Dishonored 2‘s fourth mission is supposedly about infiltrating the home of Kirin Jindosh, a sadistic inventor who must be bumped off or neutralised before he unleashes an army of automatons upon the world. But what you’re really doing in the Clockwork Mansion is invading a brain. Having already seen excerpts from a developer playthrough, I had a sense that the building’s rearrangeable mechanical layouts might reflect the character of its architect, much as Bioshock and Portal’s labyrinths do GlaDOS and Andrew Ryan. I was unprepared, however, for how extravagantly Jindosh’s neuroses infest the place, or for how cruel it feels to slip through the cracks in his amazing creation past the velvet drapes, beneath the lacquered facades and into the whirring schematics of his subconsciousness.