Dishonored 2: 10 Things You Didn't Know You Could Do

From hidden backstories to secret side-missions, don't miss out.

Dishonored 2
Arkane Studios

It’s rare that a developer can create a game that not only lives up to the original, but in many ways, surpasses it. Dishonored 2 is that game.

Not only does it capture the downtrodden and eerie atmosphere of the original, but there are myriad tweaks to gameplay for the better, alongside a bevy of new powers to keep everything fresh and exciting. With level design that could put some of the tightest and most interwoven levels in Dunwall to shame, Dishonored 2 managed to knock it out of the park.

Still, there are a ton of new features and small tweaks that make Dishonored 2 such a mighty package. If you’ve played the game and think you’ve sussed everything out, or you're yet to indulge and want to hit the ground running, here are 10 things you didn’t know were possible in the world of Dishonored 2...

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10. Choose A No Powers Run

Bethesda

Doing a no powers run in the first game was difficult. Not only did you have to battle your own desire to use one of the many cool powers to obliterate your foes, but you had to at least have Blink. Such dependence was unfortunate, but that was just how the game was played.

But now, with the sequel, there is an in-built option to use good ol’ fashioned steel, and nothing else.

Right at the beginning of the game when you first meet The Outsider, you are presented with the option to accept his mark, or deny it. The latter begins a no powers run. Not only does it lock your ability to purchase powers, but in turn this makes a 'no powers run' infinitely easier, as you don't have to worry about accidentally buying an upgrade and ruining the experience.

You're no more powerful than your mortal foes, and therein lies a solid challenge.

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I like video games, writing and writing about video games. Expect sarcasm and the dry wit of a Brit. And the occasional rant of a unhappy Scot. You know... the usual.