$29.99Dishonored 2 A city of rooftops and second chances
Sneak, stab or vanish your way through a revenge story where every choice reshapes the world around you.
Is Dishonored 2 worth it?
Dishonored 2 is worth it if…
- you like planning a route through a level and finding the third way nobody guards
- you enjoy stealth games that let you go loud without punishing the whole run
- you want a story-rich world where your kills and sparing change how it ends
- you'd happily replay a mission just to try it with a different set of powers
Screenshots
Two assassins, two ways to haunt a city
You choose between Empress Emily Kaldwin and her protector Corvo Attano, both fully voiced, each with their own powers, gadgets and weapons. Emily's kit leans toward unsettling tricks: link enemies so they share one fate, or mesmerize a whole room into calm. Corvo plays the classic shadow, blinking across gaps and folding into darkness. Bonecharm crafting and upgrade trees let you tune the build to your taste, and the same mission plays differently depending on who is doing the stalking. One run as each is almost two different games.
Levels built like puzzle boxes
Every mission is a hand-crafted space with a goal and dozens of ways to reach it: the front door, the rooftops, the vents, or a route nobody thought to guard. The game is genuinely built for this, not faking it. A mansion's walls shift and rearrange themselves around clockwork soldiers, a dust-storm district splits between warring factions, and one mission lets you slip between past and present to change what the future holds. Even after you know a level's layout, another route is usually waiting. The level design is the part people agree on most.
A world that keeps score
Fifteen years after the Rat Plague, an otherworldly usurper has taken Emily's throne, and the story follows you from Dunwall's grimy streets to Karnaca, a decaying coastal city full of architecture, notes and overheard conversations. How you play ripples outward: kill freely and the world sours around you; move like a ghost and spare nearly everyone, and a cleaner ending waits. Guards have their own small stories if you stop to listen. The tone is dark and a little strange, a grim fairy tale where mysticism and industry share a street.





















