Choice is the focal point of everything here and it's gloriously refreshing to play something that clearly accommodates the player and their imagination. They offer a welcome reprieve from the human foes and reorganise the combat decisions regularly, just like the mechanised surroundings of the mansion.Ĭhoice and consequence is something many games hark on about and rarely deliver upon, often as a result of aspirations outgrowing ability, but Dishonored 2 simply gets it. Alternatively, you can creep up on them and rewire their circuitry turning them against your enemies. Polished wood and clockwork limbs house small whale oil (the main source of power in Dishonored's steampunk universe) capsules that can be individually detonated a la Dead Space. The Clockwork Soldiers and their emotionless behaviour are chilling, but their design is masterful. The mansion is patrolled by Clockwork Soldiers, a masterful creation of Jindosh that tower above you, brandishing four bladed hands. Although it would have been nice to have more impacting variety between the two characters, it's a wise decision to make the playing field equal as to avoid making one feel entirely redundant.ĭifferent powers aren't the only new trick up Dishonored 2's sleeve. Fresh powers like Domino – which causes multiple enemies to receive the same fate – or Shadow Walk – which acts like a feral invisibility cloak – can be instrumental in success or failure of a mission and the balance of each power is apparent. Corvo's will feel familiar for veterans, while Emily's bring some welcome new choices to the fold. Beyond cosmetics, the differences between these two characters are largely down to the supernatural powers in their arsenal. Dishonored 2's unique selling point is the choice of playable protagonists as you can either re-assume the role of Master Assassin Corvo or slip into the new boots of Emily, the fallen monarch. While the combat also provides tactical choices and the return of the lethal or non-lethal pathways, we think that it's the level design that makes this game and its predecessor so interesting and enduring.Ĭombat and navigation is enhanced by the powers at your disposal. Our experience completing the objectives in the Clockwork Mansion took us from nearly two hours in one run to six minutes in another, and was entirely down to a domino effect of choices, both in navigation and combat.Įvery decision you make somehow feels like the correct one, and it's only upon revisiting the scenario that you truly comprehend how different things could have panned out if, for example, you slinked through that open window you aimlessly breezed past previously. This takes the infamous multiple pathway system from the previous game to new heights and creates incredibly clever gameplay as a result. Levers populate the home and cause the very walls and floors to reorganise themselves – think the staircases in Harry Potter on steroids. Upon entering the Clockwork Mansion, the real extent of Arkane's attention to detail becomes apparent. The level itself is vast, both in scale and in detail, with our mechanical cart-ride entrance showcasing the beautifully beefed up visuals with a stunning view over the city of Karnaca below. Fortunately, executing these objectives can be as simple or as complicated as you see fit, in true Dishonored style.
#DISHONORED 2 MISSION 7 JINDOSH CODE FOR THE XBOX ONE FREE#
Our objectives are simple: free Anton Sokolov (a returning face) and 'handle' Jindosh. Welcome to the Clockwork Mansion, Kirin Jindosh's humble and mechanical abode. Emily is now banished, removed from her throne by a powerful outsider, and it's our job to set things right as we're thrust back into Arkane's intricate level design, malfunctioning moral compass, and exquisite art style while recently visiting Bethesda's London offices. It's been 15 years since the events of Dishonored, and we've left the city of Dunwall behind for the vast streets of Karnaca.