i am emily kaldwin, the most considerate sociopath
(reposted from Twitter)
Okay, so can we take a moment to acknowledge that MAYBE the reason the world of Dishonored 2 is so fucked up is because they spend all day looking at the incredibly fucked up art on their walls?
Like, here in the parlor we have this quaint sepia-toned memento of the time that Grandpa and all his friends got eaten by a giant squid:
And what art do we keep in the bedroom, you ask? Perhaps a nice soothing floral? Nah, it's the time we encountered a naked yeti or some shit in the forest:
And in this cozy sitting room we have art about getting lost in a hell dimension.
And here in this fine palace we have
I dunno
the mothman I guess:
(These details are a big reason I love this game.)
If you don't want to read the news while you're in the W.C., you can gaze on this...
this
I dunno, maybe this is Dishonored 2 firemen? maybe this is their equivalent of a swimsuit calendar? who knows
Pretty sure I magicked up onto this very ledge like 2 minutes ago--this is their equivalent of those overly flowery hometown pride pics of your local downtown:
Why have an oil painting of some renaissance dude in a ruff when you can have one of an out-of-work mime staring adoringly at a mosquito:
YAY OUR FAIR NOT AT ALL DYSTOPIAN CITY like I think this was from the tourist bureau:
I mean, sure:
You know, having a very normal breakfast next to The Hole:
some people have pictures of tropical birds or wild horses or their pets
some people have nightmarefish
here in dishonoredland we only have nightmarefish
takes all kinds to make a world
but I mean all the mirrors look into the abyss instead of showing your reflection so
our fair city pt 2
another thing they like to do with their art is hang paintings of the EXACT ROOM YOU'RE IN, except with no people in it
ok I actually legit want this one
that time when the Flying Dutchman docked here
we do love our undead captains of industry
we are certainly, absolutely, very normal sailors, and not at all The Damned, cursed to rove these wretched seas until we find new souls to take our places
Okay but real talk time:
The name of the game in this, er, game named Dishonored 2 is BODY MANAGEMENT, folks.
After you take someone out, you gotta hide the body or guards come and also you stress out your citizenry and you're the empress (on the lam) so that's irresponsible of you. Their wellbeing is your responsibility.
And you pretty much have to at least choke everyone out so they don't see you and attack you and also for peace and quiet because if the citizens see you carrying the guards' bodies they start screaming.
The citizens are WAY HAPPIER if they're unconscious.
So you gotta choke them out but like there's all this shit that wants to eat them: bloodflies, rats, probably other people, idk.
So you have to put them somewhere safe once they're unconscious, which usually means up high--
oh btw this game was made by cats, the floor is lava, never walk on the floor when you can climb on shit, you'll die
--so anyway, you've got all these people you've knocked out and you have to put them somewhere safe and it's tidier if you put them all in the same place, also you don't want other people seeing them because seeing bodies stresses your subjects out.
So step one is you gotta find a place to put the unconscious bodies up high and out of sight.
So I found this weird 2nd floor dentist's office with no stairs or anything so the only way you can get up there is by magic, so when they wake up they'll feel safe:
I am such a good empress
they love me
There are even these bloodfly zombie people called Nest Keepers who are basically walking plague machines but I knocked that guy out too instead of killing him because I am merciful. But the bloodflies killed all these people in that house so there were a ton of bodies that I had to put somewhere.
I mean, no one was going to see them because the house was condemned, but it wasn't tidy.
So I needed to get them out of the house but running all the way down the stairs to carry them one-by-one was a lot of work so I just threw them out the window
and then I heard screaming
so I guess some people saw them
probably should have choked those people out first, don't want them stressed.
But anyway I tidied up that house (body-wise, anyway--I feel the need to smash everything that's smashable when I leave a place so if I come back I remember that I looted it--but you have to be careful bc sometimes if you smash things near an unconscious person it kills them and you’re their empress and responsible for them so you don’t want that).
So then I went outside and decided to get down to business, putting away the bodies.
But then I found the Nest Keeper and he was dead, so I guess when the normal non-zombie people saw him they freaked out and killed him?
Anyway, so I was luring guards over and choking them out and putting them in the dentist's office so they'd be safe and then I saw this and was like OH SHIT WHAT HAPPENED HERE:
And then I realized those were the dead bodies I'd chucked out of the bloodfly house and maaaaaybe the guard got hit with a dead body and died.
I feel kind of bad.
But anyway, moving on, step 2 is you gotta find a place to put the DEAD bodies because you don't want your citizens seeing them and getting upset, and also it's not very tidy to leave them lying around your city, that's how you get ants.
So I found a very convenient tidy dumpster for the dead bodies:
I felt sorta sad when I put the nest keeper in there.
sorry, my dude, people can be jerks
I should have put him in the dentist's office first
or shit maybe it was throwing him out of the window that did him in, but once they're unconscious they're usually pretty bouncy. Like babies.
And I really thought the guard was dead from being hit with dead bodies but as it turned out they'd somehow just knocked him out and I didn't even have to chloroform him or choke him out.
To the dentist's office!
I was carrying this other guard and a guard came at me so I sorta had to chuck the unconscious dude at him which somehow killed them both and I was sad.
The physics here are a little odd.
Okay and the guards had hanged a bunch of people which, fine, I guess, but the game WILL NOT let you cut the bodies down and it's bothering me because they really need to be taken to Body Stash #2.
This is very untidy.
So anyway, when you smash most things they disappear, so I spent a while cleaning up the city getting rid of all these unwashed dishes and putting all these bodies away.
It's much tidier now, and quiet with everyone unconscious.
No one wants to play video games with me
which is fine, I guess
not after Skyrim and my collecting all the brooms and buckets and putting them in the Janitor Closet House
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Can we just take a moment to appreciate the genius design decision of having Corvo's health potions be the literal elixirs that prevent the rat plague?
It takes what could've been a simple gameplay mechanic that nobody would've thought twice about and grounds it in the world and the lore. It explains why Corvo is never at risk of contracting the plague, despite coming in closer contact with it than the vast majority of people - he's chugging these things multiple times a day. It also explains why random people would keep these things stashed everywhere - it's not just loot for you, the player, to be rewarded with, it's their actual supply of life-saving medicine.
And when you think about it that way, it makes every moment you casually snatch an elixir from someone's nightstand a little more impactful. You're not just topping up on health potions, you're literally stealing the only method by which people can be kept safe from the plague. In low chaos, you'll end up not needing most of the ones you come across by the end of the game, because you'll be staying out of combat. But in high chaos, you'll be taking them a lot more. Which means less elixir to go around, and therefore, more people dead from the plague.
I used to think that the increase in weepers in high chaos was mainly down to Corvo leaving more dead bodies lying around. But I think that this is an even more potent explanation. Because of course going around and hoovering up all the elixir in the city would have consequences. And who are the people who have the least access to elixir to begin with, from whom stealing it would take the greatest toll? The poor, obviously. Who you most often see becoming weepers. What a game.
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If Dishonored 1's element is water, Dishonored 2's element is air. Karnaca is described as a city "at the edge of the world", and is defined by its elevation, its towering trees, and the wind currents that provide the city its power. Almost every map in the game has you climbing upward, away from the water that is your home and haven, until you reach the Dust District where the clouds blowing through obscure it completely. Bloodflies are the game's primary environmental hazard, replacing the river krusts and rats of Dishonored 1.
The wind is a double-edged thing in the story. It brings prosperity, allowing Karnaca to escape the need for whale oil in the face of rationing. But that prosperity does not extend to those facing the brunt of its effects; those condemned to toil in the silver mines and live in the district poisoned by their exploitation. The wind powers homes; it also powers the devices used to exert control over the city's population. In short, the wind is like the Empire - as easily put to harm as it is to good. All it took was one Empress deposed by another, and those forces shifted with all the fickleness of a breeze.
Even the Void changes from the serene, underwater-like place in Dishonored 1. It becomes a wasteland of howling emptiness and tall, jagged spires. Shindaerey Peak is the place where the Void meets the world, and the gulley connecting it to Karnaca is where the city's wind currents originate. It is a city at the edge of the world not just in the physical sense - it also lies at the boundary between this world and the Void.
When you leap from Coldridge Prison at the beginning of Dishonored 1, the water is there to greet you. But in Dishonored 2, the water is withheld. When you fall, there is only empty, unforgiving air. Which makes it all the more compelling when the Outsider reaches out to catch you.
(Also, I should point out that there are two more Isles yet to be featured in a game and two more elements yet to be thematically implemented...)
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