Like Groundhog Day but with more guns
Stuck in a time loop, Colt finds himself starting every day
waking up, hungover on a beach with no memory of how he managed to get there.
After some exploration and finding messages, he seemingly left himself, he finds out he can
escape by assassinating the 8 Visionaries who rule the island of Black Reef in
one day. So, his journey of violence and discovery begins!
In Deathloop when you die, you restart at the beginning of the
day. You do automatically have a power that rewinds time three times after a
death preventing small mistakes from being overly punishing. But if you make
too many- tough luck, you need to replay the loop again.
Deathloop is at its heart an immersive sim in the same vein
as games like Hitman and in particular Arkane Studio’s previous outings with
the Dishonored series. This genre is best replayed to experience different
solutions to missions. The clever part of the time loop design is no longer is
exploring levels something that is relegated to a second playthrough, but now a
core part of Deathloop’s design DNA. Missions can be easily replayed by looping
back around and you’ll be exploring each map extensively over the 15-hour run
time.
Equipment and upgrades you find in the world can be saved
between loops by spending a currency called residuum. It encourages players to
save as much as possible meaning that you will always be improving your arsenal
with better guns and upgrades.
The game gives you missions so you are not walking around
blind. Visionary leads allow you to learn more information about the 8 targets and
their behaviours in the loop leading to a perfect day- a loop where you manage
to kill all 8 of them. There are also arsenal leads that encourage Colt to find
unique guns or assassinate the visionaries to steal their slabs (more on this
later.)
Following these leads often involve exploring different facilities
and dungeons that the visionaries may lurk in, however, the implementation is
rather on the nose. By default, you can follow mission markers that point a
massive diamond over where you need to explore. These can be turned off, but
the level design is not smart enough to subtly nudge the player in the right
direction without a serious risk of them getting very lost. It is a hard
compromise and I wish Arkane found a solution to helping the player find the
correct path without blunt signposting.
I also would have liked to see a more open approach to the
perfect day. Arkane’s whole design philosophy is allowing players the freedom
to choose their own approach to certain missions. However, there is only one
solution to killing all 8 visionaries in one loop and it requires you to do a
specific set of objectives in the correct order- and it just surprises me there
is no more flexibility to this structure seeing as the gameplay has so many
potential routes for finishing objectives.
The visionaries are well realised and very expressive. They’re
over the top with distorted outlooks on the world and loop. All of them are
egomaniacs and by encountering them a few times you do paint a picture of what
their personality is like through clever dialogue. There are also numerous text files and audio messages you can find from them scattered around
the world.
The voice acting is also extremely well performed across the
board with phenomenal performances by Jason E. Kelley and Ozioma Akagha for
bringing the main characters of Colt and Juliana to life.
Whilst the characters are exciting and well written, the
main plot is over clouted and poorly told. Some important plot reveals take
place in audio files and messages, and I did read them, but it took me a
while to fully grasp the story there were trying to tell. I am not ashamed to say
that I watched a plot summary on YouTube afterwards and there were chunks of the plot
I just missed, and I would love if they had a clearer, more cohesive and cinematic approach to storytelling.
Despite this, the world is simply gorgeous as it takes
inspiration from 1960 art deco mixed with bold, psychedelic colours. During
gameplay writing appears on the walls around the player, sometimes giving
clues, occasionally referencing nearby characters, or simply taunting the player.
Whilst it isn’t explained until later who is writing these messages, they do help
give the game designers a unique opportunity to play games with the player and subvert expectations.
The level design is also very flexible with many ways to complete the same objectives. I did feel like I wanted to explore more locales though. Rather than including a classic campaign, Deathloop features four maps that can be selected at four different times of the day. Each time period will feature different visionaries and areas however they are still smaller than previous Arkane games. I wanted a more explorable area
This is heightened by a part in the late game, where you
are required to go to a powerplant and restart a generator to reroute the power
to the other three maps- however you can only reroute the power once per loop,
so you are required to play the same section with the same objective three
times. I stopped playing for a month simply because I got bored of the repetition
(but I did come back)
The core gameplay of Deathloop combines stealth and gunplay.
Unlike other immersive sims, a more violent approach is a valid option. Gunplay
is fast and fluid and they feel fantastic to use especially in conjunction with
the haptic feedback on the Dualsense. If you want to take a more passive
approach, you are not punished for being spotted. It is possible to organically
take out the enemies without the entire map being turned high alert.
Deathloop also has Slabs that can be stolen from dead
visionaries. These are powers, and some will be extremely familiar if you have
played Dishonored. Shift is a short teleport that is used for navigation and
stealth, Nexus allows you to link enemies for quick offensive take outs or to
clear an area of guards and my favourite is aether, which allows Colt to
briefly turn invisible to navigate past crowded areas. These are a great addition and each one feels incredibly useful.
Deathloop also features a multiplayer mode in the form of
the ‘Protect the Loop’ mode. Here you play as Juliana, one of the visionaries who
randomly enter a map when Colt is near a visionary. When she invades the
entrance and exit is automatically locked requiring Colt to go out of his way
to enable his escape. When playing as Colt, she is a chaotic element and demands
the player think on their feet. She is even more threatening when controlled by
a human and there is a huge reward if Colt manages to take her down.
I did find with my time playing as Juliana that she is
extremely fun to use and taunt the other player with, but occasionally it is
difficult to track down Colt as his objective is unknown. Colt also has a
serious advantage due to his ability to retry three times before death,
whilst Juliana only has one life.
It is a great idea, and I would love to see this sort of invasion
multiplayer in more typically single-player games. If being tracked and
assassinated by another player in your single-player game sounds like a living
nightmare, it is possible to keep the game in single-player mode where Julianna
is controller by a computer AI or have her invasions set to friend only.
Overall, I did really enjoy my time with Deathloop and working
through its missions was a joy. There is great level design with some stand out heroes
and villains here. The gameplay is flexible and fun to experiment with however some
clumsy storytelling, obvious signposting and lack of locations does bring down the experience
somewhat. Despite that, Deathloop is still one of the best-designed games in
years and I am fully anticipating a sequel which irons out some of these flaws.
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