Sigh. I wanted so much more for Deathloop.

Let's get the first major gripe out of the way: it's too simple. Rather than force you to have to use an ounce of brainpower solving the "murder puzzle," Deathloop guides you with a heavy hand through its solutions. All it takes is finding the singular way to kill a visionary at the right time, there are no false leads, no experimenting with different combinations of solutions. There's one correct path, and the game tells you when you've found it. Much more checklist than puzzle. Finding clues is sometimes satisfying, but many times I would receive a notification that I had found another clue despite having no idea what it even was for or how I discovered it. More often than not it ended up being an NPC conversation happening just out of my hearing range but evidently within Cole's.

Much was made about Deathloop encouraging players, unlike Dishonored, to be more cavalier with their abilities and feel free to tear up the town on a murder spree if they do desire. However, I found that most of my attempts at coming out guns blazing fell flat as Cole, even with health buffs equipped, just isn't sturdy enough to take on a group of Eternalists in a straight fight. So even though I could run around the map starting fights without being scolded for it in the story, the only feasible approach in most scenarios was to skulk around Corvo style.

Thankfully the 4 maps are designed well, as you'd expect from Arkane, with lots of alternate routes and tucked away secrets for the curious to find. I really enjoyed the setup of visiting each location during the different times of day and seeing how they changed. There's a ton to find outside of the main quest line, I don't feel like I saw anywhere close to all of it during my playthrough. Save for the few times I got tripped up on some weird geometry, the level design here is top notch.

Deathloop's other biggest strength is its incredible sense of style. The art design, voice acting, and music all come together in a fantastic blend of retro, sci-fi, and blaxploitation aesthetic. It's the rare video game that really feels like there's nothing else quite like it. Arkane deserves a ton of credit for nailing the presentation. I really loved (to hate) all of the visionaries, but I do wish we got more time with each of them.

There's a lot to review with Deathloop because it has so many different parts that come together with varying levels of satisfaction. The slapped together feel of Deathloop's systems is no more evident than with the Julianna invasions. I normally love modes like this, there's something so fun about jumping into someone else's game and affecting the world in some way. The first few times my game was invaded made for some tense battles, and it was satisfying when I survived the encounter. These invasions had diminishing returns however, and the further along I got the more annoying they became. There was really no effort to balance these fights for players of a similar level, so most of the time I was either running and hiding from a way overleveled Julianna or easily taking down or escaping an inexperienced one. The benefits of killing Julianna didn't seem much better than just playing the story and taking down visionaries, so it felt more and more unnecessary the further in I got. Late in the game I had finally had enough when my game was invaded as soon as I entered an area for the fourth time in a row, so I set it to friends only.

While Julianna prematurely ending one of my loops was frustrating, I had several long runs end because of the game crashing, forcing me to redo about half an hour of progress because of the pointlessly stingy autosave system. This isn't a roguelike, these are static levels with objectives, let me save in the middle of them!

The main thing keeping me going was the story. There's a lot less to it than I'd hoped, and there is some weird pacing, but unraveling the mysteries of the island is still mostly satisfying and makes exploring its nooks and crannies rewarding. And despite my earlier complaints about the structure of the game, the final mission absolutely rules and is totally worth experiencing. I also enjoyed the somewhat brief conclusion to the story, so at least it all ends on a high note.

Much like the AEON program, it feels like Arkane had grander plans for Deathloop that never quite came to fruition. The things that Arkane has always done well are great here, but the more ambitious mechanics feel mostly unfinished and oftentimes led to baffling decisions that hurt the better parts of the game.

Reviewed on Sep 28, 2021


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