Dishonored 2 : The Royal Conservatory [Mission 5] {Walkthrough/Gameplay}
Channel: theRedLad
Date: 21/07/2019

Dishonored 2
Mission 5 : The Royal Conservatory 
[No Commentary]

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IGN Review :

Splitting abilities and story details up between Emily and Corvo is a smart call on Arkane’s part, as the developer has put a lot of focus on each character’s individual skills, which can only be built up through time and a careful and considered search for upgrade-granting collectibles. Both Emily and Corvo work excellently in either a stealth style or violent playthrough, despite their different supernatural abilities.

Their basics are much the same, though. For those who want to play with a focus on combat, a wide range of ammo is available for your pistol and crossbow, and mines can be used to either stun or dismember your enemies. Should you prefer to play stealthily, each character has the handy ability to choke out enemies during combat if you parry them just right, and knock out enemies by dropping on them from above for a quiet takedown. In terms of supernatural abilities, Emily’s Far Reach works in much the same way as Corvo’s short-range Blink teleport, and both characters can be equipped with Dark Vision, allowing them to see enemies through walls to aid in stealth.
Where they differ is in the more advanced unlockable powers in the later stages that ramps up the fun. Take Emily’s Domino ability, for example: it links enemies together so they share the same fate. You can use this power to take down several enemies at once with a single sleeping dart while hidden in the rafters, or blast one enemy with your pistol and joyfully watch the blood spurt from a multitude of skulls. If you’re playing as Corvo your options are just as much of a good time: his Bend Time ability can stop time altogether in its later stages, allowing for magnificent slow-mo kills or a magical escape after assassinating someone the old-fashioned way.

All of their abilities can be combined in various ways, too, and playful experimentation makes for Dishonored 2’s most hilarious water-cooler moments. With careful timing and preparation, you can send one of Emily’s Doppelgangers into a fray, link her with several guards using Domino, then watch them attack her and unwittingly cut themselves to pieces. Or you could stop time with Corvo while fighting some enemies in an alleyway and possess a nearby rat, leaving them confused about where their prey has gone. In its best moments Dishonored 2 makes you feel like you can control any situation in any number of creative ways.

You can’t lean too heavily on one approach in Dishonored 2 though, because Arkane keeps switching up central gameplay mechanics in each chapter, and that makes each one feel vital and distinct.
In the Dust District, for example, billows of dust will obscure your vision every five minutes or so - but also the guards’, giving you opportunities to slip by that don’t exist on any other map. In the Clockwork Mansion, the layout of each floor can be changed using levers, allowing for quick getaways or access to secret areas. In The Royal Conservatory, you must deal with enemies who can teleport in the same way you do. Those changes all have to be incorporated into your approach to any given situation.

Such unpredictable additions to an already complex world kept me constantly alert and thinking as I pursued my targets. And because mortality is ultimately a binary choice in Dishonored - kill fewer NPCs and you’ll be granted a ‘happier’ ending; kill more and you’ll progress more easily - this focus is very important.
Meanwhile, Dishonored 2’s world is busy doing a great job of accommodating any brand of chaos you can throw at it. The Southern-European-kissed city of Karnaca is not only beautiful, filled with lush greenery and hugged-by-a-whale-boat peppered harbour, but it’s as dense with secrets as Dishonored’s Dunwall, with layers of guard-infested main paths, twisting alleyways, hidden entrances, and tall, bloodfly-infested buildings.

While I did notice some pop-in issues on the PlayStation 4 (which I’ve exclusively played on for this review) in open areas - and one crash - they were no deal-breakers, and overall the detail Arkane has managed to stuff into Dishonored 2 is astounding. The gorgeous, painterly aesthetic has been carried over from the original, and every piece of furniture, artwork and branded oddity feels considered and cohesive. Part of the joy of exploring Karnaca is to uncover Arkane’s dense world building, from the eccentric advertisements to the newspapers expanding on the lore of the world - the suspects in a murder case, for example, or the technological advancements created by crazed industrialists that are shaking up the world.