Dish Honored 2: The Assiette of Shame

michael madsen, satan assassination, gals with robots arms, thrilling bank heist

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Also, militant orders of nuns which is my favorite

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the micro design stuff is so good, I’d love seeing them try to do something like making the biggest single level they could and making you earn money to work up to the big challenge

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trying to think of another game whose micro was so much better than its macro

Galak Z is up there

MGSV

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MGSV was a beautiful baby and I love it dearly for how much story was told through systems design

neither of these examples come close to resident evil 6, come on

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the “original game plus” mode makes this sound like dishonored and knuckles, which I am into

mostly I just want one of these games to feel as flexible and replayable as they deserve to

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Billie Lurk’s sword looks like it was made out of horse shoe rasp.

I guess it’s just the general assassin’s sword from the series as a whole/Daud’s but you know.

The weapons sometimes have touches that glance off a actual human history like this. They tend to fall apart if you think about how that actual history came about and the Game World but you know it’s cute I guess idk

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I only had a tiny bit of time for this last night but so far it actually fixes every one of my problems with these games: No identical mission structures, no semi-broken mana system, no overly disincentivized killing, no boring upgrade trees and obvious objective markers. And presumably not the poorly told narrative of the second game either. Also you have basically no regular combat powers other than the teleport which incentivizes use of the traps and whatnot which I thought were always underutilized.

Apparently it’s five missions long and I’m really happy about that. It seems like the devs might’ve taken some lessons from new hitman. I’m really glad this got made! It feels like they might’ve finally done something that exceeds deus ex or thief other than by its text dumps.

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In this E X P A N S I O N P A C K you can get an upgrade that allows you to pick up fountain pens and shoot them into the heads of your enemies.

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this is reinforcing that I’d have liked the uncharted 4 spinoff way more than the main event

The Alvaro contract on chapter 4 is completely fucking up my playthrough, anyone figured this one out?

Are you sure you’ve killed everybody?

After I found him and knocked him out and stuck him in the chair and had an eerie silent level full of overseer bodies I wandered around checking all of them and found some of them were just unconscious for some reason so I murdered them in their sleep until I got my check mark.

mission 3 is by far my favourite of the “the previous level, revisited, with a bigger new area behind it” designs they’ve yet used and I can’t quite articulate why

ok I’m into mission 4 now and the smart asset reuse from the last game really drives home just how much better this one is

it’s really a bummer that this is being regarded as their swan song because sales are down so much on late-360-gen immersive sims, since it literally took a side story to a bigger-budget sequel for them to actually get their production in place to tell a good story with a good difficulty curve over interesting levels

they’ve gotten over almost every one of their design crutches, including the “interact with object to complete mission objective” button that cropped up nearly everywhere before and made the world feel way too much like a box with a series of human switches in it. refocusing it to “steal this thing and get out” is way more conscious of the verbs they already have