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Dishonored: The Brigmore Witches review

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  • Dishonored: The Brigmore Witches review

    Daud is not supposed to be a squeamish man: he is, after all, the assassin who drove a knife into the heart of Dunwall's Empress and made off with her quivering child during the opening scenes of 2012's Dishonored. Even so, the first time you encounter a Brigmore Witch - a siren riddled with varicose veins and black magic - you'd be forgiven for letting out a spindly yelp. These shrieking, teleporting hags are perhaps the most upsetting antagonists yet in Arkane's stealth action game (of which The Brigmore Witches is the second major expansion), not least because they are led by that most alarming of creative fiends: the mad painter.
    Delilah and her coven live in the dilapidated Brigmore mansion, one-time seat of an ancient family that was bankrupted a generation ago. The mental decay behind her own handsome face is reflected in the crumbling masonry and rushing brown water of her headquarters, which are made all the more unsettling by the beautiful surroundings of this greenbelt residence. But before you venture into the vast Brigmore estate, you must chase through a handful of other missions in Daud's story arc, as introduced by the preceding episode, The Knife of Dunwall.
    The first of these sees Daud enter Coldridge prison - shortly after Corvo, the protagonist of the original game, escaped one of its cells. Far from a straightforward reuse of the location, this time you're able to explore the prison's various wings, choose which of its inmates to free and even witness the execution (or salvation, if you choose to intervene) of the guards held responsible for Corvo's escape. It's an ingenious set-up, offering an alternative perspective on a familiar location during the aftermath of familiar events. But with Daud's unique set of abilities - which allow him to conjure forth assassins, or to pull enemies toward him and choke them out while suspended in air - it feels quite different.
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