Deathloop is one of the most incredible games I’ve ever played
It's unusual and amazing, but most importantly, it treats me with dignity.
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Conquering time has been one of humanity’s most cherished aspirations, whether by time machines, freezing, or reversing. Those who control time rule the universe, since time is the greatest consumer. It’s no surprise, however, that Deathloop’s villains have resolved to take time for themselves.
Arkane Lyon’s next sandbox adventure employs a unique temporal element. The company has built something akin to a well calibrated timepiece. And it’s without a doubt one of the most wonderful video game experiences I’ve ever had.
Deathloop is a first-person time-looping murder/puzzle game in which time has lost all meaning. Colt, the main character, awakens on the shore of an unknown island with no recollection of how he got there. The island is going through a day on repeat, with everyone — save Colt (and another character) — doing the same things. Colt wishes to break the pattern and flee.
The island is ruled by eight wealthy, deadly bastards known as Visionaries. To break the cycle, Colt must assassinate all eight before the end of the day. The Visionaries are divided into four sandbox zones and four time eras. Moving from one district to another advances the day. However, time remains still while Colt is in one district. I have unlimited time to explore, which is needed for Arkane’s truly intriguing, complicated, and well created level design.
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Julianna, a young lady intent to torment and murder while simultaneously encouraging Colt, has been added to the mix. She, like Colt, recalls earlier loops. And she can show up at any time to derail Colt’s intentions. The most significant aspect is that she may be managed by other players, who can also enhance her along her own growth path. Due to the low number of individuals playing during the review time, I was unable to adequately test this (and I also had severe lag while playing on PlayStation 5). But the few times it worked were incredible. Playing as the antagonist alters the entire experience, and it’s a brilliant piece of design.The island is ruled by eight wealthy, deadly bastards known as Visionaries. To break the cycle, Colt must assassinate all eight before the end of the day. The Visionaries are divided into four sandbox zones and four time eras. Moving from one district to another advances the day. However, time remains still while Colt is in one district. I have unlimited time to explore, which is needed for Arkane’s truly intriguing, complicated, and well created level design.
The friendship between Colt and Julianna is at the center of this game, and Jason E. Kelley and Ozioma Akagha deliver outstanding performances. It’s also worth noting that both playable characters are Black, which is a reason for joy given the scarcity of Black people being portrayed as leads in big-budget media (especially Black characters who aren’t gang members or criminals). Colt is also a bit of an oddball and an unexpected lead: he occasionally breaks into song, adores murdering, and is lousy at cracking jokes. He’s your friend’s strange father. Even when Julianna threatens him, he cannot bring himself to be cruel to her.
It’s both shocking and wonderful that the majority of Deathloop’s time is spent acquiring intelligence rather than assassinating. After all, Colt hasn’t broken the loop if there are still four Visionaries left at the end of the day. In other words, Deathloop is a cross between Edge of Tomorrow and Hitman.
Colt gains access to a variety of upgradeable weaponry. While some are typical fare (pistols, SMGs, rifles), several famous variations stand out. My favorite is a pair of pistols that can be put together to become a rifle like two enormous Lego bricks.
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Colt has access to otherworldly powers, as is customary in Arkane’s games. Shift allows Colt to instantaneously phase through a vast distance (akin to Dishonored’s Blink ability); another allows Colt to connect numerous foes such that killing one kills them all (similar to Domino in Dishonored 2). Combining abilities and weapons frequently results in spectacular occasions. For instance, after locating two Visionaries encircled by their minions, I utilized my link ability to connect both targets to a single isolated guard. Killing him meant I instantaneously killed both of them.
Deathloop is more than inviting to stealthier gamers, with hacking equipment accessible and several entryways to each structure. However, this is the first Arkane game that feels great as an all-out action shooter. Indeed, an Arkane game has never felt better. I was not penalised for breaching a covert strategy, and certain magical powers rather encouraged it. Colt has the ability to throw people into the air, as well as become insane and become superhumanly powerful.
The team has also completely embraced the PS5’s DualSense controller, which contributes to the game’s smoothness. Every gun has a distinct feel, and each power has its own experience. Colt’s footsteps match the rumbling on each side precisely. It’s a really tactile sensation.
Deathloop features a whimsical, though derelict, 1960s espionage vibe in terms of aesthetics. No one lives forever, yet they are coated with rot. One neighborhood resembles an entertainment park, while another is adorned with snow and a massive, pulsing satellite array. None of this takes into account how the locations change during the day: A automobile that was sitting idle in the morning had smashed through several windows by the afternoon; a ship in open sea can be reached later when ice forms. Despite the fact that this is a game about repetition, neither interior or outside area seems stale.
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On a new-generation system, one would expect level transitions to be smooth, yet the game must log into its servers each time. It barely takes a few seconds, but it is undeniably a setback to the smooth motion elsewhere. I suppose this is the cost of a unique multiplayer mode.
Another issue is the game’s inexplicable aversion to allowing me to monitor information correctly or on my own. Colt has a murder board, but it only offers me step-by-step instructions rather than general knowledge that Colt definitely knows. The pre-mission planning choices are clumsy, making it difficult to find precise information or even determine whether it can be monitored. Making my own notes was easier for me.
Furthermore, I had assumed that the game would require me to plan the ultimate perfect murder day (i.e., to kill all the targets before the end of the day). However, Deathloop assembles all of the information and charts the course. I can see how this would alleviate annoyance for players who aren’t meticulous note takers. However, it diminished my sense of accomplishment after paying attention every step of the way.
Deathloop is an odd yet wonderful beast. It’s a time-management game in which I developed a precise murder machine to carry out a meticulously planned spree. It’s also the narrative of a guy discovering who he is and why he’s being pursued by a young woman who knows everything about him. Time is both Colt’s prison and his source of strength.
But it felt amazing to be completely free, to have carried out such silent damage. By the conclusion, I was in awe of Deathloop’s accuracy, the autonomy and respect provided to me as a player, and the reduction — but not total elimination — of annoyance in a game wholly based on repetition. Arkane’s ability to pull this off is a credit to the studio’s outstanding talent and insight. No other studio makes you feel as clever, and no other game does it better.
Deathloop was published on the 14th of September for Windows PC and PlayStation 5. Bethesda Softworks donated a pre-release download code for the game, which was used to review it on the PS5. Vox Media has affiliate agreements. These have no bearing on editorial content, while Vox Media may get compensation for things purchased through affiliate links. More information regarding Polygon’s ethics policy may be found here.