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Deathloop

Developer: Arkane Studios Publisher: Bethesda Softworks
14 September 2021
Deathloop - cover art
Glitchwave rating
3.43 / 5.0
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451 Ratings / 5 Reviews
#1,253 All-time
#44 for 2021
In DEATHLOOP, two rival assassins are trapped in a mysterious timeloop on the island of Blackreef, doomed to repeat the same day for eternity. As Colt, the only chance for escape is to end the cycle by assassinating eight key targets before the day resets. Learn from each cycle - try new paths, gather intel, and find new weapons and abilities. Do whatever it takes to break the loop.
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Deathloop Deluxe Edition
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RU 5 055856 428657 PPSA-01670
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Arkane has finally managed to make a version of Dishonored where open combat doesn't suck, hooray!

Deathloop is cobbled together from a lot of familiar parts. Throwing bottles, blinking, drop assassinations, a totally-not-supernatural double-jump. Anyone who has played the Dishonored games will find the tools available to the player to be very familiar, and yet playing Deathloop felt different enough from Dishonored that I was able to find it new and thrilling. Part of that is owed to the aesthetic, which is about as textbook 60s retro-future as you can get without completely drowning you in wild technicolor designs a la We Happy Few. But the other part, the more significant part, is that you are completely unable to manually save - a complete inversion from Arkane's other games.

Taken on its own the central concept of Deathloop is intriguing, as playing with time is something that I think is uniquely suited to games, where you get to be the one controlling things. Arkane Lyon have already proven to be capable developers when messing with this concept, but Deathloop’s whole-hearted commitment to the idea is where I found real excitement. As you’re only given one day, you will never see anything as dramatic as the years of change from Dishonored 2’s “A Crack in the Slab”, but there are so many more locations and little details here that the end product is still satisfying.

One of the most notable changes if you’re playing this right after the Dishonored games is that this Corvo is named Colt, he has a voice, and he is absolutely not afraid to speak his mind, even if it’s dumb as shit (and it usually is). Colt being one of the few people who can remember earlier loops works fantastically as a game mechanic and as a source of comedy. Bringing it back to manually saving - the complete inability to do so incentivizes just taking risks and hoping you don’t get looped right as you’re trying to do some important shit, but the loop itself means that failure isn’t catastrophic. In fact, abusing this loop and its quirks to gather information in little bite-sized chunks makes revisiting the same levels feel much less tedious than it might sound on paper, as mastering the loop is as much a goal for Colt as it is for you as a player.

Gathering upgrades across loops doesn’t feel like a chore the way it could in Dishonored, and despite most of the powers making their original appearance in a stealth game, getting into firefights can be a lot of fun (and is viable!) - I had a build that let me create a bunch of poison clouds and then blow myself up to ignite them. Nexus - this game’s version of “Domino” - still feels pathetic and useless, but it's entirely possible that I'm too peabrained to use it effectively. There is a real sense of growth as you acquire more upgrades for your powers, and it’s exciting to tear through a level that you know like the back of your hand - up until a player-controlled Julianna tries to place landmines and snipe you in spawn. Yes, this game has an invasion mechanic, and although you can turn off player-controlled invasions (I recommend doing so) it’s still on by default, and as such is one of the game’s prominent weak points.

As you progress through the loop and listen to tens of “are they angry, having fun, or... both?” conversations between Julianna and Colt, these little fragmented bits of story, character quirks, and exploitable weaknesses coalesces into a real plot that has real momentum behind it. The game staggers a bit at the end - I won’t spoil anything - with the way it handles this, and it’s the other “big” drawback of this game. I suspect an ending with more playable elements would be more satisfying, but in an immersive sim every additional piece of gameplay adds tens of ways for things to break, so I don’t blame them for keeping things scripted. It’s not even really a let-down - it’s an adequate ending - it just can’t match the hype the previous 20 hours have built up. The mission preceding it (where you acquire enough information from the leads to go through the final loop) also has too much guidance, and I think that it would’ve been an excellent opportunity for the player to demonstrate their knowledge and mastery of the levels and nudge everything into place one last time. All the information is already in the journal so players who take a break from the game can still consult it for reminders, meaning there’s not really a reason for it to be so hand-holdy this far in. Again, this complaint is fairly minor and doesn’t affect my enjoyment of the game in any huge way.

Taken as an entire experience, Deathloop is one of my favorite games this year, and barring some completely bonkers release in the next few months (it’s possible) I suspect this will be my GOTY. It is so far up my alley that it’s scaling the wall at the far end: an imsim where being loud doesn’t feel like a sin, where the characters are as fun as the gameplay, and where you will never have to quicksave.
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jobosno 2021-12-04T06:04:23Z
2021-12-04T06:04:23Z
10.0 /10
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The gunplay was satisfying as hell, but the real draw for me was learning each location, character, and event inside and out. Weeks after completing, I still feel like I know more about Updaam than my own university's downtown, and that familiarity took mental effort to catalogue the details in my head during my few dozen trips to Charlie's LARP island.

This relationship I had with the game is the same relationship Colt had with Blackreef. My experiences matched one-to-one with the man I was playing as in the story. Making death and respawning a diegetic element of the story helps get the character into my shoes, and Deathloop isn't the only game to succeed with this idea (see: Hades, Katana ZERO, etc).

Unfortunately, due to the nature of its story, I had figured out how to break the loop hours before I was able to execute the plan, which made the last few hours more of a final exam than a victory lap, and the ending I ended up choosing wasn't as satisfying as I wanted it to be. I still loved the 15 hours I had with the game up to that point, with gameplay so invigorating I wasn't even that annoyed by color-based RPG gear mechanics.
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Geneva7274 2023-12-11T00:44:28Z
2023-12-11T00:44:28Z
4.0
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juice
Arkane should make a sequel to Obra Dinn that would be cool i think
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“Deathloop” can be overwhelming at first, but once you take the time to understand its dynamics, it can become quite addicting. I just took the dynamics the wrong way: I used to ignore all the menus and reloop myself as in a roguelite, but following the leads becomes essential in completing the game. Solving all the main questlines and finding hints is mandatory, as the point is to find out the right strategy to kill all enemies in a single loop instead of getting better at shooting to the point you’re invincible. I’m pretty bad at first-person shooters but could finish most quests easily, it just took me a few tries to remember the areas and find the right approach. There are also many shortcuts waiting to be found in plain sight.

Succeeding at a perfect loop felt really rewarding, but unfortunately, the ending provided little to no payoff, even after the update. Definitely not worth checking out for the plot.

I also experienced many bugs on PS5 while browsing through the menus before the beginning of an area, which forced me to restart the games countless times.
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manicure 2022-12-24T13:23:16Z
2022-12-24T13:23:16Z
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Blackreef: Where the Party Never Stops
Deathloop is an enigma. Is it a stealth game or a shooter? Is it connected to the Dishonored franchise or is it not? Is it Arkane Studios’ best game or their worst? Ask folks on the net and you’ll get no shortage of different answers.

It doesn’t take a magnifying glass to spot the DNA of Arkane’s previous games here. Roguelite elements, like those in Prey: Mooncrash, play a central role. Most of Dishonored’s supernatural powers are back but with new names. The process of collecting environmental resources and spending them on upgrades, a la Prey, is here too, albeit in a different form. Even fragments of the ill-received Wolfenstein: Youngblood (which I enjoyed more than most) are on display, in the form of satisfying gunplay.

This last point is key, because Deathloop throws Dishonored’s morality systems out the window. Gone are the gameplay and storyline repercussions for shedding too much blood. The island of Blackreef is partying like it’s Groundhog Day and you’re invited. Kill someone? No big deal. They’ll be back tomorrow and so will you, still suffering from the same perpetual hangover.

The loop is a double-edged sword. On the one hand, it removes the shackles of perfectionism that restrain some imm-sim players (including myself) from embracing the messiness of experimentation. When there’s always another loop, abandoning stealth and getting into a firefight isn’t a big deal. The game’s looping nature also largely negated my desire to save scum. Even if I had wanted to, it would’ve been impossible – Arkane Lyon removed the option of saving manually. I suspect this was a very intentional choice to break the habits of players such as myself.

But the loop isn’t perfect. Because of the game’s structure, you’ll find yourself exploring the same four areas over and over. Initially, as you crawl through caves, scour offices, and loot laboratories, you’ll effortlessly uncover gossip, hints, and secrets. But as you loop again and again, the well of whispers quickly runs dry, and solving the minor mysteries that remain often feels more like work than fun.

Another major change from Arkane’s previous works is the tone. While I enjoyed the banter between Colt and Julianna, the tone of the writing in the many documents and notes littered around the island often felt over the top. The worst offenders were the chatroom-like messages between the game’s antagonists, which aim for parody but overshoot into the realm of pure inanity. Then again, I’ve never been privy to the conversations of the rich and famous. Maybe this is how socialites and billionaire entrepreneurs communicate with each other?

What really sets Deathloop apart, however, is its multiplayer. Although you’ll spend most of your time facing off against AI enemies, who are about as dumb as you would expect from a bunch of stoned, drunken partygoers, your true opponent is Julianna, who is usually controlled by another human player. Being invaded turns Deathloop into a game of cat and mouse, and brings with it a tension that few single-player games could ever match. You never know if your opponent is a dope who will leave herself open to an easy headshot, or a crafty killer who will cleverly lay traps or sneak behind you for a quick backstab. When there’s always a chance of a talented gamer dropping into your game and wrecking you, you can never feel completely at ease.

What’s my final verdict regarding Deathloop? Well, it certainly hasn’t dethroned Prey as my favorite Arkane game. Would I put it above Dishonored and its sequel? That’s a tougher question – ask me again next loop. (Or better yet, wait until Redfall comes out and jumbles these rankings once again.)
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toadhjo 2022-10-20T08:14:15Z
2022-10-20T08:14:15Z
4.5
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Hint loop
Cool gameplay but it becomes repetitive as the game really forces you to redo loops just to find a few more hints.

Combats are very interesting at the begining with cool powers, but once you get used to it the AI is not that surprising and you can just go blasting everywhere.

The attacks from a real player Julianna are very stressful in a good way. You feel like a prey and have to be creative to get her. A very good addition to the game, and wish other games would add such feature.

It's hard not to compare with dishonored as it's clearly inspired (especially the powers), but it lacks the reason to go smart like Dh did, and it doesn't have a rich lore/storyline.

Although that review seems quite harsh, I still enjoyed my playthrough. Just don't expect it to be a GOTY.
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axlm26 2022-10-03T22:44:40Z
2022-10-03T22:44:40Z
3.5
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I'm not sure if I should raise or lower my score based on this game's ambition. On one hand, it's easy to appreciate all its trying to do and how unique it can be at times. On the other hand, it makes it all the more disappointing that so little of it works. The game ends up being very reptitious and constant returns to levels hammers home how lackluster the level design is -- this coming from Dishonored 2 which was a masterclass in level design? The combat is no better than Prey and the stealth is much worse than Dishonored, which leaves this pale imitation of both. Where the game really suffers for me is how dense it is full of trash. Dealing with the menus, trinkets, loadouts and missions is such a chore. The game should have scaled back and tried doing a couple things right, instead. I appreciate all its ideas but it just doesn't work for me. Then you have the over-the-top writing, visuals, and bad humor that just doesn't vibe with me at all. I'm glad Arkane got a major win in critic's eyes but this was such a letdown as a longtime fan of the studio.
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SUPER_Lonely_Panda 2022-01-02T18:45:37Z
2022-01-02T18:45:37Z
3.5
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Catalog

C_Shanty Deathloop 2024-03-29T00:59:36Z
2024-03-29T00:59:36Z
2.5
In collection Want to buy Used to own  
neo_ryuu Deathloop 2024-03-28T20:35:03Z
2024-03-28T20:35:03Z
4.0
In collection Want to buy Used to own  
Obywatel Deathloop 2024-03-28T16:01:56Z
2024-03-28T16:01:56Z
3.5
In collection Want to buy Used to own  
FirstMate Deathloop 2024-03-27T16:08:32Z
2024-03-27T16:08:32Z
3.5
1
In collection Want to buy Used to own  
_Kotophey_ Deathloop 2024-03-27T15:18:14Z
2024-03-27T15:18:14Z
In collection Want to buy Used to own  
BindTortureIll Deathloop 2024-03-20T23:21:16Z
2024-03-20T23:21:16Z
5.0
In collection Want to buy Used to own  
bejesus Deathloop 2024-03-18T02:35:19Z
2024-03-18T02:35:19Z
71
In collection Want to buy Used to own  
arkane Bethesda
C7A7A Deathloop 2024-03-16T22:48:54Z
2024-03-16T22:48:54Z
3.0
In collection Want to buy Used to own  
rsaladmoney Deathloop 2024-03-13T19:34:38Z
2024-03-13T19:34:38Z
4.0
1
In collection Want to buy Used to own  
willwokbir Deathloop 2024-03-12T14:13:45Z
2024-03-12T14:13:45Z
In collection Want to buy Used to own  
frankapizz Deathloop 2024-03-11T04:19:42Z
2024-03-11T04:19:42Z
4.0
In collection Want to buy Used to own  
DougDufus Deathloop 2024-03-08T22:09:42Z
2024-03-08T22:09:42Z
3.5
2
In collection Want to buy Used to own  
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1-2 players
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  • Previous comments (93) Loading...
  • wayfaring 2023-08-01 20:42:02.704241+00
    this is absolutely not a rogue-anything and I can't believe so many people are voting for it
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  • silentman 2023-10-24 16:22:25.248459+00
    Incredibly streamlined "Mooncrash", where the streamlining worked to the games detriment. When you are still discovering things it feels like the possibilities are infinite, by the time you star the last loop it feels like slightly tiresome busywork. Still a pretty great Arkane immersive sim, if the streamlining got them more sales and accolades, all the better. Let's hope Redfall was a onetime mistake.
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  • sunshinerecorder 2023-11-24 21:17:51.889794+00
    fantastic game, liked it a lot
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  • Cacola 2023-12-01 00:06:00.773983+00
    maybe the most Pure Fun immersive sim, does an incredible job at just being an infinite fun box. But Prey has better atmosphere and intricate systems that interlock really beautifully that still puts it a notch above this.
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  • Cacola 2023-12-01 00:07:02.159649+00
    def deserves a higher rating
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  • COSMIC_CADET 2024-02-05 14:23:53.762443+00
    can't get into this, the UI is hell
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  • K4D3N 2024-02-12 06:54:57.085846+00
    I'm only 2hrs in rn but does the dialogue feel a little grating to anyone else?
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