This is the beginning of our Halloween story, which will run until Halloween night itself. Strap in and get ready for a wild ride. Things are going to get hairy.

I am finished with Dishonored. At least I think I am. I played through it once, using almost entirely non-lethal tactics, and was fairly satisfied with the ending. There are many different ways to play Dishonored, which is like a puzzle you can carefully and intricately solve, or smash to bits and waltz through.

It would be very easy to play the game by simply murdering everyone in sight. You possess the necessary armament to do so. Guns, grenades, traps, and such are decidedly more lethal and abundant than the sleep darts for the crossbow. It would also mean a lot less reloading upon failed attempts to sneak and choke your way through the level.

I am generally well behaved in sand box games though. I tired of pointless murder and mayhem during the first Grand Theft Auto. It’s a game, to be sure, but it gets in my head. It is similar to how, after a long night of Rock Band, I’ll see dots scroll down when I close my eyes. Dishonored is not entirely a sandbox, so some killing could be considered necessary, but they provide the incentive that more murder makes the game world more chaotic and difficult.

Dishonored also has once trump card. The first character introduced is Emily Caldwell, a child whose safety you are responsible for. It seems like the thing to do these days, adding a little girl to games to anchor the player to the story. As with Clementine in The Walking Dead, you can’t help but feel the need to protect her. The game is also up front with the fact that killing more people makes the ending darker. And part of protecting Emily is making the ending happier.

So I played the Boy Scout, avoiding killing almost entirely. Sometimes it was an easy choice, as a few assassination targets didn’t seem to really deserve such a fate. In most cases the non-lethal approach was more difficult and complicated though, such as having to knock out 3 maids and a guard rather than just killing one person. I’m curious to see what kind of ending wanton violence will produce, but it would take a lot of time, and probably make me sad.