I'm at the end of Mission 7- a Crack in the Slab...wow what a fun mission...the time-piece artifact is a fantastic gameplay tool...the way you can warp between time and play around with time itself is a brilliant gameplay mechanic and the level design is once again top notch...the puzzles to unlock everything requiring jumping around in multiple timelines are brilliant...what a fantastic game
I'm at the end of Mission 7- a Crack in the Slab...wow what a fun mission...the time-piece artifact is a fantastic gameplay tool...the way you can warp between time and play around with time itself is a brilliant gameplay mechanic and the level design is once again top notch...the puzzles to unlock everything requiring jumping around in multiple timelines are brilliant...what a fantastic game
What's amazing is that entire games used to be built on milking unique mechanics like this - however, it's only 1 level in a game that has a lot more going on.I'm trying to remember the last time I saw level design and execution this brilliant. I don't know if this set a new standard but it's definitely top of the class.
There are four versions of Stilton's Manor:
- present
- past
- present after you save Stilton by knocking him out
- present after you assassinate Stilton
What's amazing is that entire games used to be built on milking unique mechanics like this - however, it's only 1 level in a game that has a lot more going on.
I would never have guessed that two single-player FPS games would utilize this kind of mechanic in equally great ways. And I usually hate the use of time travel in movies/stories/games. That it was executed so well in two completely different plots is surprising and excites me for more games to utilize new mechanics and ideas like this.
I knocked Stilton unconscious in the past timeline and I loved the changes made to the present such as Meagan no longer being disfigured, the conversations you hear among the civilians detailing how conditions at the mines have improved, Stilton's mansion no longer falling apart etc)
Yeah...so did most people figure out the twist before it was revealed that...it came as a surprise to me...seems like the DLC from the first game is almost required to play to fully understand and appreciate Dishonored 2Meagan was really Billie Lurk
The DLC is quite good and the lore in this game is some of the richest I've seen - a lot of my gametime from both the first one and this one is from reading the books you find. As a gift I received the Dunwall Archives book which is fantastic.
https://www.amazon.com/Dishonored-Dunwall-Archives-Bethesda-Games/dp/1616555629
I was actually a bit disappointed as to how the game started - very little actual explanation as to what happened and why you should even care. I'm not a huge fan of intro cinematics but this game would have benefited from a stronger one.
How much better is it running with 1.3?
Does V1.3 add in the New Game + mode and mission selection? Without spoiling much if possible, is there any real reason to play through with both characters? Or are the differences minimal?
First of all, there’s a new game plus mode, allowing you to start fresh with all the abilities and bonecharms you’ve discovered at the end of a playthrough carried across into the next one. In a wonderful turn of events, you can play as either character in your new game plus, but will have access to both Emily and Corvo’s powers, allowing you to mix and match. The update will be available in beta later today and launches proper on Monday.
In January, a second free update will add a mission select screen, for replaying your favourite areas, and customisable difficulty modes.
I never did finish the first one...gonna have to see if I can get through it before the second one gets here.![]()
the DLC from the first game is almost required to fully appreciate the 2nd game
I loved the first game and it's DLC, but I've been holding off on this one because I've been playing BF1 and eventually we might see D2 on sale. But reading all of the good comments here, I think it might be a Christmas day purchase for me. /Something I can settle into after all of the day's madness is done, and everyone else is passed out from the turkey.
FULL STORIES HEADLINES
Dec 15
Game of the Year 2016 Dishonored 2
PC Gamer
This is PC Gamer's overall 2016 Game of the Year, chosen by the staff through voting and debate, with commentary written by its biggest proponents. We'll be posting the rest of our awards and personal picks daily as we approach the end of the year.
Chris Thursten: Arkane are creating a design legacy worthy of Looking Glass or Ion Storm—appropriate, given that they're doing more than any other studio to carry the legacy of Thief and System Shock into the modern era. Yet for all that Dishonored 2 owes to the PC's long history of superlative stealth sims, it's also a true original. Its fantastic movement systems and dynamic violence can trace their lineage back to Arkane's underrated Errol Flynn-em-up Dark Messiah of Might and Magic, while its artistic direction ignores games entirely and looks to traditional art and real history. I suspect that I'd love this game for its sense of place even if I didn't also love it for the freedom it gives me to approach encounters in my own way.
Andy Kelly: The sheer artistry on display in Dishonored 2 is astonishing. Arkane excels at making worlds that feel organic, storied with history and culture, and Karnaca is its greatest creation yet. It's both a convincing, beautifully realised setting and a detailed, intricate playground for Corvo and Emily's suite of imaginative supernatural powers. From Kirin Jindosh's magnificent Clockwork Mansion, whose opulent rooms shift and fold away at the pull of a lever, to the faded beauty of the storm-choked Dust District, it's an incredible artistic accomplishment. The game is, throughout, a perfect marriage of art and design, using its architecture to both evoke a rich sense of place and give you multiple ways to navigate and exploit its sprawling, complex levels.
Phil Savage: This is a better written game than its predecessor. Not all of the dialogue lands, but the buildings are filled with pages of text that expand your knowledge of the world and its characters. There are hundreds of these stories to be found, to the point where I've heard comparisons to Gone Home. That's not entirely accurate—Gone Home didn't have spring razor mines—but it is a way for Dishonored 2 to encourage and reward exploration.
Emily s Domino ability might be the best stealth ability ever, sharing the fate of one foe, however brutal, between two or three others in a supernatural chain.
James Davenport: I’m halfway through my second playthrough of Dishonored 2 and I’m still finding surprising ways to screw up. Emily’s Domino ability might be the best stealth ability ever, sharing the fate of one foe, however brutal, between two or three others in a supernatural chain. Imagine my surprise when I grabbed one Domino’d guard the moment before his friend took a shot at me. One died in my arms and the other slumped to the ground immediately after. If you’re a monster, summoning a doppleganger at the bottom of a big drop and drop-assassinating it is, um, a handy way to get around. As Corvo, I’m discovering the joy of Blink-kicking guards off of high places and freezing time to arrange a deadly Rube Goldberg machine of crossbow bolts and bodies that turn dangerous situations into horrific contraptions. And the depth of Dishonored 2’s simulation goes beyond guard behaviors and whalepunk stealth abilities. Even when you’re halfway across a level, it’s keeping track of the proliferation of bloodflies between corpses, and if you left a mine somewhere, you may come back to a swarm of deadly insects poking at a pile limbs signifying the former patrol. It’s simply one of the most complex, playful, gorgeous stealth simulations PC gaming has ever seen and likely will for some time.
Phil Savage: A Crack In The Slab is one of the best levels of the year—and this is a year that gave us Titanfall 2's Effect and Cause, and Hitman's Sapienza. It also shows off Dishonored 2's dedication to providing consequences to your actions. James mentions the moment-to-moment depth of the simulation, but there's a narrative depth too. Dishonored 2 feels reactive, and that lets you enjoy the effect your actions have on the world. This is taken to the extreme in A Crack In The Slab, where the conceit of the level lets you experiment in an ecosystem of cause and effect. Whatever you try, Dishonored 2 has an answer—a way to tip the hat, and acknowledge what you've done. Never mind being the best game of the year, this is one of the cleverest of the decade.
PC Gamer's choice for Game of the Year 2016 right here.
It's hard for me to argue against any of that or this as GOTY.
Yes, wait. You want to finish the DLC before embarking on this game. And as long as you stay away from spoilers you will be just fine.Dell needs to get their head out of their ass and ship my copy of this, lol.
I'm still working my way through the first, though, so I guess I can wait.
Yes, wait. You want to finish the DLC before embarking on this game. And as long as you stay away from spoilers you will be just fine.
I am not sure how this is getting such high ratings. Ignoring the few technical problems, the game is an utter failure. Lots of people need to be fired over this, and perhaps the studio closed.
Lol. Really now...
I haven't played the game yet but you have a polarizing opinion for sure! I expect that Q-BZ and polonyc will be along shortly to contest it.![]()