
There are new weapons and gadgets, including crossbow bolts that blind enemies or send them sprinting in a chemical-induced madness. You'll find more ways to engage enemies without killing them, like nonlethal drop attacks and parries that stun opponents momentarily, allowing you to grab them and choke them out. This was true of the first game, and it's true here as well, mainly because the sequel simply takes the original formula and builds on it. Moments like that happen frequently in Dishonored 2 because it's as much a toy box as it is a game.


But also incredibly satisfying from a gameplay standpoint. At one point, I got murdered badly, so I reloaded a recent quicksave, shot a guard with incendiary bolt, and blew up another four with one grenade when they ran to help. I kicked people through skylights, blasted them off seaside cliffs, lured them into bottlenecks and watched as my carefully placed shrapnel mine shredded them. But it's also an incredible engine for gleeful chaos, one so engrossing and amusing that I kind of accidentally beat the entire campaign raining hilarious, elaborate death on my enemies. Dishonored 2 delivers that sneaky satisfaction, arming you with stealth essentials like hiding bodies, peering through keyholes, and silent takedowns. I love the hold-your-breath tension of hoping a guard didn't spot you and the hard-earned triumph of executing a perfectly timed plan.

Any time I'm given a choice between stealth and action, I go stealth.
