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Analysis of Dishonored The Death of the Outsider. The end of an era for Dishonored

Dishonored
Written by Kamran Haider

Dishonored: The Death of the Outsider is a title that does not leave much to the imagination. We knew that the path of Billie Lurk was going to be one that would culminate in this series of video games that so many joys have filled among stealth fans. To what extent have you succeeded? We discovered it after reaching its end.

If you look closely at his name, there is no “2” behind Dishonored: The Death of the Outsider. It is not a DLC or an expansion of the second chapter of the series. It is simply the final episode, at least one cycle. And we may not see more Dishonored in the near future. We notice it not only in its twilight history but in a set of mechanics that after two video games and a handful of downloadable content, deserve a break and a review. Not because they have become outdated, but because they work of Arkane Studios has always denoted freshness and it is already time for renewal.

In fact, the powers of Billie Lurk, that Daud apprentice who helped us in Dishonored 2, are practically exclusive to the killer. The Outsider does not offer his brand, and with this narrative excuse we have a somewhat simpler vision of the playable possibilities of a Dishonored, but no less interesting. In fact, Dishonored: The Death of the Outsider seems almost like an experiment. A reformulation of the supernatural stealth of the series having raised a game that was more to the point. Spiritual remedies are over to give way to a ” manna ” that recharges automatically and allows us to give more free rein to our abilities. The role of choosing our powers is over: play with what you have.

The three who choose the game for us are missing more powers, but the ones that are there are great additions to Billie’s ultimate mission. The move is the new Wink, which this time lets us first mark our position to confirm the displacement later, instead of taking us directly. In addition, it is true teleportation, so we can go through bars without a problem, for example. But the real strategy of this small change lies in the possibility of marking the position before. You can mark the place where you are to drop, steal a key or kill a guard and return in an instant to the same place where you fell.

The possibilities are multiplied with the following ability: Omen, which leads us in a ghostly way to track the map, mark enemies and objects and gives us the possibility to make a selection to Move. As useful as it sounds to travel great distances and trace our next steps well. The last supernatural power is also not trivial: Semblance; how to stun an enemy, but seizing our appearance on the road, to camouflage among the totally unnoticed enemies. Its incredible advantage lies in the amount of time we can go unnoticed with this costume and yet the game is not much less decompensated by him.

It feels like a final epilogue to a work that has given everything possible

If you are a friend of stealth and non-lethal path, you have enough resources with these powers to do so. But the less pious will also be able to make use of grenades, incendiary arrows, adhesive bombs, and the lethal cutting spirals. Hook mines are added to the repertoire, capable of stunning or killing any enemy that approaches, that clings to the device. And if you want to be more creative with your deaths, try using your own move in the position of an enemy to make it burst into pieces. A spectacle of viscera.Death of the Outsider

The end of the Void

Five missions Not many, really, especially for the initial price of La Muerte del Forastero, but they give enough hours thanks in part to the Contracts, which make the most of each of their scenarios. Contracts side missions that will ask us in most cases to steal, kill or take a stunned enemy to a specific position. Some of them are simple, but others will make us rethink a lot the routes to choose especially when we have to transport a body a great distance.

As we have mentioned, this time we will not have new powers as we get runes, but we have almost everything we have from the beginning. Of course, the search for talismans and their effects return and very bulky, as well as the possibility of creating our own when they accumulate. It is true that the possibilities are limited from the beginning. It does not seem so because the duration of the game is so tight that adding more powers would have been excessive, but you miss some extra mission given the ambition that Bethesda team has had with this final chapter.

The same can be said of the story, which seems somewhat rushed. At all times the conversations seem quite forced, happening all too quickly for the characters or us as players to really care. The writings we find also do not end up being so inspired or offer interesting enough information for a chapter as intriguing as Dishonored should be The Death of the Outsider, one of the biggest mysteries of the entire franchise. And the game seems to end in the same way, hurriedly and without much care in which the player fully understands what is happening. Something that has persecuted Karnaca herself since Dishonored 2, which no matter how hard she tried to provide depth to the city and its inhabitants, never achieved its goal as naturally as Dunwall did with a less ambitious history.

As soon as you find a price more in line with what it offers, La Muerte del Forastero is a good epilogue that marks one of the most relevant series of recent years. A good farewell, which although it has been losing freshness over time, has never abandoned its style and personality. Billie Lurk is another face of this beautiful prism that has taken stealth to another level. One that now probably deserves a break. To return with more force.

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Conclusion:

Dishonored: The Death of the Outsider feels like a final epilogue to a work that has given everything possible. Try not to repeat yourself, although for this you must be smaller and more compact. It would have helped a launch price or less or a greater number of missions, but the fluidity of its stealth, its verticality and it’s level design continue to scratch perfection.

  • The new powers create bright and very striking strategies
  • The level design remains at the height of the series
  • To be such an important chapter, his narrative is somewhat poor and rushed
  • Limited in possibilities and missions. I could have given more of himself

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Kamran Haider

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