Video diversion expansions are good places to concentration on storytelling. Developers can give players a fine-tuned and informed experience, though with a new account trustworthy — like Fallout 4’s “Far Harbor” hard-boiled mystery, or a energy onslaught over a supercomputer in BioShock 2’s “Minerva’s Den.” Arkane Studios has reinforced this thought with a Dishonored 2 follow-up Death of a Outsider, job it a “standalone story” set in a same universe. But Death of a Outsider isn’t only an additional section to Dishonored 2. It’s a gratifying examination in stripping a array to a essentials, though losing a complexity that creates it interesting.
Similar to a strange Dishonored’s “The Knife of Dunwall” and “The Brigmore Witches” expansions, Death of a Outsider spins out a story of a side impression from Dishonored 2: ship’s captain Meagan Foster, a late murderer once famous as Billie Lurk. After a events of Dishonored 2, Lurk seeks out her aged coach Daud, who she tricked years ago in “Knife of Dunwall.” Near death, Daud gives Lurk one final job: murdering a Outsider, a divine figure who dispenses fatal abnormal powers — used by both Daud and Lurk — with depraved detachment. You can locate copiousness of references to Dishonored 2, though we don’t need to possess a strange diversion to play it, nor have some-more than a simple laxity with a series’ premise.
Death of a Outsider has a biggest and many fantastical stakes in a whole Dishonored series, as Lurk contingency penetrate a cult that’s found a approach to strech a Outsider and a arms that could kill him. But it’s a considerably shorter diversion than Dishonored 2; we spent 9 hours on a tolerably exploration-heavy playthrough, a bit over half of what we put into Dishonored 2. It feels smaller in other ways as well. The diversion reuses locations from a predecessor, and pares a categorical voice expel down to Lurk, Daud, and a Outsider himself.
Death of a Outsider also beam behind a array of abnormal talents we get, and removes a complement for unlocking them. After a brief introduction, Lurk gets 3 powers: Displace, that lets we place teleportation markers and diverge to them; Semblance, that lets we burlesque another character; and Foresight, that stops time and highlights equipment and enemies. Unlike a rest of a series, we don’t ascent these abilities. Instead, we can tweak their properties with bone charms, that are sparse plentifully around levels. You get a integrate some-more powers as a story progresses, though zero as game-changingly thespian as conjuring rodent swarms or interlude time, to name dual Dishonored options.
Accordingly, Death of a Outsider doesn’t offer a character-building you’ll find in other Dishonored games, though it plays with a new clarity of flow. There’s no initial underpowered duration of sport ascent runes to clear core abilities, and no endgame of toying with subordinate powers once you’re flush with them. Levels still feel unenlightened and intricate, though a incentives to try them are story-related. You competence expose a useful secret, like a accessible getaway boat, or a useful character, like a serf cultist who can entrance a sealed room.
It helps that your abilities are stretchable and complementary. Displace and Foresight are tweaked equivalents to Blink and Dark Vision, a dual workhorse powers of Dishonored. Displace creates roughly each dilemma of each turn accessible, and Foresight lets we build a devise of attack, even presaging a paths of enemies you’ve marked. Semblance, meanwhile, is an all-purpose approach to get by swarming areas though being rescued — a small like Hitman’s costume system. Naturally, we can also burlesque specific high-profile people, that opens adult a whole new set of strategies. And Death of a Outsider encourages regulating powers some-more mostly with a mana bar that refills totally over time, instead of creation players use vials to refill it.
This slimmer cost might have reduction staying energy than a strange system, since there are fewer truly outlandish experiments to try once you’ve mastered a core elements. (An “Original Game Plus” mode, that lets Lurk play with some classical Dishonored powers, could help.) As someone who doesn’t unequivocally suffer personification Dishonored as an assertive movement game, it’s also tough to contend how players reduction meddlesome in secrecy will feel about a new system. You’ve got a classical Dishonored sword and gun, and there are some crafty fatal options — we can make someone explode by Displacing into them, for instance. But a new additions seem to preference process formulation even some-more than a strange games did, generally if you’re tracking targets with Foresight. That said, Dishonored has always speedy disreputable non-lethal play, so it’s a pointed change during most.
You also won’t find anything like Dishonored 2’s most implausible levels in Death of a Outsider — it’s clearly repurposing existent work, not formulating radically new material. But it hits a high indicate with a ideal extended bank heist, rewarding clever formulation and investigation with a genuine feeling of artistry and accomplishment. And a story is some-more focused than Dishonored or Dishonored 2. You’ll still find a amour that outlines a series, though it’s delegate to Lurk’s unhappy attribute with a bum Daud, and her ambivalence over interlude a aroused hazard with nonetheless some-more violence.
As a name suggests, there’s a note of finality in Death of a Outsider. Dishonored 2 wasn’t a large financial success, and relocating a array brazen from here would meant possibly compliance a universe or retroactively obscure a stakes of Lurk’s challenge. But if this is a end, it’s a wise approach to go out. And if it’s not, it’s a good template for destiny one-off projects — a diversion that feels particularly smaller, though never cut short.
Dishonored: Death of a Outsider is accessible now on PC, PlayStation 4, and Xbox One.