapes confinement with the help of a shadowy group of loyalists who seek to eliminate those involved in the assassination of the Empress and restore Emily to the throne. He is further assisted by an enigmatic god called The Outsider, who grants him Supernatural Abilities for reasons equally mysterious.

Corvo takes on the role of fearful and infamous assassin as he pursues members of the coup one by one–but whether he is out for justice or revenge is another question. Dishonored features multiple endings, which are dependent on Corvo’s actions and player choice throughout the course of the game.

Dishonored is a very fun game to actually use your mind and figure out tactically how to kill people (that’s the most fun way to do it anyway). The fighting and stealth mechanics make the game a thrill to play. Not to mention the story, while filled with traditional tropes of betrayal, is still interesting enough to keep me playing. The game definitely looks decent too, especially since it was made recently (2012).

While I had a lot of fun playing Dishonored, I understand why it flew off of my radar when it first came out. The level design, while allowing multiple ways to complete each mission, felt that it was incredibly bland. Nothing stood out to me like I thought it would. Also, by the time I reached the climactic event of the plot, I just wanted it to be done. I was finished with Dishonored before I finished the game, and I was disappointed.


  • Fighting/stealth mechanic.
  • Main character design.
  • Interesting story.
  • Graphics.


  • Level design.
  • Third act interest.

SCORE: 7.2 / 10

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Mario Kart 8: Same Game with More Tracks!

Hello everybody! This week we have the newest game in the Mario Kart franchise, Mario Kart 8.


Developer(s) Nintendo EAD
Bandai Namco Games
Publisher(s) Nintendo
Director(s) Kosuke Yabuki
Producer(s) Hideki Konno
Composer(s) Shiho Fujii
Atsuko Asahi
Ryo Nagamatsu
Yasuaki Iwata
Series Mario Kart
Platform(s) Wii U
Release date(s)
  • JP May 29, 2014
  • NA May 30, 2014
  • EU May 30, 2014
  • AUS May 31, 2014
Genre(s) Racing

In case if you have never heard of it, Mario Kart 8 is a racing game recently released on the Wii U in late May.The game is the eighth installment in the mainstream series, and eleventh overall in the Mario Kart series. A prominent new addition is anti-gravity, allowing players to drive on almost any surface. Bikes, gliders, and underwater driving also return. In addition,ATVs join the returning karts and bikes as a new class of vehicle.

The gameplay maintains the traditional elements of previous Mario Kart games, mostly from the two recent installments on the Wii and 3DS respectively. Karts, which feature similar designs from Mario Kart 7, can be customized once again, alongside the returning bikes, which handle similar to the karts now and can only perform a wheelie via a boost, and the newly introduced ATVs. The hang-glider and underwater mechanics also return, as well as Coins, with the player being able to collect up to ten in one race as in Mario Kart 7. Like Mario Kart Wii, twelve racers are present in normal races.Tricks and the ability to look behind also return in this game.

The newest feature for the series is anti-gravitational segments that not only allow for more dynamic track design, but also for racers to drive across walls, ceilings, and other seemingly unusual places. When in anti-gravity, if a racer bumps into another racer, the kart spins rather than just bumping and both racers receive a speed boost. This is called “spin boosting”.

Vehicle handling is more intuitive than ever before, and adjusting from a wide-sliding kart to the tight cornering of a motorbike is just a matter of taking a quick test drive around a track. For a relatively novice player the learning curve is incredibly short, which breeds the confidence needed to take on tougher tracks at higher difficulties. Never in my history with the series have I tore through all of the courses (16 new and 16 revamped classics) with such enthusiasm.

It helps that the new batch of tracks has been designed with the game’s new anti-gravity feature in mind. When the road goes sideways, turns upwards or spins upside-down, karts are transformed into high-tech anti-grav vehicles, and suddenly I’m enjoying the best of both worlds — futuristic hover-craft racing with some of the industry’s most iconic characters. It’s exactly the tweak to the standard formula I was looking for. I only wish the 16 updated classic tracks made more use of it.

The only downside to online multiplayer (and multiplayer in general) was Mario Kart 8’s Battle Mode. Traditionally held in custom-crafted arenas, the balloon-popping competitive game mode is instead played on normal circuit tracks. Players drive around in circles, hoping to run into someone that’s not driving rapidly in the opposite direction. They hardly do. The tracks are so large and winding they’d be lucky to see another person more than once or twice in a given round. It’s horribly tedious, borderline unplayable.


  • New game play mechanics.
  • New characters.
  • Track re-designs.
  • Anti-gravity.


  •  Battle Mode.

SCORE: 8.0 / 10

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The Indie Shelf: Prison Architect

Hello everybody! Today we have a new more detailed version of Prison TycoonPrison Architect.


Developer(s) Introversion Software
Producer(s) Mark Morris
Designer(s) Chris Delay
Platform(s) Windows, Mac OS X, Linux
Genre(s) Construction and management simulation
Mode(s) Single-player
Distribution Download

Prison Architect is a game by Introversion Software, also well known for strategy game, Darwinia. Prison Architect, as you might have already guessed, is about you being in charge of building a functional and often vast prison to hold many villains and misfits. The player is responsible for managing various aspects of their prison including building cells and facilities, planning and connecting utilities, hiring and assigning staff, including a warden, guards, workers, and more. The player needs to recruit staff to unlock more aspects of the game. The player is also responsible for the finance, and keeping their inmates content. The player’s role is of both architect and governor with sandbox micromanagement themes such as choosing where to put lights, drains and how they connect together.

Unlike other simulators, Prison Architect goes rather in-depth with the construction of your prison.The graphics for the game are fairly simplistic, but work well for this type of game. You play from the top-down perspective and can zoom in to get close-up and see your prison, or zoom out to get a good view of the plan of your prison. The lighting effects are very good for a game in alpha stage and it adds that extra bit of atmosphere to the game, with shadows coming from the buildings you have built and from the individual characters themselves. While the game has been in the alpha stage since late 2012, I have a very good feeling about the game.

While Prison Architect is a very detailed iteration of the construction simulation genre, it still shares many game play elements with the series Prison Tycoon, but just the broad strokes. The game isn’t very challenging (which is very disappointing since difficulty is what makes simulations fun) but there are enough unlockable tidbits to keep you researching and playing. The game’s clunky UI creates a balancing act of decision making, keep your prisoners happy or fiction in the black. Fights will break out, but they feel rather more the result of your vague and crappy decision making than the outcome of some clever game systems interacting with one another.


  • Use of simplistic graphics.
  • Detailed simulator.
  • Lighting effects.


  • Clunky U.I.
  • Decision making balancing act.
  • Shares many game play elements with Prison Tycoon.
  • Very easy game.

SCORE: 5.6 / 10

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