Dishonored is a 2012 action-adventure game developed by Arkane Studios and published by Bethesda Softworks. Set in the fictional, plague-ridden industrial city of Dunwall, Dishonored follows the story of Corvo Attano, bodyguard to the Empress of the Isles. He is framed for her murder and forced to become an assassin, seeking revenge on those who conspired against him. Corvo is aided in his quest by the Loyalistsa resistance group fighting to reclaim Dunwall, and the Outsidera powerful being who imbues Corvo with magical abilities. Several actors, including Susan Sarandon, Brad Dourif, Carrie Fisher, Michael Madsen, John Slattery, Lena Headey and Chloë Grace Moretz, provided voice work for the game.
The game is played from a first-person perspective and allows the player to undertake a series of missions in a variety of ways, with an emphasis on player choice. Missions can be completed through stealth, combat, or a combination of both. Exploring each level opens new paths and alternatives for accomplishing mission goals, and it is possible to complete all missions, eliminating all of Corvo's targets, in a non-lethal manner. The story and missions are changed in response to the player's violent actions or lack thereof. Magical abilities and equipment are designed to be combined to create new and varied effects.
During its two and a half years in production, several versions of Dishonored were developed. Before the creation of Dunwall—inspired by late nineteenth-century London and Edinburgh—the game was set to take place in medieval Japan and seventeenth-century London. During development, test players discovered methods of exploiting the available powers and abilities to achieve unexpected outcomes; instead of restricting these techniques, the designers attempted to redesign levels to accommodate them. Dishonoreds music score was produced by composer Daniel Licht to represent London in the nineteenth century.
Dishonored received positive reviews, focusing on the missions' individual narratives and the freedom available in completing them. The game won several awards, including the 2012 Spike Video Game award for Best Action-Adventure Game and the 2013 BAFTA award for Best Game, and was repeatedly recognized as the best action-adventure game of 2012 and one of that year's best games. It has also been cited as one of the greatest video games ever made. Dishonored was initially released in October 2012, for PlayStation 3, Windows, and Xbox 360, and was later supplemented with additional content focusing on the assassin Daud and his quest for redemption. PlayStation 4 and Xbox One versions of the game were released in August 2015. Two narrative sequels, Dishonored 2 and , were released in 2016 and 2017 respectively, and the 2021 game, Deathloop, takes place within the far future of the Dishonored universe.
Dishonored features role-playing elements, such as the ability to upgrade powers and to make moral choices with a focus on non-linear consequences. The game is designed to allow the player to complete it without killing any non-player characters (NPC), including boss characters and mission targets. An example of a non-lethal situation given by co-creative designer Harvey Smith involved the player completing a side mission for a character, and in return that character had two of Corvo's targets kidnapped and enslaved. Each mission contains multiple ways to explore and reach targets. Movement through and exploration of levels is designed to support the player character's abilities, rather than specific paths that are aimed at a particular gameplay style, such as hacking or sneaking. Specific elements of missions, such as changes to the color of a target's clothing and mask in one mission are randomized, requiring the player to explore the game area to find the target each time the mission is played.
The player's actions are not judged to be good or evil, but instead are tracked by a "chaos" system that records the amounts of friendly fire, violence, and deaths the player causes. This modifies the game world, affecting the story without directly punishing the player or forcing them to choose one style of play over another. For example, an NPC who disapproves of violence may refuse to support the player, or may even betray them. The game reacts to the chaos caused in scripted ways, such as changing dialogue, and dynamic ways, such as increasing the presence of rats and plagued citizens and adding new scenes. This can affect the active mission and future missions. The system also influences which of the game's two endings is reached, with variations based on which characters live or die. Using violence allows missions to be completed in less time than using a stealth approach, but violence consumes more in-game resources such as health and mana potions, which are required more often in direct combat.
The main supernatural powers are unlocked and purchased using runes—artifacts carved from whale bone—and each can be upgraded. Powers include "Dark Vision", which allows the player to see enemies through walls, their field of view and highlights interactive objects; "Blink", a short-distance teleportation ability; "Possession", that allows the player to temporarily inhabit and possess other characters; "Devouring Swarm", which summons a swarm of deadly rats; "Bend Time", that slows or freezes time; "Wind Blast", a gust of wind that can knock down enemies; and "Shadow Kill" that turns dead enemies to ash, preventing their discovery by opposing forces. The player can use weapons including a sword, grenades, a crossbow, and pistols. Coins must be collected to upgrade weapons and gadgets.
Stealth is based on limiting the player character's visibility; hiding behind objects and buildings, avoiding the enemies' cone of vision, and avoiding lighted areas aid in reducing detection. When hiding behind an object, the player can lean around the sides to see the immediate area and eavesdrop, and as long as Corvo remains hidden, his enemies will not see him. The player can also look through keyholes to gain insight into closed rooms. Sneaking up behind enemies allows the player to silently subdue them, and unconscious or dead bodies can be moved and hidden.
Guards have several states of alertness, ranging from normal to suspicious; they can become aware of the player's presence or can actively search for them. Enemy artificial intelligence (AI) will respond to sound and can be distracted using sound to lure guards away from their positions. If the player remains concealed from guards, their alertness will drop to "aware", but it will not return to normal in that mission. Enemies communicate their states of alertness to their allies, increasing the alertness level throughout the mission.
The Outsider (Billy Lush) offers to help Corvo in his quest. Described as a mixture of God and the Devil, The Outsider imprints his mark on Corvo, imbuing him with magical abilities, and provides him with a mechanically altered human heart (April Stewart) that tells Corvo secrets. The Outsider also grants his mark, and special abilities, to other characters. Smith described the character as an amoral figure who grants abilities, but leaves the choice of how to use them up to the recipient.
Corvo's targets include the Lord Regent Hiram Burrows (Kristoffer Tabori)the Empress's former spymaster who masterminded her death and framed Corvo, and now controls Dunwall; Burrows's lover Lady Boyle (Anna Graves)an aristocrat funding the military; Lords Custis and Morgan Pendleton (Zach Hanks)twins and members of Parliament; High Overseer Thaddeus Campbell (Daniel Hagen)leader of the city's religious order; and Anton Sokolov (Roger Jackson)a genius inventor responsible for the creation of many advanced technologies including the Wall of Light.
While resting, Corvo is taken to a dream world where he meets the Outsider, who brands Corvo with his mark. Corvo is sent by the Loyalists to eliminate the conspirators behind the Lord Regent's plot, and the player is given the option to kill or otherwise neutralize the targets, the first of which is High Overseer Campbell. Corvo removes the High Overseer and discovers that Emily is being held in a brothel called the Golden Cat under the supervision of twins Custis and Morgan Pendleton. Corvo rescues Emily and eliminates the brothers. After returning to the pub, Emily is taken into the care of Callista to prepare her for becoming Empress, while Corvo is sent to abduct the genius scientist Sokolov, who is responsible for the Lord Regent's powerful technologies. Sokolov is taken to the pub for interrogation, under which he divulges the identity of the Lord Regent's financier, Lady Boyle. Corvo infiltrates Boyle's masquerade ball and disposes of her.
After returning to the pub, Havelock confirms they have done enough damage to move against the Lord Regent. Corvo infiltrates the tower of Dunwall and removes the Lord Regent from power. He learns that the Lord Regent intentionally imported the plague to decimate the lower classes of society, but it escalated out of his control. Corvo returns to the Hound Pits Pub, where the Loyalists celebrate their success. After sharing a drink, Corvo goes to his room and collapses. Upon waking, he learns that Samuel poisoned his drink at the behest of Havelock and his Loyalist allies Treavor Pendleton and Teague Martin, to prevent him from interfering in their plan to install Emily as Empress and rule through her. However, Samuel remained loyal to Corvo and, without the knowledge of the Loyalist conspirators, had given him a non-lethal dose of poison. Samuel sets Corvo adrift on the river and flees. When Corvo wakes, he is taken prisoner by Daud and his men, who intend to claim the bounty placed on Corvo's head by taking him back to the now Lord Regent Havelock.
Nonetheless, Corvo overcomes his new captors and defeats Daud and his assassins before going into the sewers. Corvo returns to the pub to find it overrun with guards and that Havelock has killed many of the Loyalists. He discovers where Havelock has taken Emily and can save Piero, Sokolov, and Callista. Corvo signals to Samuel, who ferries him to the former Lord Regent's lighthouse. He infiltrates the lighthouse and either subdues Pendleton and Martin or finds that Havelock has already killed them, ensuring the Loyalists' actions remain secret. Once finished with Havelock, Corvo may or may not rescue Emily. Havelock's journal reveals that he suspected that Emily is Corvo's daughter.
The ending varies depending upon the level of chaos the player has caused throughout the game. If Corvo saves Emily, she ascends the throne as Empress with Corvo at her side, and, if minimal chaos has been caused, a golden age dawns and the plague is overcome. After many decades, Corvo dies of natural causes, and Empress Emily Kaldwin I the Wise buries him beside Empress Jessamine. If much chaos is caused, the city remains in turmoil and is overrun with the plague. If Corvo fails to save Emily, Dunwall crumbles, and Corvo flees the city by ship.
The game supports a different interface for Microsoft Windows users to that for the console versions, and also supports the use of Xbox 360 controllers on Windows PCs. Smith described the team's philosophy of allowing its developers who are passionate about a particular release platform to develop software for it; those passionate about PC will work on developing that interface, while Xbox 360 aficionados were allowed to develop the Achievements for that platform. Dishonored was officially released to manufacturing on 28 September 2012.
Dishonoreds stealth system was originally based on that of the Thief series, which uses level lighting and shadows to determine whether an enemy can detect the player character's presence. However, it was decided that it was unrealistic that an enemy could stand directly in front of a player hiding in shadows and not detect them. It was also considered that making certain areas dark hid the designers' work and contrasted poorly with well-lit areas. Much of the ambient dialogue was written to be lengthy and add background detail to the game world and to entertain stealth players who may be in a single area for a long time. Conversely, main story dialogue was written to be short to compensate for the player being able to interrupt or kill the character who is speaking.
To design the missions, the designers began with a cohesive area, which they filled with activities for the player. They defined paths to the target areas, and developed and expanded them. They then populated the areas with NPCs, which they assigned to patrol routes and functions. The designers would then observe how players interacted with the level, using their abilities and powers to test whether the area provided a suitable challenge for the available powers, and then redesigned the level as needed. At first, the levels featured little directional information to emphasize the player's ability to traverse them as they choose, but in testing, players became lost or obeyed NPC commands to not enter an area, leaving them unable to proceed. In response, the developers introduced more visual cues and verbal hints to direct players. Some features and ideas were removed during the design process, including a mental institution where Corvo would have faced sound-sensitive patients. Discussing the use of violence and the consequences of in-game freedom, developer Joe Houston recounted his experience while watching a tester play a mission to infiltrate a masquerade ball; Houston determined that not killing the NPCs opened up more objectives and interactions, but the tester systematically killed every NPC in the level, which Houston found disconcerting. The team came under pressure to excise a scene from the end of the game where Samuel, in response to a player killing indiscriminately throughout the game, can betray Corvo by alerting enemies to his presence. Smith explained: "Everybody just wants to be told in a video game that you're great, no matter what you do. If you slaughter everybody – you killed the maids, you killed the old people, you killed the beggars – you're great, here's a medal, you're a hero... We decided that sounds psychotic. It doesn't match our values... What we wanted was to let you express yourself in the game, but to have the world react to that, at least in some way. Samuel, betraying you and firing off that flare, was something we had to fight for".
Antonov described his inspiration from London as "a big metropolis, it's messy, it's chaotic and intense ... and it's both exotic and familiar to Americans and to Europeans". He highlighted the importance of that familiarity to different cultures because "you want to communicate to a lot of people when you make a new piece of fiction". He said that Edinburgh provided a sense of containment and a variety of architectural designs, which were combined with a futuristic vision which Antonov said was not comparable to the brass, rivets, and steam of steampunk design. Antonov and Mitton traveled to London and Edinburgh for research, taking photographs of people, places, and objects. The pair avoided the busier streets and focused on side streets and alleyways that would better suit the game's world. Mitton stated: "We were trying to design the game from a rat's viewpoint ... if we have a small city, from a constrained viewpoint, what are all the different angles that we can explore?" Inspiration also came from the artwork of John Atkinson Grimshaw, Canaletto, and Gustave Doré. The world map was designed as a single piece of art and was sectioned so the designers were clear on where each mission takes place.
In-game characters were inspired by illustrations from adventure and pirate stories such as Captain Blood (1922), the work of Charles Dana Gibson, and mugshots from Edwardian London and Australia. An anatomy expert helped ensure the morphology of character faces represented Great Britain, while Arkane maintained a sense of realism and political incorrectness. Mitton established defining groups for characters such as rich, poor, and hostile with specific anatomy and posture designs, and animators created stylized movements for each social class and specific characters to help convey emotions. The city guards, for example, have small heads, low shoulders, and big hands, with animations that blend human and monkey movements. Antonov and Mitton employed a textile carpet designer in Russia to design and paint some of the in-game art.
The designers conceived the Tallboys as . Stilts were later added after Mitton noticed someone cleaning their office façade while wearing stilts; the town crier role was replaced with loudspeakers throughout Dunwall. The Tallboy design evolved into a lamplighter that would light street lamps with whale oil tanks, but after further development, the designers considered that their tall, mechanical legs allowed them to burn the dead and deal with plague-infected citizens while remaining above them and avoiding infection, leading to their final design as a guard armed with a bow. Mitton suggested adding a phosphorus canister to the Tallboys' backs for aesthetic reasons, but Smith suggested whale oil, which in turn led Mitton to design the whaling ships to give the whales a visible presence in the city. For other technologies, designers conceptualized using 18th-century technology to build modern items and vehicles, and creating 18th-century items using modern tools.
The Heart is a human heart modified with technology and the supernatural, that helps the player to find collectible items in the levels, and "plays a part related to informing the decisions about when to apply violence or not, making it a really interesting, more subtle part of the power fantasy". The Heart provides contextual verbal feedback to the player, offering insight into a particular location, the secrets or history of a character, and its own origins. The Heart was originally designed as a method of identifying assassination targets using vibration and sound mechanics. The design then developed into the concept of the Heart speaking and feeling alive and having its own agenda. As a result of player-conducted testing of the game, the designers decided that a more direct navigation system was required. The Heart's gameplay role continued to change, and it continued to provide narration on its perceptions of different characters, which helped to reinforce the narrative themes and to differentiate the city's social classes in a more subtle alternative to having the characters provide expository dialogue. Colantonio and Smith were concerned that optional use of the Heart would result in some players missing the information it provides, but they considered that it was a part of giving the player the freedom to choose how to play.
The Hound Pits pub, which acts as a base for the player, was initially a larger structure. Filling out the interior of the pub required too many stairs and rooms, and the large amount of climbing made navigation confusing. The team found retaining the large exterior they wanted while creating and disguising a smaller interior that was easier to traverse challenging. The pub's exterior was shrunk to resemble an Edwardian era building, but the interior remained labyrinthine so Colantonio required that a chain be placed outside Corvo's bedroom, allowing him to reach the roof quickly. In frustration, the designers decided to simply close off the third floor entirely. The art team continued to receive requests throughout development, requiring them to extend pre-production until the end of the development cycle. Each design was hand drawn.
As part of the game's promotion, Bethesda employed COPILOT Music and Sound to develop the ominous "The Drunken Whaler", a modified version of the sea shanty "Drunken Sailor". Copilot decided to use ordinary children to sing the lyrics instead of a professional youth choir, aiming to achieve a dark, haunting quality to the music. However, they found it difficult to recruit children from local schools to sing about slit throats and hungry rats, and instead used child actors, adult singers who could imitate children, and the children of their friends. Instruments included violins, detuned and distorted guitars, and a "whaler stomp" created by the team, who stamped on wooden boards to create a pulsating sound. "The Drunken Whaler" appeared in the game's trailer and attracted a positive reception during its presentation at the 2012 Electronic Entertainment Expo (E3). Following its debut, the trailer was watched over 850,000 times on YouTube, and it was awarded the Machinima Best Trailer award.
A set of three animated videos, titled Tales from Dunwall, serving as a prequel to Dishonored, were released in September 2012. The videos show the discovery of whale-oil fuel, the Outsider granting his mark to a small boy in search of revenge, and Piero creating Corvo's mask. All three videos were created by animation studio Psyop and marketing firm Rokkan, narrated by Chloë Grace Moretz, and scored by Daniel Licht. Each Tales from Dunwall episode received a gold Clio Awards for achievement in advertising. In the same month, the game was used as inspiration for prosthetic makeup effects on the television reality show Face Off.
Dishonoreds plot received a polarized response, with many reviewers praising the standalone stories driving each mission, but criticizing the game's overarching narrative. IGNs Cam Shea said it is "a shame that Dishonored's story isn't greater than the sum of its decidedly memorable parts", but added, " Dishonored is a game you'll talk with your friends about". Eurogamers Dan Whitehead, The Verges Arthur Gies, and Giant Bombs Patrick Klepek criticized the end of the game for its generic missions, "late narrative missteps", and abrupt ending. Klepek also criticized the repetitive ambient dialogue in the missions. Whitehead also stated that the unique, inventive, and distinctive missions allowed for memorable gameplay that subverted the overarching story. Joystiqs Alexander Sliwinski was disappointed by the abrupt ending, and that the story did not explore much of the developed world of Dunwall, but said that the overall experience left him wanting more. In contrast, The Escapists Susan Arendt wrote that the story was well paced, and Shacknewss John Keefer stated that it was emotionally immersing and is "role-playing at its story-driven finest", but added that some plot points were not properly explained or developed.
The gameplay was generally praised for giving players freedom to use differing methods to complete objectives and to explore the levels. Keefer wrote that in-game mechanics like the powers and equipment are not essential and did not detract from the story, but served as optional bonuses in levels that can be completed with creativity and cleverness. He also said that some missions offered too much freedom without guidance, leaving the player lost on how to proceed. According to Gies, the game can initially seem unstructured from a level-design perspective, but after exploring them it becomes clear about how much thought went into different actions a player can take, allowing them to experiment instead of focusing on rigid objective-driven design. GameSpots Chris Watters enjoyed the various pathways and methods of traversing each level with "compelling abilities", particularly the "Blink" power, and the freedom of choice which he said made Dishonored "one of the truly remarkable games of" 2012. Arendt said that the game's flexibility was also a shortcoming, with certain playing styles favoring certain abilities that when fully upgraded, preclude the desire to explore levels for further enhancements and resources. Game Informers Joe Juba also wrote that the game punishes players for taking certain paths, particularly one of violence, which results in more difficult gameplay and a perceived less satisfying ending, encouraging stealth over alternatives. Kotakus Jason Schreier contrasted Dishonored with other contemporary video games, and said that where other games may require a player to find a specific solution to defeat an enemy or solve a puzzle, Dishonored "feels like entering a designer's playpen", providing the player with an array of tools and then allowing them to experiment with how they interact with, or break, the world.
Reviewers also said that the game's variety encourages replaying. Computer and Video Games Alex Dale praised the variety and replayability of the game, and said, " Dishonored doesn't demand you see everything it has to offer, although it is compulsive enough to ensure you will". News.com.au William Colvin wrote that the game's only shortcoming could be that it offered too many options, and Watters stated the game achieves a rare feat of being "compulsively replayable". Problems in the player's control of Corvo were raised; Whitehead noted the controls were unresponsive when used in contextual situations. Sliwinski said that the controls worked well.
Reviewers criticized the AI, which some found inconsistent. Whitehead criticized his experience of enemies that can see Corvo from a great distance yet sometimes remain unaware of him while in his enemies' peripheral vision. Juba criticized the inconsistent detection by enemies that lead to unpredictable and unreliable stealth mechanics that could force stealth-focused players into a combat situation, for which their character is not built. According to G4's Jake Gaskill, the AI worked well in combat, with enemies employing different tactics and effectively countering attacks, but when not alerted, enemies would ignore actions directly in front of them. Watters also mentioned lulls in enemy intelligence, but he said that it remained tenacious enough to keep the enemies formidable.
The game's visuals and design were generally praised; Gaskill said that the art style is unique and the game world is both vivid and fully realized, and Gies stated that the game has a "unifying vision and design that stands apart from its contemporaries as something different". Colvin described Dishonored as "a triumph for the medium ... that sets the benchmark for visuals, story, and character performance", and that it is "easily the best looking game you'll play this year". Juba found the "steampunk-inspired" technology designs fascinating, and stated that the visual style and art direction offer a distinct aesthetic that accompanies the "dark and disturbing" lore found in the city.
In North America, Dishonored was the fourth best-selling game of October 2012, selling 460,200 physical units, exceeded only by Pokémon Black Version 2, Resident Evil 6 and NBA 2K13. During the 2012 Thanksgiving holiday weekend (2325 November), it was the number-one game on Steam.
Dishonored won Best Overall Action Game and Best PC Action Game in IGNs Best of 2012 awards, and was nominated for Best Overall Game and Best Action Game on both PlayStation 3 and Xbox 360 platforms. Game Informer named it the Best Action game and one of the 50 best games of 2012. Additionally, PlayStation Official Magazine named it their Game of the Year, Official Xbox Magazine named it the Best Original Game, 1UP.com named it one of their favorite games of 2012, Jeux Video listed as the number 2 PC game of 2011, and CraveOnline named it Best Action Game. The game was named the Best Action/Adventure Game as part of the 2012 Yahoo! Games Game of the Year awards, and GameSpots Best of 2012 series listed Dishonored as the Best Action/Adventure Game, Best PS3 Game, and Best Xbox 360 Game. The 2013 British Academy of Film and Television awards saw the game win the Best Game award and receive nominations for Game Design and Story. At the 2013 Golden Joystick Awards, Dishonored received six nominations for Game of the Year, Best Newcomer, Best Storytelling, Studio of the Year (Arkane Studios), Best Visual Design, and Best Gaming Moment for "Lady Boyle's Last Party". Edge also named Arkane Studios as the Studio of the Year. In 2014, IGN listed it as the sixty-seventh best game of the contemporary console generation, and it was 32nd on PC Gamers list of the Top 100 PC Games.
Dishonored appeared on several lists of the best games of 2012, and was placed at number one by Ars Technica, CBS News, CNET, CNN, Edge, the Daily Mirror, Forbes, and The Guardian (jointly with ); number three by GameFront, Metro, and Paste magazine; number five by USA Today; number six by GameSpy, and Joystiq; and number ten by Slant Magazine. Gamasutra also listed it as one of the ten best games of 2012, while Eurogamer readers voted it as the top game of 2012. In 2013, GamingBolt ranked Dishonored as the 95th Greatest Video Game Ever Made, and in 2015, Rock, Paper, Shotgun listed it as the 23rd best PC First-Person Shooter ever made, while PC Gamer named it the 6th greatest PC Game. In 2019, IGN listed it as the 97th-best video game of all time. Eurogamer and Rock, Paper, Shotgun named it as one of the best games of the decade.
| + List of awards and nominations | |||||
| 2012 | Spike Video Game Awards | Best Action Adventure Game | Dishonored | ||
| Best Graphics | Dishonored | ||||
| Best PS3 Game | Dishonored | ||||
| Studio of the Year | Arkane Studios | ||||
| Best Xbox 360 Game | Dishonored | ||||
| Game of the Year | Dishonored | ||||
| 2013 | British Academy of Film and Television | Best Game | Dishonored | ||
| Game Design | Dishonored | ||||
| Story | Dishonored | ||||
| 16th Annual D.I.C.E. Awards | Adventure Game of the Year | Dishonored | |||
| Outstanding Achievement in Art Direction | Dishonored | ||||
| Outstanding Achievement in Game Direction | Dishonored | ||||
| Outstanding Achievement in Gameplay Engineering | Dishonored | ||||
| Outstanding Achievement in Story | Dishonored | ||||
| Game Developers Choice Awards | Best Game Design | Dishonored | |||
| Best Narrative | Dishonored | ||||
| Best Visual Arts | Dishonored | ||||
| Game of the Year | Dishonored | ||||
| Visual Effects Society | Outstanding Real-Time Visuals in a Video Game | Viktor Antonov, Sebastien Mitton, Jean-Luc Monnet, Julien Roby | |||
| Golden Joystick Awards | Game of the Year | Dishonored | |||
| Best Newcomer | Dishonored | ||||
| Best Storytelling | Dishonored | ||||
| Studio of the Year | Arkane Studios | ||||
| Best Visual Design | Dishonored | ||||
| Best Gaming Moment | Lady Boyle's Last Party | ||||
"Dunwall City Trials", the game's first post-release DLC, was released on 11 December 2012, and contains 10 challenge maps. The player must defeat waves of enemies, complete time-trial challenges, and perform a series of drop assassinations in which the player kills a target by dropping from a location above the target.
Two story-based campaign DLC packs were announced in October 2012 for release in 2013, and follow the assassin Daud as he seeks redemption for murdering Empress Jessamine in Dishonoreds main story. The first expansion, The Knife of Dunwall was released on 16 April, on PlayStation 3, Xbox 360 and Microsoft Windows. It features Daud (again voiced by Michael Madsen) as a playable character, with his own abilities including: "Void Gaze", which combines the functions of Corvo's "Dark Vision" with those of The Heart, guiding Daud to runes and bone charms; his own version of "Blink", which allows him to pause time; and an ability which allows Daud to summon his assassin followers. Additionally, Daud also has his own gadgets, such as stun mines, a concealed wrist-mounted bow, "Chokedust" grenade, which dazes enemies; and arc mines that disintegrate enemies. The Knife of Dunwalls plot runs parallel to that of Dishonoreds, providing Daud's perspective on events, and introduces new locations, such as a whale slaughterhouse and Dunwall's affluent legal district. The Knife of Dunwall also features an additional difficulty level, "Master Assassin", which is made available after completing the content. Dishonored designer Ricardo Bare served as the content's creative director. The second and final expansion is titled The Brigmore Witches and was released on 13 August. The Brigmore Witches follows Daud's quest to stop the eponymous witches from enacting a powerful ritual that will doom Emily Kaldwin, and concludes with Daud's ultimate fate at the hands of Corvo in the core game. The ending, like the main game, is determined by the player's actions and choices, called "chaos level". The DLC carries over player choices and upgrades from a The Knife of Dunwall saved game.
A Dishonored tabletop role-playing game was released on 29 September 2020. Developed by Modiphius Entertainment and adapted by Nathan Dowdell, the game features input from Harvey Smith and writers from the Dishonored video games. The Dishonored Roleplaying Game includes a 300-page corebook and allows players to take on the roles of criminals, assassins, explorers, and loyalists in various story campaigns.
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