Dishonored 2, developed by Arkane Studios and published by Bethesda, has a lot in common with Prey in that they both contain an entity outside of the world the player character inhabits - an entity tasked with evaluating and judging the action of the player. However, in this essay, I examine - through both review, analysis, and critique - how Dishonored 2 is interested in completely different themes: the ways of being available to each and every one of us at any given time. Throughout the years, Arkane Studios have become ever more proficient in using the medium of video games and the genre of the immersive sim to tell engaging, subtle, and empowering stories in large part by using the ludonarrative rather than explicit exposition. The critical reception to Dishonored 2, as opposed to Prey, has been largely glowing; both games, however, are similarly expert at presenting big ideas in big ways.
In the next, and last, part of the ludography, we'll be taking a look at Death of the Outsider as well as Prey Mooncrash.
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