GB Feature: Dishonored: The Brigmore Witches DLC Review

We've critiqued all of the various add-ons that Bethesda and Arkane Studios have released for Dishonored to date, and with The Brimore Witches out for about a week now, we wanted to make sure that this set of DLC was no different. Enjoy the full review or simply read through a couple of paragraphs:
The good news is that even if The Brigmore Witches doesn't bring Arkane's A-game when it comes to story, the actual gameplay itself is arguably the best Dishonored has seen yet. There are three new missions in The Brigmore Witches, and like the past DLC they take place in a variety of settings, one of which is recycled from the original campaign, but heavily tweaked. Things start out in Coldridge Prison, where your goal is to break someone else out rather than escape yourself, then move on to the Drapers Ward, where two rival gangs battle it out across several districts, and the conclusion takes place in and around Brigmore Manor itself, infested with witches wielding supernatural powers.

Of these missions, my favorite took place in the Drapers Ward, because once again it recalls the most open-ended parts of Dishonored; I always thought the earlier, more exploration-based missions were the best in the game, and the Drapers Ward has a variety of objectives, some of which are optional, split across four large areas, which all have multiple ways to overcome challenges. The Knife of Dunwall also featured a similar excellent open-ended mission, and Drapers Ward is right on par with the best seen in both the DLC and the original campaign. But, the other two missions are also very enjoyable and have varied enough environments that none of it feels monotonous or like a retread of the same old ideas. All those missions are beautifully realized to boot, especially Brigmore Manor, which for the first time lets us see lots of bright green grass and sunshine in the Dishonored universe.