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Many of these traits also belonged to Dishonored back in 2012. It's thrilling to be placed on unsure footing in this way: Dishonored 2 is a game that you can explore every interior of, yet still leave with lingering mysteries. This is no BioWare RPG: when options aren't made explicit, you're never quite sure of your limits, or how the world might respond. Or kill them all, trusting Serkonan culture to grow back where it was burned away, fed by strong, centuries-old roots. What if you leave both powers in play, so that neither can claim decisive victory over the other and fully instate their will? That could be a kind of balance. Juicier still are the many possible variations Dishonored 2 leaves room for. City watchįrom Deathloop to Returnal, how 2021 became the year of the video game time loop. Bump them off, and you'll be handing the place to Paulo – Pedro Pascal, to you – a killer and extortionist who, on the quiet, espouses worker-friendly plans to improve the lot of the city's long-suffering miners, and doesn't see any philosophical conflict in his interests.
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In Dishonored 2 – or its spiritual predecessor, Deus Ex, the series that director Harvey Smith cut his teeth on – the politics that inform Karnaca's future has yet to be determined.īy killing off the gangs, you'll effectively hand the keys to the city to the Abbey of the Everyman, a church that promises order and work for idle hands at the expense of any art that dabbles in chaos (this is not a world that will ever develop rock 'n' roll).
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In a given BioShock game, you're seeing the aftermath of an ideology taken to its most extreme and uncompromising end point. That's another break from the themes of dystopia. By Dishonored 2's latter half, the principal cast begin to remind you that, by picking off Karnaca's most powerful, you're creating a power vacuum, and are also responsible for leaving behind the right people to fill it. Even the most significant scraps in the game are entirely optional – though you're sent after assassination targets, there's always a creatively non-lethal way to dispose of them – and so choosing your foes becomes just as important as beating them. Never entirely safe but rarely openly hostile, they push you to evaluate the scenes in front of you – perching on the periphery to work out whether an NPC is likely to attack you, or whether, unprompted, you might choose to attack them. That state of volatile ambiguity makes Dishonored 2's levels a treat to explore. In this imbalanced world, says the guy behind the till at the Winslow Safe Company, a person either needs no safe at all, or plenty of them – "That's just the way it is." ("Lots of people want to leave, but where would they go? There's money here, even if it's dirty.") They still staff the shops, selling guns to the street kids and strongboxes to panicked nobles looking to secure their valuables.
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Stop them for conversation and they may even make an argument for remaining indefinitely. Citizens still head out to the docks each morning to haul in fish and chop off their heads in the baking sun.
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BioShock and Fallout, though, are dystopias.
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