Talk:Shadow Walk/@comment-17194369-20160929102747/@comment-28380995-20160929230826

It's easy to wish you had extensive knockout abilities when you've got several guards bearing down on you, but would it really make it a richer, more memorable experience? When you Domino + Sleep Dart four guys unconscious, or Shadow Walk someone to sleep, what's the point when you know it's just the same thing (gameplay-wise) as if you'd used bolts or pressed the shadow-walk-kill button? The fun of painstakingly sneaking around an area, noting patrol patterns and slowly choking people in the first one was the knowledge that you could have just zoomed around setting people on fire and jumping on them. But you didn't. You were above that. It took restraint, but you avoided the needless loss of life that could so easily have happened when the odds were stacked against you.

But now that non-lethal is so strong, you no longer seem to have to go out of your way to achieve it, which negates the rebellious allure of it in a killing-focused game like Dishonored in the first place. I don't mean to be overly negative, but the reasons WHY non-lethal was so much weaker compared to lethal in D1 seems to be one of the most overlooked aspects of that game.