I think I can jump onto another light fitting from here. I'm wrong. I slip, fall, and land inches behind a gold-masked Overseer looking out of the fifth-story window. I only have a split second headstart in getting over our mutual surprise at the situation, and I use it to stab him in the neck.
A second after his body hits the ground, I hear carpet-softened footsteps coming down the hall. Panic. After mentally rejecting three even crazier ideas, I hoist the Overseer's body over my shoulder and jump out of the window.
Dishonored is mostly a stealth game, where you play a kind of assassin, in a somewhat steampunk city. Those floundering qualifiers are part of the fun: you don't have to hide, you don't have to kill anyone, and while the city of Dunwall mixes matchlock pistols with crackling Tesla tech, it's a rusty, crumbling place that feels unique.
As I sail out of the window, still holding the dead guard, I twist round and Blink back onto the window ledge. There are only six magical powers in the game, and you probably won't use them all, but you'll definitely use Blink. It's a short-range teleport spell that's almost free to cast, and quickly becomes your main way of getting around the game.
It's silent, so it makes stealth faster and more versatile: you can Blink past the path of an approaching guard to stab him in the back when he investigates your former location. And it also gives you a precise and reliable way to climb on the scenery. The game shows you the spot you'll jump to as you aim the spell, so the kind of player who habitually falls off light fittings can still blink to a fifth-story window ledge without falling to his death.

I'm wrong.
Dishonored's missions unfold across huge chunks of this plague-infested city. The best of them spend that space in breadth as much as length, letting you explore several city blocks outside of the building you plan to infiltrate. You're free to sneak through the rat-riddled alleyways, clamber up to the rooftops and Blink between them, or dive into every open window and ransack the buildings for secrets and loot. It's a fantastic sense of freedom.
There are even side quests in these extensive regions, and masses of incidental storytelling. Books, notes and diaries offer you enigmatic clues to stashes of loot, safe combinations and magical items.
The city watch patrol most of it, but other sections are ruled by thugs, the gutters crawl with plague-zombies, and some apartments are inhabited by stranger folk altogether.

I'm in the meeting room my target is headed for, and there are two glasses on the table. My mission is to kill the Grand Overseer, but there's an optional extra: he's about to poison one of the few good men left in the city watch, and I've been asked to prevent it. I'm just about to do something clever with the glasses when the doors swing open.
I Blink behind a screen in the corner of the room and hold my breath. The guards yell in alarm, I switch to grenades and brace for them to... rush out through the other doors. They didn't see me! They must be responding to something else going on. Oh, the bloodied Overseer I just threw off the building? I guess that might be it.
An objective note tells me I've prevented the poisoning, with my ingenious and totally intentional distraction technique, so now I just need to take out my target. I slip back out of the window before the metal shutters come down, and Blink down to street level. There's a gutter down here with a tiny window into the Grand Overseer's safe room, so all that's left to do is to load my crossbow and wait.
I won't spoil what it is in this mission, but it's a good one. In general, too, I like the ridiculous idea of a game about a 'supernatural assassin' going to such lengths to cater to the extremist player who'd want to leave every single person alive. And how many people you kill actually changes the later levels: the more corpses you leave in your wake, the more rats and plague zombies you'll encounter.

It's a strangely sanctimonious attitude for a game whose most interesting features all revolve around arranging inventively horrific murders. Particularly when the nonlethal objectives are often crueller than death – one of them is to leave a woman unconscious at the mercy of a terrifying creep who's in love with her.
If you take the hint and try to avoid killing, you hit a practical problem: there's only one nonlethal weapon. Your trademark retractable blade, your upgradeable pistol, crossbow bolts, incendiary darts, explosive rounds, grenades, proximity-triggered springrazors, the Jedi-like Wind Blast, the rat-powered Devouring Swarm, rewired Arc Pylons, Walls of Light and Watch Towers all kill.
Sleep darts don't, so the merciful play style is limited to those and a very slow sleeperhold move. There's still a quiet satisfaction to playing this way, but it's much more repetitive than messing around with all the rest of the horrible toys the game gives you.

What it never loses is the feeling of a world full of interesting systems to tinker with. Take the technology: every security device is wired to a control panel, and everything that needs a lot of power is wired to a whale-oil battery. Every panel can be rewired to turn the device to your side, and every battery can be removed to turn it off.
At one point I couldn't find a way past an Arc Pylon: a Tesla-coil that obliterates any intruder in a certain radius. The panel to rewire it was in range of the Pylon itself, impossible to reach alive. The battery that powered it was on a low platform that I also couldn't get to without going near the Pylon. But I could see it, and I happen to know that whale oil batteries are volatile.
I shot it with a crossbow bolt, the battery blew, and the Pylon powered down. While the guards investigated the explosion, I crept over to the control panel and rewired the Pylon. I found a spare battery in a nearby storage closet, and when the guards returned to their posts, I snuck down to plug it in. The Pylon powered up, now wired to zap anyone but me, and I watched the battery's glowing oil drain a few inches for every guard it frazzled.
I got cornered by a swarm while sneaking through a manor house. I'd slipped past two thugs to get into a bedroom, but now the rats were between me and the door. So to solve two problems at once, I fired my gun at the wall.
The thugs ran over to investigate the shot, the rats ran over to investigate the thugs, and while the seething mass of vermin and flesh wrestled with itself, I skirted round it and snuck upstairs.
Something else Dishonored never loses is its aesthetic flair. Dunwall is a rotting city port defined by the sharp divide between rich and poor. Everything is weathered, faded and crumbling except for the pristine soapstone mansions of the aristocracy, and the game art relishes that grotesque contrast. Every monied bureaucrat wears a caricature of a sneer, every plague victim an exaggerated look of permanent dismay.
The masquerade mission is the visual centrepiece: a silk draped party in a manor of dazzling opulence, attended by bitchy socialites whose monstrous masks seem like an externalisation of their ugly indifference to the plague. In the street outside, its vomiting victims are cut down by the guards' explosive arrows if they stumble too far out of the gutter.
Dishonored's whole world is textured with an oil-painted smudge that brings out the 19th-century vibe – despite the sci-fi tech. That's part of what makes its atmosphere so intoxicating: we don't often get to explore a setting like this.

This is all PC specific, and our version gets all the special attention we like: field-of-view options, responsive mouse movement, graphics options – you can even 'Disable rat shadows'. +5% to the score right there.
The only thing I can't vouch for is performance: Bethesda aren't letting code out of their office at time of writing, so I've only played it on a 2.8GHz Core i7 with a 2GB GeForce GTX 670 graphics card. On that setup – contain your shock – it ran smoothly.
The fact that someone's still putting real effort into the PC version of their multi-platform game is one good reason to buy it. But with Dishonored, there are quite a few. The fact that it doesn't have any unskippable boss fights. That it's one of the few major new games that isn't a sequel or a remake. That a developer went to huge lengths to allow players this much freedom, and a publisher gave them the time and money to make it this slick.
It's a big, shiny example of so much we keep asking for in games, but rarely get. Luckily, the best way to vindicate it is to buy and then play an amazing game.
requirement:
minimum:
| CPU: | 3.0 GHz dual core or better |
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| CPU Speed: | Info |
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| RAM: | 4 GB |
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| OS: | Windows Vista / Windows 7 |
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| Video Card: | DirectX 9 compatible with 512 MB video RAM or better (NVIDIA GeForce 210/ ATI Radeon HD 5470) |
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| Sound Card: | Yes |
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| Free Disk Space: | 9 GB |
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| CPU: | 2.4 GHz quad core or better (enhanced for multi-core processors) |
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| CPU Speed: | Info |
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| RAM: | 4 GB |
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| OS: | Windows Vista / Windows 7 (enhanced for 64-bit OS) |
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| Video Card: | DirectX 9 compatible with 768 MB video RAM or better (NVIDIA GeForce GTX 460 / ATI Radeon HD 5850) |
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| Sound Card: | Yes |
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| Free Disk Space: | 9 GB |
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