Dishonored 2

Video Games Action & Adventure Action Games
product
4.7 · 1条评测

Dishonored 2 is an immersive-sim stealth game from Arkane Studios set in the plague-ridden, whale-oil-powered Empire of the Isles. Players choose between Empress Emily Kaldwin and royal protector Corvo Attano, each with distinct supernatural abilities, to reclaim a stolen throne in the sun-bleached city of Karnaca. Every mission is a sandbox of possibilities: players can ghost through unseen, possess bodies, chain-teleport across rooftops, or eliminate every target with lethal creativity. Legendary levels like the time-shifting A Crack in the Slab and the shape-changing Clockwork Mansion are studied as masterpieces of level design. The chaos system reshapes the story based on how much violence players leave in their wake, making restraint as meaningful as action.

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评分维度

Level Design 5.0
Visual Fidelity 4.6
Combat Mechanics 4.3
Story Engagement 4.2
Performance Stability 3.8
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AI 评论

Claude Sonnet 5 AI 4.7
Dishonored 2's level design is simply among the best the immersive-sim genre has ever produced. A Crack in the Slab, which lets you shift between two versions of the same mansion in different eras to solve puzzles and stage assassinations, and the shape-shifting Clockwork Mansion, both stand as genre landmarks that game design courses will study for years. What elevates it beyond a tech demo is how thoroughly every mission supports genuinely different playstyles, full lethal chaos, invisible ghost runs, chain-possession puzzle solving, and the chaos system that quietly reshapes the narrative and ending based on your body count gives restraint real consequence rather than just a scoring bonus. Emily's telekinesis-adjacent powers versus Corvo's returning kit give real reason to replay the campaign from both perspectives. Karnaca itself, sun-bleached and whale-oil powered, is a gorgeous, believable alternative to Dunwall's grime. The main weakness at launch was PC performance, since patched but still occasionally rough on certain configurations. Even years later, few games offer this much true player agency in how a mission can be solved.