Skip to main content

Dishonored 2: Mission 1, "A Long Day in Dunwall"

"Delilah was born a pawn, but now she's got the throne. 

Fifteen years ago, the assassin Daud could have warned you about her if you'd bothered to ask."

Fifteen years ago, Daud was inexplicably racked by his remorse over his latest successful assassination. Despite a career eliminating high profile persons without a shadow of regret, killing Jessamine Kaldwin made him feel "the entire weight of a dying city crushing down on his back." His journey to redemption began with a single word from the Outsider: Delilah. In tracking down the unusually influential painter he uncovered her plot to use eldritch magics to inhabit the body of young Emily Kaldwin and rule the Empire of the Isles. That brought him into conflict with The Brigmore Witches, who are able to use powers associated with the Outsider via Delilah much as Daud's Whalers were able to through him. After infiltrating Brigmore Manor and defeating Delilah, effectively saving the Empire from tyranny and chaos, and following an encounter with Corvo Attano in the Flooded District he disappeared to Karnaca.

'A Long Day in Dunwall' begins where both the first Dishonored and The Brigmore Witches left off, with Delilah Kaldwin, nee Copperspoon having returned to once again try to supplant Emily. This time, her method is machination rather than possession. Whether or not you do the game's optional tutorial where Corvo teaches Emily the ways of night-stalking and rooftop-leaping, you begin in the Empress' shoes as she attends the commemoration of her mother Jessamine Kaldwin's assassination at the hands of Daud 15 years earlier.

The occasion is disrupted as Duke Luca Abele, immoral ruler of the Empire's southern jewel Serkonos, arrives and interrupts the ceremony by introducing Delilah - and declaring her the rightful successor to the throne. This catalyses the events of the game as either Emily or Corvo msut first flee Dunwall and then strike at the key figures in the coup from Serkonos.

You get the coolest "player select" screen I've ever seen. Granted I don't play fighting games and so on so maybe I haven't seen many. But when Delilah bursts into the throne room and her mechanical soldiers begin cutting through Emily's loyalist guards as chaos erupts on every sides, the action slowing down with Corvo and Emily back to back for you to choose which one to play as is just immensely exciting.

While one of Dishonored 2's strongest assets is Karnaca, paradisal stately buildings sweltering in the Serkonan heat, it opens on the familiar streets of Dunwall. Even after spending as much time in the grimey, stabby, intrigue-infested seat of Gristol government as I have, it is immediately enjoyable to return - and in Dishonored 2's engine it looks truly stunning, viewed from the Empress' chambers where Emily or Corvo wake up as you assume player control.

My first time through this game I played as Emily in Low Chaos, creeping slowly around the intricate maps and taking up to 4+ hours in a single mission later on. I put all my runes into stealth related abilities and was as non-lethal as I could manage - with the exception of the final mission where, frustratingly, the non-lethal option is locked behind a rune power you may not have purchased (I hadn't). At any rate, I had assumed a more assault-based playstyle on arrival back in Dunwall, as it seemed to me that Emily would be more confrontational when taking back her throne, even if she didn't want to cut down everybody in the Grand Guard on the way to it.

Continuing on from Daud's misadventures in the Dishonored DLCs, I'm going High Chaos this time and playing in NG+. NG+ here lets you re-spend all the runes you gathered last time around, and you can choose from both Corvo and Emily's powers. This lets you experiment by mixing the abilities of the two protagonists, for example using Emily's Domino to link the fates of three or four enemies before using Corvo's new Blink-kick to send everyone flying off the roof.

The level really supports a rampaging approach, and in fact rewards it. When I first went through as Emily I snuck around, choking out guards if I had to, but basically quietly finding my way along the critical path.  High Chaos Corvo is free to sweep through the post-coup city in a storm of blood and blades, and the way you descend down from Dunwall Tower makes this feel pretty amazing. Corvo is an avenging angel dropping from the sky as you navigate from the city's highest point down to its docks.


Eliminating all the guards also has the benefit of leaving no obstacle to thorough exploration at your own pace. There is a lot to see, including maps of Dunwall and the empire, the editor of the paper which has been printing sensationalist headlines about the Crown Killer and whether they are an imperial agent, and the crime scene of the Crown Killer's latest gruesome job. There's a bar with some snooty citizens by the docks which backs onto Hatter territory, and the usual end-times graffiti adorns the walls. When coming back and playing through a third time, ducking through said bar and then circumventing the Hatters while they talk provided a straight putt to the Dreadful Whale by swimming, quickly effecting my escape.

You also won't have any powers yet, even in NG+, so it's just crouching, hiding, a blade and the trusty blunderbuss. I almost never use the slow, loud guns in Dishonored games since there's always quieter or more extravagent options depending on what sort of playthrough I'm doing. However it is quite fun as a Hail Mary when too many guards are coming for you at once. Not to mention the trusty combination of stunning an enemy with a thrown bottle or decapitated head before closing in for the kill.

Overall I think starting with no powers again is a good choice for this entry in the series, introducing you to how meaty and satisfying the core gameplay is before you get the freaky powers, and giving you a basis of either stealth or combat that you'll then build on as you develop your playstyle. The level provides a lot of tutorialisation as well, from guards with their backs turned to the initial escape onto the streets where doors on each side of the street provide helpful hiding places as well as resources. You'll be well rewarded for exploring all the buildings you can get into in this huge game world, and A Long Day in Dunwall already has much to see and reasons to alternate between being indoors and outdoors.

Non-lethal solution:
Choke Ramsey out instead of killing him, get the key to the safe room (optimally done by triggering his conversation with the guards and then following him back up to the safe room) and deposit him in there with enough food to last the month and enough gold to make Duke Abele slaver.

Comments

Popular posts from this blog

Dishonored 2: Mission 9, "Death to the Empress"

Dishonored 2's final level's central message is not subtle. At the beginning of the game you descended from a great height, perhaps as a whirlwind of vengeful bloodshed, perhaps as a shadow flitting from doorway to doorway. Now you'll climb back to where you started, and again the choice of violence or evasion is yours. You might find your playstyle causes you to consider how your approach has changed. Did you take care to avoid casualties when leaving Dunwall, only to have found by your return that the most straightforward route to victory really does lie along a blade? Did you leave bodies in your wake before, but come to shun collateral damage after seeing how much misery had already been allowed to build up throughout the Empire of the Isles during the Kaldwins' reign? Death to the Empress actually contains a version of the map for A Long Day in Dunwall as well as a new rendering of the Return to the Tower map from the original game. On this visit the tower and su

Dishonored Death of the Outsider: Mission 2, Follow the Ink

The Outsider is the only true assassination target in this game, and is uniquely able to immediately take an interest in Daud and Billie's mission and talk directly to them. He appears in Billie's cabin, taking her eye and right forearm from her again and replacing them with a Sliver (of what will become clear later) and the Black Shard Arm respectively. These gifts grant Billie the powers she'll use for the rest of the game. Displace is her version of Blink, Foresight is an out-of-body version of Dark Vision, and Semblance lets Billie disguise herself as any NPC she can get close enough to, for a time. The Black Shard Arm communes directly with the Void, removing the need for Billie to refill her mana with Addermire Solution or Piero's Spiritual Remedy and regenerating it after a short time instead. This contributes hopefully to a faster paced and more experimental approach, as players no longer need to worry about resource management where powers are concerned. Daud h

Dishonored: Mission 5, "Lady Boyle's Last Party"

Lady Boyle's Last Party, The Clockwork Mansion, A Crack in the Slab, The Bank Job. It's the canon of talked-about, acclaimed Dishonored series levels, the moments where ingenious design, absorbing environments and great stories are considered to come together strongest in already consistently rock-solid games. In this level Corvo has to infiltrate a fancy party, find out which of three wealthy scions is in conspiracy with his enemies, and assassinate them. The clever complication is that the sisters are all in masks for the party, and that the level randomises which of them is the real target each time you play. Because the guests think your mask is a costume in poor taste (much to their delight) and you freely walk around the party, this feels like a Hitman 2 mission that you can still play like a Dishonored level if you want. Once inside, you can do everything by talking. Anyway, despite the fact Sokolov's extraction had been highly chaotic on my first r