
Dishonored 2
Arkane's 2016 sequel doubles the protagonists and then builds the levels to justify it. Emily inherits powers built for reach and control - Domino links enemy fates together, Far Reach pulls you across a room - while Corvo keeps the original kit, so the same mission genuinely plays differently depending on who you brought. Karnaca is warmer and more vertical than Dunwall, and two of its missions are among the most admired level designs of the decade: the Clockwork Mansion, where the walls physically rearrange at the pull of a lever and you can break it by moving inside the machinery, and A Crack in the Slab, which gives you a handheld window between two time periods and lets you edit the past to change the room you are standing in. Everything from the first game returns - non-lethal resolutions for every target, chaos that reshapes the ending - with a cleaner interface and better stealth telegraphing. It sold less than it deserved, which is the usual note on an Arkane release.
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