Dishonored System Requirement

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Developer : Arkane Studios
Publisher :  Bethesda Softworks
Platform :   Microsoft Windows, PS 3, Xbox 360, PS 4, Xbox One
Release :      09 Oct 2012

Dishonored System Requirements


    • OS: Windows Vista / Windows 7
    • Processor: 3.0 GHz dual core or better
    • Memory: 3 GB system RAM
    • Hard Disk Space: 9 GB
    • Video Card: DirectX 9 compatible with 512 MB video RAM or better (NVIDIA GeForce GTX 460 / ATI Radeon HD 5850)
    • Sound: Windows compatible sound card


    • OS: Windows Vista / Windows 7 (enhanced for 64-bit OS)
    • Processor: 2.4 GHz quad core or better (enhanced for multi-core processors)
    • Memory: 4 GB system RAM
    • Hard Disk Space: 9 GB
    • Video Card: DirectX 9 compatible with 768 MB video RAM or better (NVIDIA GeForce GTX 460 / ATI Radeon HD 5850)
    • Sound: Windows compatible sound card



About Game

Dishonored is a 2012 stealth action-adventure video game developed by Arkane Studios and published by Bethesda Softworks. Set in the fictional, plague-ridden industrial city of Dunwall, Dishonored follows the story of Corvo Attano, bodyguard to the Empress of the Isles. He is framed for her murder and forced to become an assassin, seeking revenge on those who conspired against him. Corvo is aided in his quest by the Loyalists—a resistance group fighting to reclaim Dunwall, and the Outsider—a powerful being who imbues Corvo with magical abilities. Several noted actors including Susan Sarandon, Brad Dourif, Carrie Fisher, Michael Madsen, Lena Headey and Chloë Grace Moretz provided voice work for the game.

Dishonored is an action-adventure game played from a first-person perspective with an emphasis on stealth action and the use of gadgets and the environment to eliminate opposing forces. The game world is a series of self-contained, mission-focused areas designed for multiple avenues of exploration in terms of in-game movement and powers. Between missions, the player is taken to a central hub called the Hound Pits pub where the player character Corvo can meet with his allies, receive mission briefings and alternate objectives, and convert recovered loot into new equipment and upgrades. In-game areas include loading docks, royal estates, poverty-stricken streets, and a bathhouse. The player can save their progress anywhere, and the game includes a checkpoint save system. Saving is disabled during combat. The game has four difficulty levels which modify the effectiveness of health and mana (magic) potions, and enemies’ awareness, damage delivered, and responsiveness. In the easy setting, health regeneration is possible.


Dishonored features role-playing game elements, such as the ability to upgrade powers and to make moral choices with a focus on non-linear consequences. The game is designed to allow the player to complete it without killing any non-player characters (NPC), including boss characters and mission targets. An example of a non-lethal situation given by co-creative designer Harvey Smith involved the player completing a side mission for a character, and in return that character had two of Corvo’s targets kidnapped and enslaved. Each mission contains multiple ways to explore and reach targets. Movement through and exploration of levels is designed to support the player character’s abilities, rather than specific paths that are aimed at a particular gameplay style, such as hacking or sneaking.Specific elements of missions, such as changes to the color of a target’s clothing and mask in one mission are randomized, requiring the player to explore the game area to find the target each time the mission is played.


The player’s actions are not judged to be good or evil, but instead are tracked by a “chaos” system that records the amounts of friendly fire, violence, and deaths the player causes. This modifies the game world, affecting the story without punishing the player or forcing them to choose one style of play over another. For example, an NPC who disapproves of violence may refuse to support the player, or may even betray them. The game reacts to the chaos caused in scripted ways, such as changing dialogue, and dynamic ways, such as increasing the presence of rats and plagued citizens and adding new scenes. This can affect the active mission and future missions. The system also influences which of the game’s two endings is reached, with variations based on which characters live or die. Using violence allows missions to be completed in less time than using a stealth approach, but violence consumes more in-game resources such as health and mana potions, which are required more often in direct combat.


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