Back to the first brother. Corvo finds an adjacent room, which just happens to control the steam-flow. Grabbing a nearby valve he cranks up the heat, boiling his target (and the wench) inside their love-nest. Ouch. He then heads towards the next arrow, taking our guards silently or avoiding them altogether. Arkane insist that you can pull off a completely death-less playthrough of the whole game - even primary targets can be 'removed' via non-violent means.
Not so our second quarry. Spotting him inside a locked room Corvo once again busts out his possession power and actually enters the body of his target. He stands up from the bed and walks him out onto the balcony. Ooh, it's quite a long way down to the ground.
Corvo then snaps out of his enemy's body and stands behind him. While the second brother stands, disoriented (some enemies will feel nauteous after possession and throw-up) Corvo quickly switches to another power and unleashes a powerful blast of wind that knocks his opponent over the railings, sending him plummeting to the street below. A crowd gathers, and Corvo uses this to his advantage, leaping off the building and - just when he's about to hit the ground - possessing one of the by-standers to break his fall. Clever.
Apparently, this last move (using possession to break a fall) wasn't something the developers originally thought about; it was discovered by a QA tester, messing around with the game's various powers. The second playthrough shows Corvo using a wider variety of powers and toys. Instead of a fish-based entry, he goes for a more traditional route along some nearby roofs - Assassin's Creed style.
There's a guard on one of the Golden Cat's balconies, and Corvo leaps on him from above, sticking his short-blade diagonally through the poor man's neck to break his fall. He then leaps onto a ledge, carefully shimmies along and jumps into the building through an open window. Once inside, the massacre begins.
No more silent chokes or hiding bodies, Corvo pulls of bloody executions on unsuspecting guards, stabbing them from behind in clean, canned animations. He's spotted, and attacked by several guards at once. Some he slices using melee attacks, some he takes out with flame-covered darts from a wrist mounted cross-bow (which immolate enemies completely), and others he blows to small pieces with grenades.
However, the coup de grace comes when Corvo stops time (yes, like he does in the trailer) lines up three perfect headshots from his pistol and then 'presses play'. His attackers collapse in synchrony. This isn't just bullet-time - its actually stopping time to pull of kills we know will make us feel like a complete badass.
The developers don't mess around with their targets this time, wiping them out quickly and efficiently. Interestingly, the brothers are in different locations this time. According to Arkane, primary targets move to one of a few alternative spots every time you replay each level, providing a certain amount of replay value.
We're then shown a taste of a few other skills, as Corvo takes the fight to the streets. He opens up a portal in the middle of the road and hordes of rats pour out, swarming over rushing attackers. He picks more off with pistol, cross-bow and blade - switching between them quickly and smoothly. Even with this efficient combat, though, Corvo still looks as if he's going to be overwhelmed.
The developer switches to the possession power for the last time, targets a rat and... well, becomes one of about fifty rats, crawling over the street. Now, how many games let you play as a rat?