Alone Again Or: Deathloop Immerses You in the ’60s and ’70s, Again and Again and Again
If you didn’t already know Deathloop was made by the same studio as the Dishonored games you’d probably be able to guess pretty quickly. Like Dishonored, Deathloop is an immersive sim roughly in the mold first established over 20 years ago by Looking Glass Studios. It’s set in an alternate history, although one based on the 1960s, and not the Victorian era of Dishonored. Your character has a deep set of weapons and superpowered abilities that let you tackle any encounter in a variety of ways. All told, Deathloop has many of the hallmarks of Arkane Studios’ last original franchise, as well as its 2017 reboot of Prey: the way you move, the powers you gain, the contrast between stealth and combat, and the amount of blood when you kill enemies all look warmly familiar.
Based on a hands-off demo we recently witnessed, it also diverges greatly from Dishonored and Prey in one crucial way: it’s, uh, got a death loop. And not like most games, where once you die you just start over again, looping back into your last save point, or the start of whatever level or section you last unlocked. Deathloop is built around repetition—on reliving the same moments and experiences over and over, making incremental progress each time until you make the next major breakthrough. Arkane has mixed a bit of Groundhog Day into its Dishonored, a decision guaranteed to land the new game many comparisons to the currently trendy roguelike genre.
During the demo Deathloop’s game director Dinga Bakaba went to lengths to explain how that repetition relates to in-game progress. “The way we see those loops is that they are not a unit of progression,” he said. “The loop is the state of the world and the world loops, but the state of your progression is how you complete your goals.” Essentially, your progress is based on what you accomplish in each loop—the information you discover, the power-ups you acquire, and the familiarity you gain with the map as you explore it again and again. The goal is to kill eight targets in a single loop—the game calls them “Visionaries”—with Juliana Blake, a fearsome assassin who’s hunting you down and who can be controlled either by the game’s artificial intelligence or a fellow real-life player (and who also serves, for at least a time, as a voice in your ear, taunting you while also slyly, sarcastically encouraging you), as the eighth and final target. With each loop you’ll learn more about these visionaries and the different parts of Blackreef, the game’s island setting; as you learn where and how to pick them off, you’ll be able to start stringing those assassinations together in a single loop.

As you’d expect from an immersive sim, the process of hunting these targets down sounds very open-ended, with multiple different paths to success. “There are lots of things to do,” Bakaba explained. “There are several different leads. You don’t have to bang your head on something that somehow you’re blocked against, you can just go somewhere else—or some time else, I guess. You’re very free with your progression. It’s not a game where a day is something that you do from beginning to end, and when you die you have to restart the whole game over and over. It’s about what you’re doing in this world that keeps resetting itself.”
Blackreef is split into four districts, and there are four distinct times of day that you can choose from with every loop. Depending on what you’ll pick, you’ll see changes in enemy placement and behavior, and certain locations within the districts might not be open to you. It’s a smart way to get as much variation out of the map as possible.
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