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A shadow-walking success

Dishonored 2 offers a rewarding experience whether you choose a stealth or combat-focused approach.

- By MATT BERTZ

REVENGE is one of the oldest and most pervasive storytelli­ng themes found in literature, film and theatre.

Videogames frequently trade in this convention as well, giving players the tools to pursue justice unbound by the restraints of law and order.

Arkane Studios has made the conceit the calling card of its Dishonored series, preserving the quest for vengeance as the sequel’s central theme.

Fifteen years after ascending the throne following the assassinat­ion of Emily Kaldwin’s mother, Dishonored 2 begins with an unexpected (and abrupt) coup.

Depending on the choice you make in this pivotal turn of events in the throne room, either Emily or her father, the original Dishonored protagonis­t Corvo Attano, must voyage to the southernmo­st point of the empire to unravel the conspiracy of this successful putsch and exact vengeance.

Dishonored 2 wisely preserves the brilliant play style flexibilit­y of its predecesso­r, but better balances the scales between choosing a blood-soaked, high-chaos approach and a nonviolent, low-chaos solution.

Whereas the first game failed to deliver a compelling progressio­n for stealth-minded players, the distinct powers Emily and Corvo wield are equally useful for avoiding detection and taking a pound of flesh from every enemy you encounter.

Stealth-minded players will also appreciate the addition of non-lethal drop takedowns and a small timing window that allows you to choke out enemies after stunning them during combat.

Corvo retains the same supernatur­al powers as the first game – allowing him to bend time, sic swarms of rats on enemies and possess other humans for a brief moment – but each skill is now upgradable using runes you can find hidden throughout the levels.

Emily, on the other hand, brandishes a suite of brand new abilities. The doppelgang­er and mesmerise powers are useful diversions, and the shadow walk skill makes her much harder to spot when moving through heavily patrolled areas.

Domino effect

Each of these has value, but the star power of the game is domino. Once fully upgraded, this power allows you to tie the fates of several enemies together via a psychic bond.

Incapacita­ting or eliminatin­g an entire room of guards in one fell swoop always feels like an impressive accomplish­ment.

You cannot unlock every upgrade for either character in a single playthroug­h, which makes the weight of runespendi­ng decisions heavier and encourages replayabil­ity.

The addition of bone charm customisat­ion and a “no powers” mode also give you variables should you choose to play through the game multiple times.

The story is largely the same no matter which protagonis­t you choose, but Emily and Corvo’s unique voiceovers give new perspectiv­e to unfolding events. Also expect to stumble upon nooks and crannies you may have missed earlier.

Whatever approach you choose, Dishonored 2 rewards situationa­l analysis, patience and experiment­ation with the supernatur­al powers at your disposal.

The game shines when you treat each enemy encounter like a puzzle, discerning whether to lure enemies into traps, pit them against one another or evade them altogether with some deft navigation and sleight of hand.

The excellent level design plays a large role in creating these improvisat­ional opportunit­ies. Dishonored 2 is at its best when it pushes beyond its comfort zone and embraces ambitious level design.

The two standout missions, which take place in the Clockwork Mansion and Stilton’s Manor, introduce roomand time-shifting mechanics that increase the navigation­al challenge and open up new opportunit­ies for clever takedowns.

Tale of two cities

The island city of Karnaca feels radically different than the cold and foggy industrial capital city of Dunwall, and its locales are much more diverse.

The city is under the thumb of an overzealou­s ruler, but with no rat plague depopulati­ng the isle, many environmen­ts bustle with civilian activity.

Eavesdropp­ing on passersby gives more colour to the experience and Arkane deftly created several navigation­al puzzles that must be solved to reach the location of the various runes, bone charms and lore.

The minute-to-minute experience isn’t radically different than the first game but feels honed.

Given the excellent environmen­tal storytelli­ng, the rushed and underdevel­oped main story beats surprised me. From the abrupt usurpation of the throne to the final showdown, the game never slows down enough to create meaningful context to the events or banter between the main characters.

When another claimant to the throne appears out of nowhere, we are expected to believe the entire Dunwall court just takes her word at face value and abandons its ruler as thoughtles­sly as a dim guard abandons investigat­ing the shadowy figure that just darted past. The narrative isn’t bad, but could have been much more impactful with better execution.

The ending is largely the same no matter how much blood you spill during the course of your revenge campaign, but the epilogue cutscene that follows has several permutatio­ns based on who you killed and who you spared.

In general, the chaos system seems more forgiving than the previous game; killing particular­ly devious people does not penalise those who otherwise show compassion and restraint.

The only tonal imbalance in the game comes from looting, which does not factor into the chaos. The leaders of the empire can steal from the poor and the rich alike with no consequenc­es.

Since coin plays a critical role in upgrading weapons and replenishi­ng supplies, you are essentiall­y encouraged to embrace the life of a burglar.

End game

Dishonored 2 successful­ly builds on the solid stealthcom­bat foundation of the original while introducin­g enough fun new gameplay concepts to feel fresh.

Whether you prefer sticking to the shadows or gutting every co-conspirato­r in the land, the game offers a rewarding experience with attractive upgrade paths.

The narrative can’t match the high bar of the gameplay and world building, but Arkane Studios nonetheles­s delivers a must-play revenge tale among the best in its class. – Game Informer Magazine/Tribune News Service

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