gamesbriefs
9:11in productionCh. 1 · What kind of game is it?/ 9:11 · ceiling 15 min
Action & adventure · Game design

Dishonored 2

Dishonored 2 gives you two characters, one world, and zero reason to play both — but its maps are so dense and playable that you’ll do it anyway.

Dishonored 2 is a first-person action-adventure with stealth elements, developed by Arkane Lyon and published by Bethesda Softworks in November 2016. It runs on the proprietary Void Engine. Players choose between Emily Kaldwin or Corvo Attano, each with distinct supernatural abilities — all optional.

Chapters & takeaways4
  1. 1:12
    What kind of game is it?

    It is a first-person action-adventure with stealth elements — not a shooter, not an RPG, not a platformer.

  2. 2:20
    Two characters, one choice

    You pick Emily or Corvo once — then commit to their tools, their movement, and their silence.

  3. 3:40
    Paths multiply, but only if you look

    Nonlinear doesn’t mean consequence-free: side missions unlock real new paths, not just cosmetic alternatives.

  4. 5:31
    The world builds your power

    Upgrades come from the world — not menus — and the engine was rewritten to hold more of it.

Worth your time?

Yes. Play the whole thing.

3.5/ 5
What works
  • dense, vertical map design
  • upgrade systems rooted in exploration
  • nonlinear pathing with tangible tactical unlocks
What does not
  • meaningful dual-character narrative differentiation
  • compensation for rejecting supernatural abilities
  • consequential branching in main mission outcomes
Play it if
  • players who treat environments as toolkits
  • those who value density over exposition
  • fans of tactile, physics-adjacent stealth
Skip it if
  • players seeking strong protagonist distinction
  • those who dislike backtracking for blueprints
  • anyone expecting systemic moral consequence
The written brief2 min read

What the game is

Dishonored 2 is a first-person action-adventure with stealth elements, developed by Arkane Lyon and published by Bethesda Softworks in November 2016. It runs on the proprietary Void Engine. Players choose between Emily Kaldwin or Corvo Attano, each with distinct supernatural abilities — all optional.

How it actually plays

You move through dense, vertical, hand-crafted maps in first-person. You choose Emily or Corvo at the start. Each has unique supernatural abilities — but you may reject all of them. You navigate missions non-linearly, using identical conventional weapons: pistol, crossbow, retractable blade, grenades, mines — all upgradable. Upgrades come from black market shops inside levels and blueprints found in the environment. Side missions unlock new paths, non-lethal options, and alternate assassination methods. The Void Engine enables larger, denser maps than its id Tech 5 base allowed.

What works

The density and verticality of its maps reward exploration and improvisation. Environmental storytelling is embedded in architecture, objects, and audio logs — not cutscenes. Weapon and ability upgrades are tied directly to player agency: you find blueprints, spend in-level currency, and choose what to prioritise. Side missions meaningfully expand tactical options within main missions.

What does not

The game does not meaningfully differentiate Emily and Corvo beyond their powers. Their story arcs converge mechanically and narratively. Rejecting all supernatural abilities leaves you under-resourced: no ability-based traversal or evasion, yet no compensatory design. The nonlinear structure rarely forces consequential choices — most paths lead to the same outcome with minimal feedback.

Who it is for, and who it is not

It is for players who enjoy methodical, systems-driven stealth where movement, sound, light, and line-of-sight are primary inputs. It is not for players who prioritise narrative consistency, character-driven stakes, or tightly authored set-pieces.

Is it worth your time

Yes — if you want a stealth-action game that rewards observation, environmental reading, and repeated playthroughs with different tools and characters. No — if you expect tight pacing, narrative cohesion across both protagonists, or meaningful consequences for rejecting the supernatural entirely.

Same shelf · Action & adventure4 of 34
Up next in Games

Dishonored: Death of the Outsider

Arkane Studios · 2017 · 10:02

It ditches moral consequence to sharpen the knife—and makes every teleport, every stolen face, every silent stab feel like pure, unburdened craft.

10:02