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From Dishonored design notes
Dishonored shows the cost of violence through the world, not a morality label. The game never labels you good or evil. When chaos runs high, streets fill with rats and some characters refuse to help you.
Dishonored gives every target a non-lethal way to be dealt with. Each target has a non-lethal route, so a player can always choose not to kill.
It never labels you good or evil, and high chaos fills streets with rats and makes some characters refuse help. It always offers a non-lethal route for every target.
Dishonored shows the cost of violence through the world, not a morality label. The game never labels you good or evil. When chaos runs high, streets fill with rats and some characters refuse to help you.
Dishonored gives every target a non-lethal way to be dealt with. Each target has a non-lethal route, so a player can always choose not to kill.
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