ROLLING THE DICE IN DISHONORED 2 PART II
The variables shuffle once more, like tumblers in a lock. And so, as Emily Kaldwin arrives in the Dust District, ready to strike the fourth target off her list, the former empress is right back where she started. On the boat over, I rolled the dice that decide our shared fate, with mixed results. The D4 rolled a 3, meaning I can freely choose who to kill. The D6 landed on 6, its free space – no extra modifiers. But on the D12, a 12: Delete all powers.
In fact, this leaves Emily a little less well off than when it all began. Among the abilities I wipe away is Far Reach, which Dishonored 2 gives you as a freebie. No more teleporting for me, then. I’ve still got my double jump, though – even I’m not enough of a masochist to tape down my controller’s A button.
But hey, some people choose to play the without powers, and I’m starting to see why. It encourages a style of play that’s more creative, reactive and – in my case, at least – ruthless. A flammable whisky bottle burns the first guard I encounter creative.
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