🗓 OCTOBER 9, 2012
◀◀ REWINDING TO
2012
NOW · 2026
Fifteen years ago, a game arrived that let you decide how to disappear.
2012
ON THIS DAY
PLAYERS
Publisher
Bethesda Softworks
Developer
Arkane Studios
Genre
Action-adventure
Released
OCTOBER 2012
Origin
United States
System
—
Fifteen years ago, on October 9, 2012, Dishonored launched in the United States for the Xbox 360. It was a game that offered a stark choice: stealth or direct confrontation, a whisper or a roar. You stepped into the soot-stained boots of Corvo Attano, a royal bodyguard framed for the murder of the Empress he was sworn to protect.
WHY IT STILL MATTERS
The world it presented was one of stark contrasts: the opulent halls of the wealthy perched precariously above the plague-ridden streets of Dunwall. Technology and magic intertwined, offering tools like teleportation and possession for those willing to embrace the supernatural. The city itself felt alive, a complex ecosystem of guards, citizens, and stray rats, all reacting to your presence. The real magic, though, was in how the game let you navigate it. You could ghost through levels unseen, a phantom in the shadows, or you could become a whirlwind of blades and magic, leaving a trail of stunned guards in your wake. The game tracked your 'chaos' level, a subtle nudge that your approach had consequences, shaping the world and its inhabitants. It was a masterclass in emergent gameplay, where the player's choices, both grand and small, genuinely mattered.




Dishonored is celebrated for its deep immersion and player agency, influencing the immersive sim genre with its intricate level design and consequence-driven gameplay.
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First-person perspective
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Stealth and combat gameplay
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Supernatural abilities
NEXZY
▲ Now-ish — thin panel.
NEXZY REWIND
OCTOBER 2012
When Dishonored first arrived, how did you approach Dunwall?
You tell us — tap to vote
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