This isn’t the clockwork worlds of Outer Wilds or Hitman. Major decisions don’t so much as ripple through the day, but update the mind-map buried in the UI. The smooth movement and honeycombed worlds are occasionally up there with Dishonored, but the enforced repetition renders them lifeless after a few loops, as you slowly unpack how each location is little more than shifting closed off areas, altered set-dressing and enemy placement.

Certain events (the party) beg to be explored through some form of social stealth - but your main means of interacting with the world is a gun - so you just linger in the attic, looking for an opportunity. Puzzles also feel arbitrary - as Colt figures out nearly everything before you do & the information gathered often comes down to hacking door codes and computer terminals.

The sharp contrast between historical neighbourhoods and the decadent pop-facades echo Bioshock Infinite’s automatons rather than Dishonored’s lived in world. Targets are kept at a distance and from what little I learned of them through the playful but often obnoxious writing, I ultimately couldn’t find a reason to care.

Reviewed on Mar 09, 2022


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