when it comes to failing in a video game and trying, trying again, it's easy for me to reach for the quickload key to avoid repeating already made progress. anything less feels like a head against the wall, a repetition so repetitive i'd rather repeat uninstalling the game. over-exaggerating obviously, but it's easy to crutch saves to keep the flow going, and this is a reason why rougelites and like--even prey's mooncrash--are so fearsome to me. this is also a reason why deathloop initially put me off, a full fledged project built off said prey dlc. no quicksaves, no quickloading, and you're going to see these levels a whole, whole lot...

and it works brilliant.

deathloop offers you four distinct playgrounds, each filled with npcs set to schedules and routines for you to observe and plan around. and when you disturb them? you can't go back on your word, so you either take a stand and empty some clips or bail and haul ass to the complete other side of the map. it can feel frustrating entering unfamiliar territory and constantly getting caught by surprise... just as much as it can feel rewarding to weave through learned territory to the degree it becomes colt's proving ground.

colt's the main character by the way, and he and primary antagonist julianna spend much of the game bickering across the radio and trying to kill or escape one another during gameplay. players can control julianna, by the way, in a form of dark souls-esque invasions less about dueling (and taking advantage of inexperienced players) and more about cat-and-mousing (and taking advantage of inexperienced players). the feeling is intoxicating for a well played arkane player. with the dishonoreds, thiefs, and deus exes under my belt, i take a lot of pride in the ways i stalk unsuspecting players, distracting them and rerouting them and waiting on them until suddenly my blade's in their back. i also take my fair slice of humble pie when a julianna invades my own world and drops every peg in my leg... three times, too.

right, you get three lives in a loop, and it allows for a fine sweet spot of allowing for experiments and punishing strings of one too many failed. and you'll want to experiment: colt's got a lot of tools ripped from arkane's previous work in addition to some fun new ones, and there's a lot of ways to traverse levels through combat, stealth, and somewhere inbetween. it's not perfect, though... ai is at a bizarre level of simple where you can get away with a lot more than you think just as much as you can suddenly have the entire half of the map zeroed in on your location because you stepped on a fucking rock wrong. and when you see enemies, you're going to want to mark them: this works half the time, and every mis-click or mis-mark will... get rid of the ones you actually got successfully marked. yeah, you'll want a sniper, and don't even try doing this shit through a fucking window for whatever reason.

but you'll keep fucking pushing through it, and not just because it's fun... you want to know what's going down with the fucking story. also, the fucking story sucks. deathloop features a cast of just 9 fucking characters and every single one of them fucking sucks. dialogue is fucking wretched. these characters fucking talk like they're trying to out-quip or out-annoy each fucking other, and the personalities themselves of the fucking targets could not be any fucking duller. i'm having a tough time caring about the fucking drugged out painter who slurs words or the fucking party owner who sounds like a prissy yuppie, and it's a fucking shame because it could be so much fucking cooler than it fucking is. also, i wish they fucking swore more if i'm fucking honest because i love when characters fucking swear over and over and over and fucking over and fucking over and fucking over like they're a fucking sixth grader let fucking loose onto the fucking internet with un-fucking-supervised fucking access. goddamn.

sorry had to get that out of my system--the dialogue really is wretched and the ending, in classic arkane fashion, won't deliver on anything either because of course it won't, it's a classic arkane game. these fools know how to create masterclasses in game design and generate incredible intrigue in their narratives only to fumble the fucking ball legitimately every single time. with how fast and done these games' endings always are, arkane's next project may as well have the player just walk up to a button that says "PRESS HERE TO END GAMEPLAY AND ROLL CREDITS".

and while all that's unfortunate on the writing end, it's not something i expect out of an arkane experience: i look for damned good imsim shenanigans and gameplay that rewards planning and experimentation. deathloop is damned good imsim shenanigans, and deathloop is gameplay that rewards planning, experimentation, trial and error and successes and failures and wins and losses and personal, weighty progress. it's not about the destination even if that certainly docks it a few points: deathloop is about tools and rules, and how you break them from loop to loop to loop. and it's damned fun. or fucking fun. fuck.

Reviewed on Jan 14, 2022


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