By Andrew Charlton
Dishonored was considered something of a revolutionary game. A return to form for the stealth genre, it brought back what made the old Thief series wonderful, and improved upon it tenfold.
It had some of the finest tuned stealth ever seen, mixed in with a bewildering number of options of how to tackle any situation. You could go in quiet, remain unseen and never harm a soul. You could use your magical powers to blink across rooftops rapid fire like some kind of teleporting spider man. You could even slaughter your way through with blade, pistol and rat swarm like the mad man you always wanted to be.
Dishonored 2 has this same glorious vibe of being able to tackle any problem surging your way. It takes place fifteen years after the first, after Corvo makes daughter, Emily empress. Right from the bat, she loses this power in a coup, and you get the choice to play as either Corvo, or Emily. Whoever you don’t pick…
This entry gives you more options than the first, and makes nonlethal feel less like a chore. The game likes to tell you you’re naughty if slaughter your way through objectives and clearly hints towards a nonlethal route. I’m glad that they added a new feature. When you perfect parry someone, you can insta-kill them, but now you also have the option to grab them and strangle them unconscious.
For someone like me, who likes to play nonlethal while lacking stealth skills, this is a huge boon. I can be detected by someone and not need to reset because I still have other options besides running or slaughtering them all. It’s quite freeing but there is one gripe I have with it.
Enemies will still attack you as your render other foes unconscious. Funny they’ll kill your hostage rather than you. But that kill becomes a penalty, damaging your non-lethal run. I’d love if enemies backed up recoiled at the danger of their allies.
But this is a fairly minor complaint in the face of what is undeniably a magnificent game. The new location is bright and vibrant, and it’s refreshing to play a stealth game in the sunlight. The unique painted graphics Dishonored has have been refined with a clearer tint to them, and look better than ever.
The new magical powers depend on who you’re playing, as Emily has a different suite of powers to Corvo, such as losing his signature blink and gaining instead an odd grappling hook like skill. In my run I played Corvo, and greatly appreciated the refinements to his powers, such as the ability to stop time while you aim a blink.
This simple change resulted in one of my favorite moments from the game. There was a rune on a table where guards were playing cards. Rather than draw them away, I blinked onto the table, took the rune, started my blink again, stopping time, and disappeared up into the rafters.
As far as those guards were concerned a guy appeared in the middle of their poker game, took the pool and disappeared like the wind. It was hilarious and incredibly gratifying for the plan to go off as smoothly as it did.
Dishonored 2 is a fantastic game, improving upon the first as the first did upon the genre as a whole. It’s nice to have Corvo actually speaking now as well.
I highly recommend picking the game up if you’re a fan, or even at all interested in the stealth genre. Find the special edition if you can, as you’ll get the first game and all of it’s DLC for free along with it.
Header from dishonored.bethesda
Image from ignimages