Dishonored: The Knife of Dunwall (DLC) Expansion
Playing Corvo felt like wearing a tailored suit. Playing Daud feels like borrowing his knife. Three missions of immaculate stealth design that every Dishonored fan owes themselves, with one recycled level keeping it from being perfect.
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Essential for Dishonored fans who want Corvo's formula with sharper edges, a voiced lead, and one genuinely stunning new level.
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Acerca de Dishonored: The Knife of Dunwall (DLC) Expansion
I went back into Dunwall expecting familiar ground, and I got something more interesting: the same city, seen through guiltier eyes. Knife of Dunwall drops you into the role of Daud, the assassin who opens the original game by murdering the Empress, and Arkane uses that pivot in perspective smartly. Where Corvo was a silent, blank-slate hero, Daud has a voice, a conscience, and a reason to be in motion. The Outsider shows up and gives him a single cryptic directive: find out who Delilah is. Three missions follow, and the best of them are as good as anything in the base game. The mechanical differences from Corvo are small but they matter. Daud's version of Blink freezes time while he's stationary, which opens up positioning tricks that feel genuinely fresh rather than just reskinned. His Summon Assassin ability lets him call in a Whaler to act as a distraction or a strike partner, which pushes his whole kit toward patience and shadow work rather than loud confrontation. He also carries a wrist-mounted crossbow as his primary ranged tool, and can only use a pistol if he loots one from a body, meaning upgrading into gun combat is simply not on the table. New gadgets like chokedust and arc mines round out a loadout that quietly nudges you to play cleaner and slower than you might have with Corvo. The Void Gaze power, which highlights runes and bone charms, requires two rune investments before it becomes properly useful, so early resource allocation genuinely shapes how the mid-game feels. The first mission, set in Slaughterhouse Row, is the highlight. It takes the base game's industrial gothic atmosphere and makes it literal: a working whale processing facility, complete with bloodied floors, oil-powered saw-wielding butchers, and a suspended living whale slowly draining above a grim collection pit. It is one of the more memorable level designs Arkane produced in this era, and it earns the price of admission on its own. The second mission, set in the Legal District, keeps that quality up with open, multi-route level geometry and strong environmental storytelling. The third mission is where the DLC stumbles: it revisits the Flooded District from the main game with reshuffled objectives. For players who came here to see new corners of Dunwall, that recycled level lands like a shrug. A word of warning on difficulty: this expansion plays harder than the base game. The open level layouts give enemies more room to reinforce each other, and a ghost or clean-hands run takes real concentration. Completionists chasing no-kill, undetected achievements should know they are signing up for something that demands more patience than Corvo's campaign did, even on equivalent settings. Runtime lands somewhere between four and five hours depending on how deep you dig into the lore items, books, and side paths. That brevity is the honest criticism here: the pacing is tight enough that it ends right when Daud starts to feel fully yours, and the story stops rather than concludes, setting up The Brigmore Witches for the actual payoff. If you finished Dishonored and wanted more of exactly that, this delivers it with enough mechanical and narrative texture to justify the return. Just know going in that it is the first half of a two-part arc, and the stronger finish lives in the follow-up.

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- Desarrolladora
- Bethesda Softworks
- Distribuidora
- Unknown
- Fecha de lanzamiento
- Por anunciar