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Considering the fact that Dishonored retailed at $60, The Knife of Dunwall is comparably a pretty good deal at $9.99. The DLC consists of three missions (Dishonored has nine) set in two expansive new maps (plus a map recycled from the main campaign), contains about 4-6 hours of gameplay in total, and is the first of a two-part story that will conclude in The Brigmore Witches. Together, the two pieces of DLC are best described as ‘Dishonored 1.5′; a sidequel that tells a story quite independent from that of Corvo Attano, though bearing a number of thematic similarities.
Whereas Corvo was something of a blank slate, his enigmatic past and persona allowing the player to decide for themselves what kind of a man he is, Daud has an established backstory and persona. Since we already know that he is a blade-for-hire unhampered by a conscience, implementing a moral choice system for Daud is slightly more complex then simply handing the player a silent protagonist and letting them form the character from their own play style. To get around this, the DLC begins with Daud finding himself in an unexpected moral quandary after killing the Empress and beginning to question his usual “stab first, ask questions later” approach, thereby allowing the player to choose whether he will continue as he has done before, or seek a more peaceful path. In contrast to Dishonored‘s tale of revenge, The Knife of Dunwall seems to be a story of redemption – if the player chooses to seek it.
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The real test of The Knife of Dunwall is how well the developers convey tangibly, through gameplay, the sense that the player is in control of a recognizably different character, despite the fact that Daud and Corvo have the same occupation and are both aided by the powers that the Outsider grants. This is at least partially successful, mainly through the introduction of a few changes that have been made to the player’s arsenal of weapons and abilities.
The changes to primary weapons are largely cosmetic. Daud slices enemies up with his titular blade – which looks like a scale model of Pyramid Head’s Great Knife – instead of Corvo’s collapsible sword, and uses a wristbow that performs the exact same function as Corvo’s crossbow with a slightly more subtle motion. New weapons include arc mines – portable versions of arc pylons that work the same way as spring traps, with the added bonus of reducing enemies to ash – and chokedust, which is basically just a smoke bomb.
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Daud certainly feels a lot more powerful than Corvo; the lone wolf approach to missions is still available, but being the leader of a gang does come with some optional perks. In The Knife of Dunwall, the player can call in favors with contacts at the beginning of each mission, meaning that when they arrive an alarm might be conveniently out of order, or an asset may be placed in a useful location. The most significant addition to Daud’s powers is an ability similar to the ‘Call Recruit’ command from Assassin’s Creed: Brotherhood, which will cause one of Daud’s crew to appear and either attack nearby guards or deliver useful information about the surroundings. You definitely feel more like a leader than a lackey in this game.
If you liked Dishonored then this DLC is a must-buy. The new missions feature everything that was enjoyable about the main campaign, from the highly polished stealth to the intriguing riddles that unlock extra features. Look in all the corners and you will also find some insights into Corvo’s story, including a certain poem about young Lady Emily that has some frightening implications.
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