Dishonored: Death of the Outsider Review

From IGN - September 16, 2017
By Tom Marks

By the very nature of its roots in the amazing Dishonored 2, Dishonored: Death of the Outsider was already well on its way to being a great game. I was overjoyed to drop back into the city of Karnaca and try on a new set of supernatural assassin abilities, even if the things I did there werent quite as compelling this time around.

Death of the Outsider puts you in control of the charming but troubled Billie Lurk, who is helping her now old and dying mentor Daud get revenge on the black-eyed god behind all the magic happenings since the Dishonored series began: the Outsider. It aims to tie a neat little bow on the story arc that started with Jessamine Kaldwins murder in the first Dishonored, though its unusually light on story itself.

Apart from some brief exposition between missions, theres really not much more going on here than a quest for a mystical MacGuffin item that can kill the Outsider. Its straightforward, but still a satisfying way to end this five-year arc. With Dauds strength fading, Billie sets out to do the job with a creepy new bone arm, a red eye straight out of Terminator, and some cool new powers.

Your main movement ability is called Displace, and it opens up some great new opportunities for magical ninja mischief and murder. Instead of just teleporting to a location as Corvo does with Blink, you drop a ghostly image of yourself wherever youre aiming. You can then reactivate Displace to hop to the ghost, as long as you have line-of-sight and arent too far away. This lets you double-click to use it similarly to Blink, or you can pull off some cool tricks like setting Displace on a ledge, dropping down to pickpocket someone, then immediately teleport back to safety before they can turn around.

Displace is complemented by Foresight, Billies brilliant replacement for Dark Vision. Instead of being able to see through walls in real time, Foresight freezes time and lets you fly around the map, marking targets and scouting out the area around you, draining your Void energy as you go. You can also drop a ghost to jump to with Displace once Foresight ends, effectively extending its range - though it was a little tedious to have to use it every time a ledge was just barely too far away for a regular Displace.

The real success of Foresight is that I no longer felt the need to constantly check for enemies in the ugly but irresistibly overpowered world of Dark Vision. I would use Foresight, take a look around, mark enemies, then play through the area I had just scouted in my regular view. Its truly freeing, somehow feeling like both a stronger ability and one I didnt need to rely on nearly as much.

The third and final ability is Semblance, which lets you knock people out and disguise yourself as them, Hitman styleand naturally spending energy whenever you move. Its an interesting ability with some gorgeous visual effects accompanying it (including magically slurping off your victims face like an iPhone X-like facial scan), but I rarely used it. Whenever I stole a face to sneak through a guarded point, I usually found myself standing still about to run out of energy with nowhere to hide and no way to Displace. It didnt suit my playstyle, but its still a neat tool to have available.

Despite being exciting abilities, all three of them were a bit played out by the end of the roughly eight-hour campaign, due in part to the fact that theyre all handed to you right after the first mission. Apart from a new attack, there were no new abilities or items to unlock, and theres no way to upgrade or alter your powers except for a few Bone Charms that dont make a radical difference. With only five major missions, I get that there isnt a whole lot of space for deep progression, but not being able to modify my abilities more significantly was a bummer.


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