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PC Games BuzzVerdict

Dishonored 2

4.5 / 5
How we rate

2016 · Action / Stealth · PC / Steam


Arkane Studios had proven with the first Dishonored that they could revive the immersive sim. With Dishonored 2, they proved they could perfect it. Moving the action from Dunwall’s plague-choked streets to the sun-baked city of Karnaca in the southern island of Serkonos, the sequel expands every dimension of the original. Two fully distinct playable characters, a richer world, more intricate level design, and an expanded power set create an experience that represents the immersive sim genre at its absolute peak.

The community regards Dishonored 2 as not just a great sequel but one of the best stealth-action games ever made. The individual mission design, particularly two standout levels that have become legendary in game design discussions, elevates this beyond a simple improvement over the original into something genuinely special.

The Clockwork Mansion and the Crack in the Slab

The level design in Dishonored 2 contains what many consider the greatest individual missions in immersive sim history. The Clockwork Mansion, a building that physically transforms as you navigate it, with rooms shifting, walls folding, and spaces rearranging around you, is an architectural puzzle that rewards exploration with mechanical wonder. Finding the spaces between the transformations, navigating the hidden guts of the building while its rooms rearrange above you, is one of gaming’s most memorable experiences.

The Crack in the Slab mission, which gives you a device that lets you shift between past and present versions of the same mansion in real time, creates a level that exists in two time periods simultaneously. Actions in the past change the present. Enemies exist in one timeline but not the other. The puzzle of navigating dual timelines, using the shifting to bypass obstacles, avoid guards, and alter the world itself, demonstrates a level of design ambition that very few studios would even attempt.

Emily Kaldwin’s power set provides a fundamentally different way to play. Far Reach replaces Blink with a pulling mechanic that changes movement dynamics. Domino links enemies so that what happens to one happens to all. Shadow Walk transforms Emily into a shadow creature that can slip through tight spaces. These powers create gameplay scenarios that Corvo’s returning abilities don’t, effectively doubling the game’s replayability by offering two distinct approaches to every mission.

Karnaca’s Mediterranean-inspired setting brings warmth and color that Dunwall’s industrial gloom couldn’t offer. The city feels alive with political tension, social stratification, and environmental detail that rewards careful observation. Each district has its own character, from wealthy estates to working-class neighborhoods plagued by bloodfly infestations.

The writing improves on the original’s functional narrative. Emily and Corvo are both voiced protagonists this time, with distinct personalities and perspectives on the same events. The supporting cast is more memorable, and the revenge story carries more emotional weight when your protagonist can actually express their feelings about what’s happening.

A Rocky Port and Familiar Limits

The PC launch was marred by serious performance issues that took months of patching to fully resolve. Frame rate drops, stuttering, and optimization problems on a wide range of hardware configurations damaged the game’s reputation during its critical launch window. The game runs well now on modern hardware, but the rocky start is part of its history.

The AI limitations from the first game persist largely unchanged. Guards follow predictable patterns, lose awareness too quickly after detecting disturbances, and can be exploited through repetitive strategies. For a game that asks players to treat each encounter as a puzzle, the pieces could be more dynamic.

The non-lethal vs lethal disparity continues from the first game. Lethal play with Emily’s or Corvo’s full power set creates spectacular, creative moments of chaos. Non-lethal play, while mechanically functional, often feels like the less interesting path despite being the one the chaos system rewards. The best BuzzVerdict of the game comes from embracing both, but the game’s own moral framework pushes toward the less exciting option.

The game’s length on a single playthrough remains modest. Individual missions are denser and more replayable than the original’s, but the overall campaign doesn’t take significantly longer. The value proposition again depends on replaying with different characters, powers, and approaches, which is reasonable for the genre but limits appeal for single-playthrough gamers.

Where Design Ambition Meets Player Freedom

Dishonored 2 represents a rare moment in game design where every system, every level, and every power feels like it exists in service of player expression. The game gives you extraordinarily designed spaces, fills them with possibilities, and then trusts you to create your own experience. That trust, combined with the talent to build levels like the Clockwork Mansion and A Crack in the Slab, produces something that transcends the typical sequel improvement narrative. This isn’t just a better Dishonored. It’s a statement about how good this genre can be.

Should You Play Dishonored 2?

Anyone who values creative gameplay, extraordinary level design, and player agency should play this. It’s accessible without the first game, though playing Dishonored enhances the story. Stealth fans, immersive sim enthusiasts, and players who replay games to discover new approaches will find dozens of hours of content. If you play games exactly once and don’t engage with stealth mechanics, the experience will feel shorter and less rewarding than it deserves.

The Verdict on Dishonored 2

Dishonored 2 is the immersive sim genre at its finest. The level design ambition, dual protagonist system, and expanded power sets create a game that demands and rewards multiple playthroughs. The Clockwork Mansion and A Crack in the Slab alone would justify the purchase. The persistent AI limitations, non-lethal trade-offs, and the memory of a troubled PC launch are worth acknowledging but pale against the quality of the overall experience. Arkane Studios built something that stands among the best games of its generation, and time has only made that clearer.