Reviews from

in the past


Deathloop had me in the beginning with its quirky style and story, Colt’s investigation into Blackreef interesting for a time. Unfortunately the longer I played, the less invested I became. The four areas recycled the entire game, even with the differences between times of day, just became boring—this extends to the lack of variety in enemies as well. I often felt frustrated with the stealth too, detection being overly sensitive even when stationary in full cover.

But I liked Colt and Julianna, their banter silly and a little bit endearing. It’s just a shame the story fizzled out like it did. Like always I finish what I start, so it’s not like I didn’t give it a chance.

incredible game.. questionable ending cutscene.

Tried this on game pass and didn't like it. I've been a fan of Arkane with games like Prey and Dishonored, and despite mixed reviews I wanted to at least try out this game. The enemy AI is completely brain dead as you could kill someone right next to them but as long as its not in eyesight, they won't react. The levels are very linear and its just very boring to navigate. I'm glad I didn't buy this game.

pog!!!!! i did not play this for more than a hour and lowk hated it

Let’s make a time loop game. First, we need to establish a mystery, something that’ll really play into the strength of the format, with something new to discover each loop. Since we at Arkane have mastered the magical assassin concept, we’ll blend the ideas, and have players discover how to assassinate a list of targets across a repeating day.

But how do we prevent players from just lucking into a solution, going to the right places and beating the game in two hours? Dishonored was already criticized for being short, and if even 1% of players beat the game in one run, we’ll never hear the end of it. So, we’ll have to force some repetition: some necessary codes will be mutually-exclusive, so players will have to loop at least a few times before they’re able to unlock the ending. We’ll author a linear sequence of events that will guide the player and pace the experience.

What about players who get tired of the repetition though? It won’t take long for people to get tired of repeatedly fetching their favorite weapons. To solve that, we could have players preserve their loadout between runs… but that would mean that we need to add a little more depth to it, so they don’t just gather everything once and stop caring. The weapons could have randomized bonuses like a looter-shooter, and collectible trinket buffs as well. Adding in character buffs and loot rarity would ensure that there’s always something new to find each run.

Of course, that will work well with the invasion-based multiplayer. Everyone will be fighting a unique opponent, which is great. We can also kill two birds with one stone by limiting the amount of powers players can equip at one time, further emphasizing unique approaches and making gunfights easy to follow. Speaking of limitations however, there will need to be some sacrifices in the realm of map design, since having a one-on-one fight across sprawling maps with load zones would be a nightmare, especially if hiding on rooftops and turning invisible is on the table. So, we won’t have events progress in real time, just in a single time-of-day per mission, because we won’t know how long those encounters may last. It also wouldn’t be good to lock weapons and buffs behind the multiplayer system, because that would let expert assassins steamroll new players. As a final failsafe, we’ll include an option to only play single player, in case it devolves into an invisible sniper camp fest.

Great. This design makes sense from front to back. We’ve walked through all the decisions and how they fit with all the others. We’ll have a time loop game where… players preserve everything from loop to loop, with no time pressure to navigate a linear sequence of events. We’ll prevent players from being bored with excessive repetition by… having them farm currency and random items. They’ll do that until they feel comfortable with tackling the big challenges and handling multiplayer invasions, because losing to an invader resets all the progress on your current loop. You’ll only ever do it when you’re not trying to focus on completing the story, since multiplayer has no benefits compared to isolating yourself in single player.

Hold on, how did this happen? We made decisions that made perfect sense; why is everything so wrong? Why do all our systems work against themselves? I guess it’s because we started with some good ideas, like the time loop assassin stuff and spy-versus-spy multiplayer invasions, but then immediately focused on how to sterilize those core concepts for people who aren’t interested. We made a time loop game and then removed all the time pressure! We took the magical powers and intricate maps we’re great at creating, and saddled them enough limitations to where they're worse than our old games! We made those sacrifices so the multiplayer would work, and then disincentivized engaging with it, killing the point and the playerbase in one shot! Next time we try this, we gotta keep it simple. Focus on what we think is cool and commit to it. Start from scratch. Ok.

Let’s make a time loop game.


I really wanted to like deathloop. Two bipoc main characters, an interesting premise revolving around time looping, and a creepy mystery to solve. However, in execution, Deathnote just falls extremely flat.
The weapons aren't fun, and neither is the combat.
The world doesn't look interesting. It's just like any other FPS made in the samey engine.
The voice acting and dialogue is atrocious.
For a game that wants you to keep playing to discover the story and all the gameplay has to offer, both are executed so poorly and are so shallow that you've seen everything it has to offer in an hour or less.
If this game had been given a bit more care and attention and had someone better behind the direction, it may actually have been one of the best releases of the year. But we don't have that game. We have this game. And it's a hard pass.

****note on my ratings:
half ⭐: hot trash garbage
⭐: below average, needs work
⭐⭐: average
⭐⭐⭐: pretty good
⭐⭐⭐⭐: excellent
⭐⭐⭐⭐⭐: all time favourite
half star ratings between those mean it's slightly better or worse than stated in this list.
*

A jogabilidade é altamente refinada e eu gosto bastante da forma que o subgênero roguelite é integrado à narrativa. Entretanto, sinto que o level design torna as coisas muito fáceis, tendo o jogador vários caminhos que tornam toda a coisa trivial. Não existe um verdadeiro desafio stealth, tendo em vista que a inteligência dos inimigos é nula. O mesmo vale para o combate direto.

Ainda assim, é admirável como é divertido se deslocar pelo mundo. Além disso, o sistema de pistas (e a quase não linearidade) oferece oportunidades muito divertidas.

No geral, é um jogo muito bom, mas que ainda não chega no brilhantismo de Dishonored.

Fechado pela segunda vez. Ótimo jogo da Arkane com uma pegada diferente de Dishonored e Prey que são mais focados em gameplay Stealth, por isso consigo entender perfeitamente quem não curtiu...Tem que ter muita paciência pra entender como quebrar o loop. No mais, o jogo tem o DNA da Arkane, immersive sim com muita liberdade durante as missões, muitos caminhos pra seguir, muitos segredos pra descobrir nos 4 horarios diferentes, ótima variedade de Armas e Poderes, que usando juntos da pra criar um caos kkkk A trilha sonora é um ESPETACULO, captura muito bem o clima dos anos 70/80 que o jogo tenta passar, mas é algo normal da Arkane, ate o no Redfall é boa, o Colt é um puta protagonista carismático, precisamos ver mais dele, os visionários são legais tbm, principalmente o Frank. Ambientação de Blackreef nos 4 horários é simplesmente magnifica, e ver as alterações no cenário em cada parte do dia é muito foda. Espero que tenha uma sequencia ao estilo Dishonored 2 onde jogamos com o Colt e a Julianna.

Remote played on steam deck from PC and experience was tainted by some pretty bad performance issues/bugs. You can't pause the game and quitting loses progress (not much, but still) so bugs can be very frustrating.

I think the core idea of this game is cool- discover knowledge in 4 different environments during 4 different times of day to ultimately kill all 7 targets within a single day. I love time loop mechanics (outer wilds, majoras mask are some of my favorite games). Despite time being a core component, I think this game doesn't make me feel like time is really important. Maybe it's the discrete level design or maybe it's the discrete time progression... I'm not sure but the experience feels more like level hopping between different variants of levels than living through a continuous time looping day.

The writing didn't really draw me into the world or characters either, which is part of the problem.

Tried playing as Julianna once and it was a bad time- long loading and little reward. This could use more incentives and could be nice to bake into the single player more.

Still, cool idea and hopefully Arkane learned from it! Would love to see them do more time stuff.

Eu joguei esse jogo no lançamento do jogo no Xbox Game Pass em 2022, e eu não havia curtido muito a experiência (principalmente por ter que jogar em controle).

Vários meses depois, Deathloop chega ao NVIDIA GeForce NOW, e assim que soube que eu poderia jogá-lo com mouse e teclado, eu rapidamente fui comprar o jogo (que por coincidência, estava em promoção na Nuuvem) para poder ter minha melhor experiência. E cara, como minha opinião mudou!

Esse jogo possui elementos de roguelike, o que significa que a tendência natural é do jogador morrer e morrer e aprender cada vez mais sobre o jogo a cada morte, o que consequentemente significa que as chances de eu realmente gostar desse jogo são bem mais baixas que o normal.

Eu não gosto de jogos roguelike. Na verdade, qualquer jogo que possua em seu cerne a questão de 'morrer e aprender com a morte' (vide o que acontece em jogos souls-like), não me agrada. Eu 'não sirvo' pra jogos desse tipo. E era claro que isso poderia muito bem refletir negativamente na minha experiência com esse jogo. Mas ainda bem que isso não aconteceu.

Começando com um dos maiores charmes desse jogo, e algo que a Arkane (quase sempre desde Dishonored) sempre trouxe com excelência: direção de arte.

Como essa minha ''análise'' se baseia em minha opinião, eu digo que, na minha opinião, Deathloop é uma masterclass em direção de arte. Eu dou ênfase em 'minha opinião' porque eu vi inúmeras pessoas que jogaram o jogo falarem que não gostaram da direção de arte desse jogo; alguns chegam a falar que a arte do jogo é feia, o que pra mim, é um crime dos mais severos.

TUDO nesse jogo tem estilo, e um estilo único. O terreno onde a cidade fica, os exteriores e interiores das residências, pinturas como decoração dos interiores, mobílias, armas, vestimentas, robôs, menu do jogo. Tudo é muito artístico e da melhor qualidade. E isso é algo que a Arkane sabe fazer (quase sempre, vide Redfall).

Outra coisa que a Arkane sabe fazer, e ainda bem que ela fez certo, foi a gameplay. Nesse jogo, você está preso em um ciclo que se repete quando a noite termina (ou quando você morre). Ou seja, quando a noite termina, o ciclo reinicia para a manhã do dia que acabou de terminar. Logo, você precisa basicamente explorar os 4 mapas do jogo, em 4 fases do dia diferentes, para então coletar pistas que te ajudem a derrotar os 8 visionários (8 chefes) em um único ciclo, pra então se libertar dele.

O bom desse jogo, que me permitiu continuar jogando, é que ele te dá toda a liberdade para explorar o mapa o quanto quiser, da maneira que quiser. Claro, existem situações em que uma área do mapa não estará disponível para jogar, ou uma área é inacessível por conta da fase do dia em que está jogando, mas ainda assim, a liberdade do jogador reina aqui.

E isso faz parte do DNA da Arkane. Esse jogo é um ótimo exemplo de immersive sim. Não é o melhor immersive sim da Arkane (já que Dishonored 2 e Prey existem), mas é um bom exemplo de um.

Você não precisa entrar em um local pela porta da frente. Você pode simplesmente explorar a área ao redor para encontrar um caminho alternativo que te levará onde você deseja ir.

Você pode derrotar os inimigos de inúmeras maneiras diferentes. Você pode hackear as torretas de segurança para atacar os inimigos, você pode usar as placas (que são equivalentes aos poderes sobrenaturais de Dishonored) para auxiliá-lo a derrotar os inimigos. E existem outras formas variadas.

A trilha-sonora é muito boa e envolvente, mas em certos momentos, ela acaba enjoando um pouco. Os gráficos são bonitos, mas não é nova geração. Tipo, reclamar dos gráficos de um jogo da Arkane é burrice, pois em nenhum momento a Arkane falou que ela foca em gráficos. Ela sempre focou em imersão, gameplay e arte.

A história é outra coisa legal. Os personagens são bacanas, ainda que eu ache eles esquecíveis, mesmo que vários detalhes sobre a vida deles sejam apresentados. O meu maior problema é com o final do jogo, que eu acho bem anticlimático e muito aquém ao que o jogo oferece na maior parte do tempo.

Enfim, achei esse jogo um jogão. Não esperava muita coisa, principalmente por conta dos elementos roguelike, mas dando outra chance, eu vi que é um jogo muito bom, e acho que valeu muito a pena.

It's been 2 years since the release of this game so I thought it was time to revisit it and finally post a review.

My initial experience at launch was great and the second time around was no different! I may already be familiar with everything at this point, but it doesn't take away from any of the fun to be had. Arkane never misses and this game is just perfect for those itching for a similar experience to dishonored.

This game is brimming with charisma. The characters are well crafted and I especially love the player character Colt. He's a breath of fresh air when it comes to fps game protagonists who in my mind are often rather dull. All of Colt's commentary is so fun to listen to and I love how he feels so human with all his imperfections and quirks.

The gameplay and customization is so much fun and I really appreciate that the game mechanics have in world explanations and that they make sense from an in-world pov. Speaking of the world -- I love it! As expected of arkane, they really pay attention to detail when it comes to the environment and level design. Despite there only being 4 areas to explore there's still plenty of variety to them and I never found them lacking.

The only negative thing I can think of is that I wish it had perhaps been a bigger and longer game, but that's only because I want to explore this world and setting more. However, I think the concept of this story happening within a sort of bubble is very interesting and it definitely adds to the games intrigue and charm.

As a side note, I never encountered any bugs and I've played this game for almost 50 hours as of this review. I must've been lucky as I see a lot of reviews mentioning game breaking bugs. This is very unfortunate and I just thought I'd give a heads up for anyone who's thinking of buying the game.

Although the fast-paced gunplay and story make this a greatly enjoyable game, the shallow timeloop gimmick and convoluted mechanics cut it short of being a masterpiece

It's pretty damn fun.

The whole time-loop bit can get a little grating when you get stuck in annoying situations and just have to skip a day to get back to what you meant to do, but overall I had a good time. The aesthetic and humor is a blast, playing around with that retro futurism design that looks so cool, and the gameplay is largely solid. Slowly figuring out the perfect way to eliminate a bunch of people on the island is really rewarding, and worth a try.

"what if a bunch of rich assholes found a time loop?"

good story but the immersive sim aspect of it is lacking, AI is braindead and the gameplay itself isn't that interesting.

que jogaço
pra começar esse jogo facilmente tem um dos melhores sistemas de exploração, tu vai no mesmo mapa pelo menos umas 10 vezes, e nessas 10 vezes tu descobre caminhos novos, segredos dos visionários ou armas raras
e uma coisa q eu costumo evitar falar mas que dublagem absurda, e fala da brasileira mesmo, ja é demais ver as interações de Colt e Julianna, mas a dublagem deixa melhor ainda
os aspectos tecnicos não tem muito o q falar, os graficos seguem no estilo Arkane mas sempre evoluindo dessa vez na nova geração, trilha sonora é boa mas nada marcante
e os unicos pontos negativos eu dou pro online q enche a poha do saco depois das primeiras 3 invasões, atrapalha muitas vezes as missões, e a IA q varias vezes te frustra pelo sistema de detecção
mais um puta jogo da Arkane como sempre faziam (até certo jogo).

I just keep abandoning games! I guess I just hate them now! Deathloop is kind of dope. The artstyle and architectural design is fine, I really like Colt and Julianna's personalities and voice actors. What I don't really like is the structure of this game. The tutorial is really long and I just wanna be let lose, but then when I got loose, I fucked up the objective (I forgot to jump I guess and dropped the ghost vacuum machine in the ocean, so I can't suck up the visonary(have to restart the level)). I think I would just vastly prefer a normal level structure like Dishonored. It's dope they did this, but I don't wanna play it.

i'll be frank: this game is the epitome of a nothingburger to me. there was so much potential here and it's almost entirely squandered. deathloop promises so much, both on a gameplay and narrative level, yet it fails to deliver anything even remotely up to par for an arkane game. even death of the outsider still had moments. this? this gives me nothing to contemplate or remember.

i want to start out by saying that this game isn't a bad idea in conception (for the most part, at least). you can very easily see this same concept done better by none other than arkane themselves with prey's DLC, mooncrash. while that DLC may have been criminally overlooked, i was hopeful that it would mean deathloop would expand on the already great ideas presented in that experience. instead, deathloop shrinks itself in complexity for the worse and, as a result, ends up feeling about a quarter as mechanically engaging as mooncrash. even if you ignore the mooncrash comparisons, the sense of progression in this game is just not great. residuum almost immediately stops having any sort of value, especially when the game practically throws it at you. infusing your weapons, buffs, and powers SHOULD be this feeling of "aha! i'm getting stronger and more deadly!" but the game starts out on easy mode and never escalates. if anything, it descends precipitously once you get aether, and when you get the ghost upgrade for aether, the game might as well give a big flourish and have a "THE END" screen pop up, because gameplay functionally stops having any challenge.

but, if the gameplay isn't challenging, then what is it? well, it's. . . boring! i like the idea of exploring these four different areas at four different times each and learning how they change, but the game barely goes out of its way to make any of the different times distinct from each other. and the actual worldbuilding itself is a low for arkane, especially after prey's interconnected and realistic to-a-fault world design. in updaam, there's an apartment that just straight up has no way to enter it besides through a window. in karl's bay, people will just be sitting on rooftops that they have no ability to get up normally. i know it sounds like i'm harping on very minute details, but these things matter in an immersive sim, and, more importantly, these are things arkane has done consistently correctly in their previous titles. the world feels so video game-y, and while that can, at times, be interesting, there's very little to do in these areas besides kill enemies and collect residuum. i don't find blackreef to be an interesting place to explore because so much of it lacks a story; it doesn't feel lived-in.

as far as the narrative goes, i kept waiting for it to go somewhere, but the main twist of the game is something you could literally predict by looking at the cover, and the game basically has no tricks left up its sleeve after that moment. i think what's more annoying is how many vital questions are left unanswered. how did all of the visionaries meet? did they know each other previously or did they somehow meet up for this common goal? why are julianna and colt immune to the memory wiping effect of looping but literally everyone else isn't? that last one is probably the most infuriating because the game does draw attention to it, yet offers nothing to satisfy that question. i'm fine with open-ended "draw your own conclusion" type of mysteries, but this is a central one that borders on "i need this information to even care about the characters", if it isn't already at that point.

speaking of julianna, can i just say that whoever thought having invasions in a single player immersive sim should never be allowed to have any input on development of a video game ever again? the AI will just sit on rooftops and spam an infinite supply of grenades and sniper rifle ammo at you, and she adds nothing to the game but irritation. once i learned how to deal with her consistently (aether obliterates her AI and she is allergic to the shotgun), she stopped being even remotely interesting and just turned into a consistent time-wasting nuisance. i genuinely want to know: what positive value does she add to the game? if the rumors are to be believed, the invasion mechanic actively made the game worse because it meant that the systems had to be simplified to accommodate PVP balance (i.e. melee was going to be more varied and the player was going to have access to all powers at any time like in dishonored). you could argue she's providing the role of the horror game stalker, but a. this isn't a horror game, nothing in this game elicits fear b. her presence is always televised with "OH NO JULIANNA IS HERE OH SHIT SHE BLOCKED YOUR TUNNELS" that you would have to be not paying attention to be even surprised, no less scared by her and c. she doesn't actively stalk you, most of the time her AI will camp on rooftops. i don't mean to harp on this for so long, but she is objectively one of the worst parts of the game and i can only hope this was a publisher directive to push for multiplayer rather than a sincere attempt at something from arkane.

obligatory positives paragraph: i really liked that part with aleksis' party where he has a meat grinder that he sends any unfunny stand-up performers to via trap door (though the game's definition of "stand-up" comes off so bizarrely that it's like a cultural mistranslation. it's been suggested that this is less of a "stand-up routine" situation and more of a "let's brag about how evil we are" situation, but that's not conveyed at all considering you'll be traveling through the party and out of nowhere you'll hear the first person talk about "I FUCKING LOVE SMOKING YEAH!!!!".). i almost liked the idea of getting to know the visionaries and their patterns, and found myself endeared to a few of them. on the whole, though, they felt same-y and hard to distinguish. oh, so frank and fia are both hoity toity artists up their own ass? and egor and wenjie are both antisocial scientists who have failsafes in their bases if they get attacked? stop, the diversity here is overwhelming. i think the absolute best thing i can say about this game is that by and large i can tell this was a passion project for a lot of arkane. i can see the gears turning in the devs' heads and see them going "okay, so if you sabotage this thing, then this will happen, and if you fuck with this character, they'll do this". that sort of cause-effect relationship was probably really fun to map out and iron out the details to, and i wish the joy i could see from a development side had translated as well into gameplay.

2.0/5.0 might seem a bit harsh, but this game rarely elicited joy out of me. the comedy falls flat, the gameplay feels mechanically barren, progression isn't rewarding, the narrative doesn't deliver, and it just ultimately felt like a waste of time to play this game. i take away very few positive things from my time with deathloop, and a lot more negative ones. it's nice to see that so many others had managed to find some type of entertainment out of this, and i don't necessarily begrudge anyone who prefers this to any of the prior arkane games. for me though, i prefer something with more meat on its bones, and this game just made me want to turn back the clock. audience boos and throws knives at me until i am dead

Jogo divertido, bom gameplay, trilha sonora, a dublagem em pt-br é OTIMA.
Os personagens são até interessantes mas não são muito aprofundados, a história tem um ótima base mas também não é explorada muito bem, o final me decepcionou, mas no geral, me diverti bastante jogando.

Comprei quando saiu, não consegui jogar porque era extremamente mal otimizado e meu PC da época não aguentava. Recentemente tive a oportunidade de comprar um PC melhor e esse foi o primeiro grande jogo que decidi jogar. Continua tão mal otimizado quanto na época, infelizmente, mas pelo menos meu setup agora dá conta.

Deathloop é um dos jogos mais difíceis de começar a jogar que eu já vi na vida, e esse é o maior motivo pelo qual não considero ele perfeito. São tantos sistemas, tantos tutoriais, deve ser umas 4 horas de handholding porque eles com certeza estavam morrendo de medo do jogador não entender ou só cansar e largar. É realmente difícil entender. E eu acho bizarro que depois de "entrar" no jogo, ele na real é bem direto ao ponto. Só... muitas camadas de interferência e eu acho que eles falharam pesado em comunicar claramente qualé a do jogo.

Mas tirando essa barreira, o jogo é excelente. É definitivamente um jogo da Arkane. Muito do que me agrada em Dishonored é a gama de possibilidades e jeitos que você tem que fazer coisas super complicadas e únicas, Deathloop é basicamente isso a todo momento. Tudo é uma pista pra outra coisa, tudo é um segredo, tudo te leva a momentos únicos e interessantes. O jogo é super divertido e te incentiva a experimentar muitos jeitos de jogar. A maneira como o loop funciona não te impõe a pressão que jogos do estilo costumam ter, já que não existe um relógio tocando na sua cabeça. O dia consiste de 4 períodos, quando você inicia um deles você pode fazer o que quiser que o tempo só vai passar quando você decidir ir embora dali.

Comentando rapidamente sobre a grande feature do jogo que são as invasões: joguei offline, por ter visto muitos relatos de hackers jogando no PC. O sistema de invasão, pelo menos offline, é bem meh. Muitas vezes a IA fica se escondendo pra sempre (imitando o pior tipo de jogador de Souls que existe, aquele filho da puta que tá disposto a perder 3 horas fazendo nada só pra te impedir de jogar), o que é bem chato, mas no geral é ok, funciona. Criou vários momentos de tensão onde eu me encontrava sanduichado entre ela e inimigos que já estava enfrentando.

No geral, gostei muito do jogo. Tem uns problemas (principalmente de performance), pro final ele parece meio rushado, mas é um jogo MUITO legal.

Holy shit probably one of the most unique and interesting games by Arkane and honestly play this game its got some Roguelike mechanics in it but other than that its a game you ABSOLUTELY must pay attention too at ALL times

I've just not been on a good run lately, huh?

Yeah idk what's up I think my PC is just having issues, lol. Unity Engine games (and this one?) drain my PC's battery faster than it can charge, and they run like complete shit. Maybe I should just get the battery replaced sometime soon or something, lol, but for now yeah this game was not that promising. Weird games as a service inclusions in an otherwise charming Void Engine game. I'm far from the only person reporting that it runs like complete shit on PC from the looks of it, though. Dishonored 2 on PC is still fucked!

Stop making games for people who like this I beg of you

Arkane fez aqui uma obra de arte em gameplay. Ouso dizer que é a melhor coisa que eles já fizeram desde Dishonored 1. Gameplay moderno, incrível, todo o sistema de loop é bem feito, com a rota perfeita. Fazer a run perfeita é um desafio ao mesmo tempo que extremamente divertida do início ao fim. DUBLAGEM EXCELENTE, ambos os personagens são muito divertidos e escritos e valeu muito a pena a experiência.

O que peca nesse jogo é a história que eu sinceramente, não podia cagar menos.

Fiquei extremamente feliz de explorar o máximo e platinar esta maravilha. Obrigado Arkane.

You know, this is a contentious game, and personally I never quite understood why. Granted, the first hour is really weak with excessive tutorials at every point, but as it progresses it turns into a masterpiece of player progression. What I mean by that, is the game tells you tidbits leading you on in an elegant manner that easily could have turned into a mess, yet the intelligent design knows where to push the player and where to not.

It leads you to the information you need instead of letting you loose. It's like a game designed with an open-natured approach but knows that letting the player run free would become a mess, as there would be too much back and forth, aimlessly trying to find some clue you constantly overlook. Instead, the game is aware of where you can go wrong and nudges you in the right direction. This leads to a satisfying path through the game, where you end up feeling in control of an increasingly complication picture.

The A.I. holds the game back, as they barely know how to navigate the environment and you can easily outsmart them. But even so, it's still satisfying to mow them down.

The ending is terrible and ends the game on a dud, but for the most part, this is an engaging smart game.

What a very appropriate title.

The gameplay is fast-paced and exhilarating, offering a variety of weapons and abilities to experiment with. The intricate level design and clever puzzles make each loop feel fresh and exciting.

Combine all that with a captivating story and memorable characters, and you've got a must-play game that will leave you craving for more.

Too bad it doesn't give you that MORE aspect and sometimes things get to repetitive and once you get the hand of it, it just becomes a chore.

The ending was also not too good tbh


Una idea increíble. Una estética de los años 60s que queda genial con el tono, el diseño y el arte. La movilidad del juego y las armas son rápidas y responsivas. Mis primeras horas de este juego me la pasé increíble...

Sin embargo, el acertijo y la repetitividad del juego se vuelve un poco tedioso. Estar leyendo en esquinas cuadros de texto para que el juego resuelva por ti "el acertijo" fue una de las cosas más decepcionantes que he experimentado.

Es un juego que definitivamente recomiendo, pero no creo volver a jugar en mucho mucho tiempo.

Time loops are such an interesting concept to me, and I feel like video games are the only medium capable of fully realizing the concept. Majora's Mask comes to mind first. Twelve Minutes unfortunately comes second.

The gunplay is passable, the aesthetic the game is going for rocks, and the concept of the Visionaries (the people you have to kill to break the loop) having superhuman powers is pretty interesting.

The game goes for the "go loud or go quiet, the choice is yours" thing a lot of other games have, but like all those it's another example of just going for stealth if you don't wanna suffer through very same-y combat. It also doesn't help that it feels even more monotonous because you go through the same areas at the same times of day so often because time progresses on a per-level basis, meaning you do four levels before the day begins anew.

I'm not a fan of the way the game handles using the loop to my advantage, though. You get intel in one loop, and then apply that intel in another that results in you learning that oh, this thing happens at this time, instead of doing something that creates an entirely new scenario altogether (with the exception of like two of the Visionaries).

Essentially, the story is the most interesting part of the game. How is this island stuck in a loop? Why are Colt and Julianna capable of remembering between loops when everybody else isn't? Why are there different versions of Colt? I've only played through the main story as Colt, and I plan to play as Julianna. I don't expect an entirely different experience, though.

The first time I left an Arkane game just feeling empty. Coming from Prey, which was one of my favorite games in the PS4/Xbox One generation and the Dishonored games, which are equally great, this game now is honestly a disjointed mess. It has a novel idea, with the whole time loop thing going on, but doesn't really do anything with it, contrary even it ends up being the most constricted game from Arkane.
The game starts with a ridiculously long tutorial phase, lasting 4 hours, showing way too many text popups everywhere trying to explain all its systems, through which the game appears overly complicated. It suggests to the player, that there is maybe a complex experience coming up, with lots of player driven choices and urgency, because of the whole loop thing and the finite amount of time the player has to achieve the end goal... yeah no, that's not happening, instead, after that painfully long tutorial, the game funnels the player through a strictly linear wild goose chase, running to one location, being told to find a code of some sort in another location, and then coming back to further progress. Through this approach you end up going through the 4 distinct maps the game has a bunch of times, which ends up getting old fast. They try to diversify the locations through the different times of day, but that always just felt like a color swap applied to the locations, nothing more. This whole process is made worse, because to switch locations, you always have to go back to your home base, which is just a glorified menu, where the player picks their load-out, and which progresses the time of day on the current loop. This static way of handling the central time mechanic seems kinda awkward and always going back to that menu feels like I am preparing for a Call of Duty match, which is really unimmersive and makes that whole experience really disjointed. The game has its reasons though, doing things this way, and the answer to that is the PVP invasion system. Although a nice idea, I think this rather small part of the game just compromises too much of the single player side of things. The game has a lot of the same abilities found in the Dishonored games, but instead of getting progressively more options, the player here is limited to what they have at hand in their current load-out. Another part that was sacrificed are interesting enemy types. There are none, there is only one, I say it again ONE enemy type and their AI is rather limited. Not even the 7 Visionaries you have to kill to break the time loop and finish the game are anything special, they just have a bigger health pool.
And that pretty much is the bulk of the game, running to different parts of the 4 locations, fighting the same enemy over and over again, doing random things to place the 7 Visionaries in such a way, so you can kill all of them in a single day. There is no creative problem-solving to this the game has a specific way laid out for you, you just have to blindly follow it to the end, while playing a game reminiscent of Dishonored, but severely limited in the player freedom found there.
To say something positive, the banter between Colt and Julianna was great, because of excellent voice acting and I liked the soundtrack. The Visionaries were unfortunately really one-note and the story was just a nice backdrop with an unsatisfying ending. And because of the locations being artificially separated by that hub menu, I never developed any sense for the world.
So in conclusion, I wouldn't really recommend this game. If you like the roster of abilities the game has, play the Dishonored series, where you have the same and more. And if you want to creatively kill people, go play the Hitman World of Assassination trilogy, which excels in that regard.

Deathloop is a spiritual sequel to the Dishonored games, but set in a semi-sci-fi 1970s-style setting. It received mixed reviews, which made me really want to like the game. It also has a very strong start; within the first few hours, I was sure that this was going to be my newest addiction and that I was going to blaze through the game as fast as I could. But after the initial tutorial levels, poor large-scale design decisions, weak combat, and overall lack of polish turned this game into a slog.

Groundhog Daze

The titular loop is an in-game phenomena whereby time resets at the end of each day, like Majora's Mask or Groundhog Day. In terms of the story, this is a really cool idea. I was immediately intrigued by the loop--why does it exist? What is its purpose? Why does Colt want to break it? Why are all these people on the island trying to protect it?
Unfortunately, the loop is not only a narrative conceit, but also a gameplay mechanic. The game is divided up into four time sections (morning, noon, afternoon, and night) and four areas. You can visit one area per time of day, and the areas have different features at different times (much like Majora's Mask). Once you get to the end of the day, the loop resets and you start back at the beginning. In essence, the game is trying to be a roguelike, but unfortunately, it makes several key design mistakes.
In most roguelike games, levels are procedurally generated so that each "run" is different. This is what gives the game replay value. In Deathloop, however, levels are handcrafted rather than procedurally generated. Instead of running through a set of "randomized" levels as far as you can until dying, you instead proceed through a series of Dishonored-type levels until you reach the objective or die.
Dying becomes frustrating because the default settings give you two respawns before you get "looped." Once you are looped, you go back not just to the very beginning of the level, but to the menu screen where you select levels. So if you die during a level, you now have to go through an extra screen just to get back to the very beginning of the level rather than reloading at a checkpoint within the level.
Getting looped becomes even more frustrating due to the gear system. Roguelikes generally have two ways of handling gear. In "traditional" roguelikes, all gear is lost between runs. In a game like Brogue, for example, you start with random gear and end up with more random gear in the dungeon. Gear is meant to be expendable and easily replaceable; in fact, part of the fun of the game is finding new gear in the dungeon and replacing old gear. On the other hand, "rogue-lites" allow you to keep some or all of the gear you find during each "run." For example, in Hades, there are certain buffs that only last during each run; however, you get currency during each run that can be used to buy permanent buffs or items in the hub world.
Deathloop has a terrible system that is the worst of both worlds. All gear is lost between runs. However, you can harvest Residuum in the game, which is a resource that can be used to "infuse" your gear and make it last permanently. Thus, instead of just finding gear and then keeping it, you have to find gear and find residuum and infuse gear. This might be OK except that you lose all your Residuum upon death. If you get killed, you can recover Residuum by interacting with the spot where you died, Dark Souls-style. If you get looped, all your Residuum is gone and so are all your weapons. This means that you can easily be put into the annoying situation of getting looped and having to start the entire level over without any of the weapons or upgrades that you just got. And since the levels are all the same rather than procedurally generated, this means that if you die you will play through the same exact section listening to the same exact voice lines being piped over the loudspeakers. Have fun grinding the same levels over and over again so you can get enough residuum to get one of the powers that Corvo was given in the first mission of Dishonored.
If this was not enough, the game adds an extra level of tedium due to its mission structure. The missions take the form of investigations; in practice, this means you go to A and find out B, which means that now you need to go to C. A lot of other reviewers complained that the "investigations" were too hand-holdy and linear. I don't have a problem with this because the game is primarily a "run around and kill people" game, not an "investigation" game, and also because I don't have unlimited amounts of free time to spend trying to figure out what to do. What I do take issue with is the convoluted mission structure. In Dishonored, a typical mission might go like this: "Sneak into the Duke of Chinchilla's parlor-> find the message from the Countess of Canteloupe saying that they will meet up at Lord Featherstoneaugh's mechanized tea party -> Listen to the Outsider babble about nothing for five minutes -> sneak into the tea party and murder the lovers in cold blood." All of this would take place on the same map with minimal backtracking. In Deathloop, on the other hand, you will get to point A and find a note asking you to go to point B on a different map at a different time of day. Instead of just being able to go places and do stuff, the game forces you to constantly backtrack through its large levels and wade through its morass of loading screens and menus in order to complete a quest. If you go to Genko Cobblestone's lab in the afternoon to complete an objective, only to find out that the objective is just a note telling you to go to Adrian von Stitzlower's mansion in the morning. This means that either you have to loop yourself to continue the story arc or you have to jump over to another quest--in either case, the momentum is lost and you will be backtracking across the same huge areas fighting or avoiding the same mooks for the 20th time. I'm sure this sounded like a cool idea on paper, but in practice it seems like padding in order to make the game seem longer.
And the sad thing is, all of these flaws could have been avoided if the game were just a linear game. The loop should have been a story device, not a game mechanic. The game could have still used the idea of going to different areas at multiple times of day, but just had the player play through each area and time in a predetermined order that fit with the storyline. This would have allowed the game to be a tight and suspenseful story-driven action game like Dishonored. Instead, the badly-implemented roguelike mechanics turn the game into an unenjoyable slog.

Dishonorable

These problems could have been avoided if the gameplay was any good, but unfortunately isn't not. The game's biggest inspiration is Dishonored. It is even uses almost the exact same HUD as Dishonored. It clearly wants to be Dishonored with guns, which sounds like a good idea on paper, but isn't.
Dishonored strikes a good balance between stealth and combat because your combat options all come with fundamental limitations. Guns are unwieldy and have limited ammo; Swordfighting isn't fluid and requires some skill to master; magic attacks are powerful, but are tied to your magic meter, which can be depleted. On the other hand, you had a large variety of stealth abilities to encourage you to play the game stealthily rather than as a pure combat game. You could headshot enemies with a crossbow, put them to sleep with a sleep dart, attack them with a non-lethal grenade, choke them out from behind, re-wire a Tesla coil to fry them when they walk by, etc. In Deathloop, guns are overpowered and there are few other options. The shotgun on Normal mode is a one-hit kill, and unlike the pistol in Dishonored, there is plenty of ammo to be found even for a bad shot like me. In this regard the game is far too easy; on the other hand, gunfights tend to devolve into the game spamming mooks with laserguns, so combat feels too hard (but not too challenging). The traps and special weapons from Dishonored are either completely gone or locked behind the game's stupid gear system.
Stealth in this game just sucks. Many stealth games have enemies who zig-zag between being dumb as dirt and clairvoyant, but Deathloop has the worst example of this I've ever seen. Shooting a gun or setting off a loud noise won't lure enemies to your location; however, if one of them is alerted, he will magically summon all of his buddies to your location through clairvoyance. None of these buddies will be able to walk through a doorway, so if you survive the onslaught of ten guys with laserguns and retreat far enough you can shoot them all like fish in a barrel. Light and dark don't make a difference in this game, different surfaces don't make varying degrees of noise, and whether or not a bad guy notices you is, as best I can figure it, a matter of pure luck. It's insane to me that games like Thief and Splinter Cell: Chaos Theory had better stealth games despite being around 20 years older than Deathloop.
Combat sucks too. The gunplay and movement are clearly "inspired" by Far Cry, but just like Far Cry 6, Deathloop has a healing system that screws with the battle system. In both Far Cry 3/4 and Dishonored, you are able to heal yourself mid-battle; in Far Cry 3/4 you have unlimited heals, while in Dishonored healing is tied to potions that you can collect on the map and use at any time. Deathloop, you are limited to healing items that are strewn around the landscape, as if this was Duke Nukem 3D. It doesn't work for the kind of game that wants to split the middle between stealth and action. Letting you regenerate health in some way allows you to use hit-and-run tactics on enemies. Combat encounters last longer; you can take more risks because you know a single botched encounter isn't guaranteed to wipe you out. Dishonored probably struck the best balance of all because it gave you regenerating health tied to a finite resource--it encouraged aggressive combat without removing the risk-taking, and it gave you a reason to explore the map without obligating you to know exactly where each pickup was. In Deathloop, combat encounters are frustrating because your only way of healing is running back to the last healing machine or batch of potions. This discourages taking risk and trying new strategies in combat, and also adds another level of backtracking to a game that already has too much backtracking.
The enemies are the worst I've encountered in any game. Every enemy is just the same guy wearing differently colored clothes and carrying either a knife or a gun. Dishonored had plenty of good ol' gun/knife guys, but it also had interesting enemies such as the Tall Boys and the Music Box guys who could block you from using magic. You would think that a game that was the spiritual sequel to Dishonored would up the ante with enemies, but instead the game has less enemy variety than many NES games.
The enemy behavior is as bad as the enemy variety. Enemies having two states: "walking around aimlessly" or "running toward you while magically summoning all their buddies." Doom (1993) has better enemy AI. Enemy pathfinding is terrible, and you can pretty much lose anyone tailing you by walking into a different room. Occasionally Julianna will spawn into a level to hunt you down and kill you, which sounds cool and menacing until she gets stuck on a rooftop. Level Geometry 1, Julianna 0. The enemy animations are the absolute worst I've ever seen. I am not bothered by video game-y animations, but the animations in Deathloop go beyond just looking weird. Enemies suddenly start to move at 1920s silent-film speeds, or just slide around instead of walking, Redfall-style. Sometimes enemy NPCs will just randomly "whoosh" to a place where the game decides they need to be; on multiple occasions I witnessed enemies dodge bullets with superhuman speed like the agents in the Matrix. The whole experience was so janky that, like Far Cry 6, I was never sure if what I was witnessing was a feature or a bug. It was incredibly frustrating, however--buggy animations are unforgivable in a first-person shooter games where being able to accurately aim at the enemies is an important part of the game. The worst part is that this is totally avoidable. I was watching one of my buddies play Spec Ops: The Line recently, and noticed that none of the enemy NPCs had these weird, jerky animations, and you only had the occasional soldier who would just crouch down behind cover and do nothing. Similarly enemies in Dishonored didn't suddenly start flying to where the game needed to be. Why is a 2021 game objectively inferior to a 2012 game?

Breaking the Loop

I wanted to like this game, but it gradually became a repetitive slog. All my desire to find out what happened vanished, and when I realized that I was not having fun I quit the game. Life is too short to play a bad game.
I will repeat--life is too short to play a bad game. Unless you are being paid to play a bad game in some capacity, just don't. If you think you won't like the game, then don't play it. Just let it go. You'll forget about it in a week. I see tons of people online wasting their time and making themselves miserable by forcing themselves to get through games that they won't enjoy, and for what reason? Fake internet points? Just play a different game. You'll be a lot happier.
I am glad that I have GamePass to help me dodge some of these bullets. Ghostwire: Tokyo, Generation Zero, Deathloop, Sword and Fairy, The Outer Worlds: I feel all I do on GamePass is download lackluster games from the last 5 years and then abandon them after they reveal their inner emptiness. Sheesh.