Dishonored 2 is a creative hub where you're left with the tools to become a monumental beast that tramples over everything in its path.

The game starts much like the first, as it builds tension before exploding into a high-octane rush. This is where you choose between Corvo and Emily before running around like Batman in the city of Karnaca for the next dozen or so hours. 

The city of Karnaca is huge. It is a sprawling titan of pretty sceneries with lore scattered in every corner. From paintings, notebooks, journals, letters, and audio logs, the world of Dishonored 2 just keeps on expanding. It is also teeming with activity, as if the city itself is alive. NPCs will offer side quests and seemingly random events will occur when you least expect them to. It is no longer as simple as finding a target and developing a clever scheme in which you either neutralize or butcher them.

Arkane Studios has laid out everything you will want in this game: runes, bone charms, a variety of weapons, supernatural powers, and levels that make full use of them. It is the combination of these things that gives Dishonored a unique thrill. And with Emily and Corvo having different powers, this only expands the ways in which you can get creative.

More on the levels, Arkane Studios tossed in a few new things to give Dishonored 2 a fresh look for every level. For instance, there is a level that is more puzzle-like than your typical Dishonored stage. Then there's a level where a sandstorm obscures your view every now and then. The level of detail put into the game is simply astounding.

Of course there is still morality in this game. Both low and high chaos methods of playing return, with the former being the stealthier approach and the latter where you wreck everything in your path as you are blinded by white hot rage.

For me, the low chaos way of playing is a lot less fun than going the high chaos route. It takes a great deal of discipline not to kill anyone. Though most of the guards here are just doing their jobs, the only way to see the full extent of your powers is by turning your enemies into test dummies. And once they are dead, it's up to the flies (which replace the rats from the first game) to build nests on the mountains of bodies you leave behind.

One of the things I've noticed are the guards' behaviors. They appear to be constantly on high alert. Their field of view is ridiculously wide and are be able to spot you from a long distance before coming at you like a storm. That's a bit of extra challenge should you ever decide a no-powers run.

The game has included a quick save feature. In first-person games, I think such things are commonplace, especially in games where you are bound to die a lot. In Dishonored 2's case, you might be tempted to save and reload each time you make a mistake. I'm not fond of it. If you're going to rely on reloading, then do it frequently. The margin for error in this game is narrower than in the first and it doesn't auto-save as much as its predecessor. 

Dishonored 2 is a game that deserves a warm spot in your library. The world, the characters, the gameplay, all of it collides into something that builds on top of what the first game has achieved and surpasses it twice over. 

About the author: Karen Benitez

Skater, musician, carpenter, gamer. Karen is interested in culture, science fiction, and Cthulhu. She participated in MMA bouts, got her ass kicked many times, and ended up with broken bones. Life is good.

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