29.1 hours played
Written 20 days ago
I don't usually start a review score first. But for some reason, this is one of Arkane's more controversial series and apparently needs to be justified as a 'good.' In a weird era where game reviews either pit works as "The best," or "worst ever," I think it's important to paint more of a broad picture as to what that experience actually is. For Deathloop, I feel (upon third play-through) that it stands up and is incredibly enjoyable. The multiplayer is in a good spot, the maps are very well varied and the gun-play is addictive and rewarding. While at some times it can feel like it's a beautiful bronze statue supplemented by drywall in parts. On the whole it's an addictive and fun game that offers a lot of variety - 8.5/10
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Back in the early 2010's, there was this era where everything was getting multiplayer crammed into it. Gears of War and Call of Duty were shattering sales records and every studio wanted to graduate from 'toy company' to 'media mega company.' So you had a ton of single player games get really basic (often bad) multiplayer modes tacked on last second. Very frequently, they'd be client side servers, unbalanced, boring and most insultingly, never updated. But in this rush to reinvent the wheel by stapling garbage to it were actual innovations in stapling-garbage-to-wheels technology. Studios had to get creative as to how they not only sell a multiplayer feature in an experience not designed for one, but market it so that the multiplayer experience seems to add value to a purchase. Graduating an okay game to a must buy. Slowly in that rush to get single player games with PvP to market, PvPvE was born. Cutting to 2021, Arkane releases Deathloop hot off the heels of critically acclaimed Prey and Dishonored 2. It has all the characteristics of an Arkane game. Some kind of magical abilities, some blink/dash mechanic and a world where technology and everyday life have turned things dystopian. Players are hyped for a "Dishonored but X," that 'X' being PvP multiplayer. What those gamers are unaware of, is that the servers are going to be client side, the game is going to vary wildly in difficulty and some players just looking for single player gameplay are about to get their asses kicked hard.
The gameplay begins offering tons of variety. Run and gun, stealth, hacking, melee and magic (relics) all seem to have a place. It's easy to get overwhelmed when NPCs spot you and exploring certain areas can feel impossible when there's a crowd mulling around it. The story itself is pretty simple, although collecting notes soon becomes a flavorless world building mechanic. Every npc and character is stuck in a time loop consisting of four parts of the day and collecting these notes gives you clues as to where and when things will go down. An already complicated concept, the UI is atrocious at communicating what this means to the player. A mess of tracking what notes mean, where the story wants you to go, what's a side quest and the consequences of being anywhere at any time. Luckily, those tools are there, although obtuse. But for a lot of players, that's when they were blindsided with another mechanic, PvP invasion. As you play the game, you're trying to discover enough about the world to be able to assassinate eight bosses in one day (four levels). The game counter-balances this by throwing a live player into the round with you named Juliana. Juliana is deadly, can disguise as any npc and more importantly, has a jammer antenna set up so you can't leave the level until you deal with it. Meaning more often than not, she knows where you're going to be. For me, this is a welcome change of pace, as at this point of the game you're most likely getting into some kind of play style that's starting to make the game too easy. The cat and mouse game of trying to find Juliana before she finds you is exhilarating when done right. You don't know what tools she has and she doesn't know yours. Luckily, you are given three respawns while she is given none. Meaning a smart and patient player will almost always win the fight in the end. More often than not, my invaders were some console kid hiding on a rooftop with a sniper and I'd just throw up some traps and watch her run straight into them. It's a nice cherry on top to what was already very snappy and fun gun-play. It can create a gameplay loop of playing the single-player levels to get weapons and points and notes, then unleashing them when someone invades your lobby during the boss levels.
My complaints are pretty few and far in-between. The note system is BORING. Nobody in their right mind wants to read this huge amount of entry-level exposition. Luckily the game gives you a summary if you skip them. Colts voice actor Jason E. Kelly does a great job of making Colt come to life, but the frequency of voice lines can drive you mad (voice line if you pick up too much ammo, chatty during a lot of cutscenes, dialogue can seem a little basic). While the game starts difficult and forces you to play a lot of different styles to compensate, it ends up becoming a pretty typical shooter by the end. Multiplayer is on a client-side server, so the invader is almost always at a disadvantage. Other than that, it's actually super enjoyable. I played another playthrough recently on EPIC just to make sure and I still think this is probably one of Arkane's best games.