Dishonored 2 picks up 15 years after the first game, with Empress Emily Kaldwin now bored with her throne and her evil aunt Delilah laying claim to it. At the start of the game you choose to play as either Emily or Corvo Attano, and stick with that character for the duration of the campaign.
Story
Fifteen years after the events of the original Dishonored, usurpers stage a coup against Emily Kaldwin and Corvo Attano. The players must choose to play as one of two protagonists and use the powers of the Outsider to thwart the conspirators, including a vengeful witch turned to stone by Delilah Copperspoon.
Arkane doubles down on the first game’s “play your way” concept with separate sets of skills, a complex and multifaceted world, and dizzying level designs that change how you approach each new area. The result is an unforgettable experience, even if it doesn’t quite reach the heights of its predecessor.
Dishonored 2 excels where it counts; in gameplay. Its levels are complex without feeling overtly engineered and thread together satisfying gameplay moments with bits of narrative. Whether you are in a clockwork mansion that moves at the push of a button or a rotting estate with permeable walls, each environment feels intuitive and intelligent.
Characters
Dishonored 2 is more varied than its predecessor with large levels packed with intricate details. The Clockwork Mansion, for example, is filled with levers that alter the layout of rooms and enemies that can be taken out in a variety of ways.
Corvo Attano, the protagonist of Dishonored and a returning player character, is one of the most reserved characters in the game but he’s willing to use any means necessary to protect his family and friends. He also teaches his daughter Emily the skills of a sword-wielding sultan and has a strong bond with her.
Emily Kaldwin’s presence as a playable character has received a positive reception from players and critics. Her appearance reflects her regal lineage and she has a distinct and unique look. She’s also a great choice for those looking to perform a non-lethal playthrough.
Gameplay
With a steadfast focus on simulation gameplay Dishonored 2 allows players to freely define their experience. Whether you pursue non-lethal stealth or ruthless murder, the game gives you a variety of weapons and abilities to creatively eliminate your targets.
It also reworks the old formula in new ways. Take the Clockwork Mansion, for example, a surreal maze-like level that riffs on Constantine’s Mansion in Thief. While the original drew inspiration from paintings and sculptures, this one takes cues from architecture.
Arkane has also added a few interesting levels, like the time-swapping mission and the twisted architecture of Karnaca. But the most impressive innovations are in the clever remixing of stealth mechanics. For instance, doppelgangers and razormines make for an exciting addition to the arsenal of power-ups.
Graphics
In Dishonored 2, Arkane has built a world that feels dirty and alive. Its evocative atmosphere is enhanced by intelligent remixes of stealth mechanics, like billows of dust that obscure your vision or doors that teleport you to another part of the room. In missions like Stilton’s Manor and the Clockwork Mansion, these alterations offer fresh opportunities to infiltrate and take down enemies.
While it may not match the original game’s high bar of originality, Dishonored 2 offers a compelling revenge tale with exciting new gameplay concepts and an engrossing world to explore. It’s a must-play sequel for fans of the genre. Whether you choose to play as Corvo or Emily, this is a game that will reward your curiosity. This is immersive storytelling at its finest.
Sound
In 2012, Dishonored introduced the world to a new way of playing in a free-roaming industrial city. Developed by Arkane Studios and published by Bethesda, the game gave players the power to be either lethal action hero or nonviolent assassin.
For this sequel, the team needed to improve upon the first game’s sound design. They wanted to improve immersion through sound and create believable environments, like the creeping noises of the industrial districts in Karnaca.
They also created a new system that prioritizes certain frequencies, such as enemy footsteps or faraway voices. This is similar to the system used in Thief. They also took advantage of previous collections from Red libraries. They were able to improve the audio quality with this technology. Also, they added sounds for the new player abilities and new locations.