Rat Plague
A biological crisis turning the poor into weeping victims while rats swarm the streets of Dunwall—until an elixir brings the outbreak to an end.
The Rat Plague is a devastating scourge that grips the fictional industrial city of Dunwall, spreading through its streets via rats. This biological crisis kills the poor while isolating the wealthy, creating a stark divide within the capital of the Empire of the Isles. The infected citizens are known as "weepers," individuals who cry blood and may turn violent due to their condition. Unlike other supernatural threats in the world, this plague is a grim reality of the city's decay, exacerbated by the government using it as an excuse to purge or take citizens at will. It serves as a constant backdrop to the story of Corvo Attano, framing his journey from bodyguard to assassin in a world where death and disease are ubiquitous. However, by the end of the first game, the plague is largely cured or in remission thanks to an elixir formulated by Piero Joplin based on Anton Sokolov's prior research.
- Status
- Largely cured or in remission by the end of Dishonored 1 due to an elixir formulated by Piero Joplin based on Anton Sokolov's prior research
Verified Timeline
Lore & Background
Dunwall is defined by its coexistence of advanced technology and otherworldly forces, yet it remains stricken by a plague spread specifically by rats. The city's economy relies heavily on whaling and fishing, with whale oil serving as a critical resource for power and weaponry following its discovery by a natural philosopher. This technological boom bred corruption within the government, which now maintains order through heavily armored Tallboys and energy barriers known as "Walls of Light." These walls disintegrate unauthorized crossers, while the plague isolates the rich from the dying poor. The infected, called weepers, are a visible symptom of this societal collapse, crying blood and posing a threat to anyone who encounters them. The government exploits this fear to justify purging citizens, making the plague not just a disease but a tool of oppression.
In Their Own Story
In the poverty-stricken streets of Dunwall, the fog carries the scent of rot as weepers wander in search of solace or violence. These infected individuals cry blood, their presence a constant reminder of the city's failing health. While the wealthy hide behind Walls of Light that disintegrate intruders, the poor are left to face the rat-borne plague alone. The government uses this crisis as a pretext to remove citizens they deem undesirable, enforcing order with mechanical Tallboys and fear. Corvo Attano must navigate these treacherous environments, where every alleyway could hide a weeper or a swarm of rats. The narrative unfolds in this setting, where the line between victim and aggressor blurs, and survival depends on avoiding both human conspirators and the biological horror that plagues the lower districts.
Reader's Guide
Players exploring Dunwall must contend with the Rat Plague as an environmental hazard that affects both NPCs and the atmosphere of the game. The infected weepers can become violent, requiring players to either avoid them or neutralize them without triggering alarm if stealth is preferred. The presence of rats is not static; it increases dynamically based on the player's actions through a "chaos" system. High levels of violence cause more rats and plagued citizens to appear in the world, altering missions and future encounters. Players can use magical abilities like "Dark Vision" to see enemies through walls or "Possession" to inhabit other characters, but they must manage their mana carefully. Unconscious bodies can be moved and hidden, but leaving dead ones behind increases chaos, leading to a more hostile environment with greater rat infestations.
Did You Know?
- The plague is spread by rats, causing infected humans known as 'weepers' to cry blood and potentially become violent.
- The government uses the plague as an excuse to take or purge citizens at will, maintaining order through Tallboys and energy Walls of Light.
- Players can complete every mission in a non-lethal manner, including eliminating all targets without killing anyone.
- The chaos system dynamically increases the presence of rats and plagued citizens based on the player's violent actions.
- Dishonored was initially set to take place in medieval Japan and seventeenth-century London before settling on late nineteenth-century Dunwall.
Gameplay Philosophy and Player Agency
Dishonored is designed around player choice, allowing missions to be completed through stealth, combat, or a combination of both. The game world supports multiple paths, with randomized elements like target clothing colors requiring exploration each time a mission is played. A core feature is the ability to complete all objectives non-lethally, even against boss characters, without triggering a failure state. Instead of binary morality, the game tracks violence through a chaos system that records deaths and friendly fire. This system influences the story dynamically; for example, an NPC might refuse support or betray the player if they disapprove of violence. The world reacts to high chaos by increasing rat presence and adding new scenes, while low chaos offers a different narrative trajectory. This ensures that every playthrough is unique based on how the player chooses to interact with the world.
Development Evolution and Design Adaptation
The development of Dishonored spanned two and a half years, during which the setting evolved from medieval Japan and seventeenth-century London to the late nineteenth-century industrial city of Dunwall. Inspiration was drawn specifically from London and Edinburgh of that era to create the game's distinct atmosphere. A significant shift occurred when test players discovered ways to exploit magical abilities for unexpected outcomes. Rather than restricting these techniques, the designers at Arkane Studios redesigned levels to accommodate them, embracing emergent gameplay. Composer Daniel Licht created a score intended to represent nineteenth-century London, further grounding the world in its historical inspiration. This approach allowed for a cohesive experience where player creativity was encouraged, resulting in a game that celebrated experimentation over rigid constraints.
The Chaos System and Narrative Consequences
The chaos system is central to Dishonored's narrative structure, tracking friendly fire, violence, and deaths without labeling them as good or evil. This metric directly alters the game world; for instance, increased violence leads to more rats and plagued citizens appearing in scripted and dynamic ways. Characters may react by refusing support or betraying the player if their chaos levels are too high. The system also determines which of the two possible endings is reached, based on who survives and the overall level of destruction. While using violence can complete missions faster, it consumes more resources like health and mana potions, creating a strategic balance between speed and sustainability. This dynamic response ensures that the story changes in direct reaction to the player's actions.
Critical Reception and Franchise Legacy
Released in October 2012 for PlayStation 3, Windows, and Xbox 360, Dishonored received positive reviews for its mission narratives, freedom of approach, and art direction. It won the 2012 Spike Video Game Award for Best Action-Adventure Game and the 2013 BAFTA award for Best Game, earning recognition as one of the greatest video games ever made. The game featured voice work from actors including Susan Sarandon, Brad Dourif, Carrie Fisher, Michael Madsen, John Slattery, Lena Headey, and Chloë Grace Moretz. Additional content focusing on the assassin Daud was released later, followed by PlayStation 4 and Xbox One versions in August 2015. The universe expanded with sequels Dishonored 2 and Death of the Outsider in 2016 and 2017, and the 2021 game Deathloop, which takes place in the far future of the same universe.
Frequently Asked Questions
What is the Rat Plague?
This supernatural affliction mutated ordinary rodents into monstrous predators throughout Dunwall during the late 18th century. It acts as a magical corruption rather than a standard biological disease, symbolizing the city's deep decay.
What caused the outbreak in Dunwall?
The plague stems from Void magic bleeding into the mortal world, often linked to the influence of the Outsider. This otherworldly energy alters biology to create aggressive creatures that overrun city areas.
Can humans become infected by it?
Yes, some individuals transform into Ratskin mutants who possess aggressive rodent characteristics and serve as guardians in infested zones. These mutations occur when the supernatural corruption affects human physiology directly.
How does the plague end in the story?
The widespread outbreak was contained following Corvo Attano's resolution of the political crisis at the conclusion of Dishonored I. While the threat remained a memory, the active infection was resolved during this timeline.
Why is the Rat Plague significant to Dunwall?
It served as a major catalyst for the unrest that led to Empress Jessamine's assassination and the subsequent coup. The infestation forces inhabitants to navigate dangerous zones while highlighting the supernatural nature of the Empire's problems.
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