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Dishonored Ending - Gameplay Walkthrough Part 26 - Rescue Emily - Mission 9 Analytics Table

Income Estimates for Dishonored Ending - Gameplay Walkthrough Part 26 - Rescue Emily - Mission 9

Based on this YouTube video's total view count of 216K views and industry-standard rates, the estimated total earning is $151 - $433 through ad revenue. Historical data is not yet available to calculate daily, weekly, or monthly averages.

About Dishonored Ending - Gameplay Walkthrough Part 26 - Rescue Emily - Mission 9

Explore Dishonored Ending - Gameplay Walkthrough Part 26 - Rescue Emily - Mission 9 with 216,259 views, 3,958 likes, and 642 comments. Experience the impact of this video content that has captured audience attention.

NEW Dishonored Gameplay Walkthrough Part 26 includes the Ending of the Dishonored Story for Xbox 360, Playstation 3 and PC. This Dishonored Gameplay Walkthrough will also include a full Review and the Endings. Subscribe: http://www.youtube.com/subscription_center?add_user=theRadBrad Twitter: http://twitter.com//thaRadBrad Facebook: http://www.facebook.com/theRadBrad Dishonored is a first person stealth-action game developed by Arkane Studios, creators of Arx Fatalis and Dark Messiah of Might & Magic, and published by Bethesda Softworks, publisher of games like The Elder Scrolls V: Skyrim and Fallout 3. The project is headed by Harvey Smith (Co-creative director), the lead designer of Deus Ex, and Raf Colantonio, the founder of Arkane Studios. Dishonored, set against the backdrop of the city of Dunwall and the Rat Plague, follows the story of Corvo Attano, the last bodyguard to the Empress, Jessamine Kaldwin. Corvo is falsely implicated in his charge's death by Hiram Burrows, her usurper and Lord Regent, and is ultimately imprisoned. Driven by revenge, he escapes from prison years later, and becomes an infamous assassin as he strives to avenge his, and the Empress', fate. The game features a "Chaos" system that tracks Dishonored's world-state. The more disruptive your actions, the more chaotic the world becomes. For instance, though an area may initally be calm, players can disrupt that serenity. Some actions are less chaotic, such as killing a guard and hiding his body in a dumpster, whereas raising an alarm or killing a civilian in broad daylight will provoke a greater response from the environment. The opposite is also true, and there are side-missions which, if executed properly, will lower existing Chaos.

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