Gimme the Loop: Deathloop Is an Exciting New Take on the Immersive Sim
Deathloop is a hell of a thing. It’s an immersive sim from Arkane, a studio that’s doggedly pursued making the very best one of those for decades now. It’s also…wait no, let’s try this again.
Ahem. In Deathloop, you use an arsenal of familiar powers with cool new weapons to navigate the island of Blackreef, its history and its fucked up residents and you…No, that wasn’t it either. Okay, once more from the top.
Deathloop is an incredibly fun game to play, a hell of an immersive sim with an expansive playground and toolset to play with, an entertaining series of mysteries to solve narratively and….nope, it’s actually getting worse. Alright, screw it.
Deathloop is a game about being trapped in the throes of a capitalistic nightmare island prison and getting the hell out however you can. It’s about sneaking around and breaking the necks of a crass, hedonistic and shallow upper class, or blowing their brains out all across some sweet mid-century modern decor, all in the service of finding deeper meaning to a shallow existence. It’s also uneven in places where it should otherwise shine, but for the most part, boy does it shine.
Alright, I feel good about that one.
The conceit of the game, if you’re lost or know nothing about it, is this: You are Colt, who wakes up hungover on the shore of Blackreef Isle every morning. Over a radio a woman named Julianna informs you that, try as you might to break the time loop that makes you wake up on that beach every day, you will never succeed, and she’ll kill you herself to make sure of it. Your inner dialogue is scrawled onto any surface that can support it as you try and make sense of your role in this loop. In the meantime, there are eight people scattered around the island called “Visionaries” who boast powers that can help you break free. As you kill them, the Anomaly holding the loop in place destabilizes, meaning that once you kill all eight targets in one loop you will successfully break it and be able to escape. And thus the stage is set for a sprawling mystery and one hell of a party.
If you’ve played an Arkane game, you’ll be pretty familiar with Deathloop’s minutiae. Everything from Dishonored’s abilities and overall layout to Prey’s retro aesthetic and DLCs, which are in retrospect clear predecessors to this game’s mechanical twists, makes this game feel like the culmination of years upon years of design choices, mechanics and ideas finally gathered into one place.
Deathloop is most different in that it’s a roguelike. That means that details shift between runs. Sometimes a trio of killer turrets won’t spawn on that same street where they killed you before or a room will have different puzzle solutions. Mostly what affects you is that your powers and weapons reset the next day unless you use a material called Residuum, which you’ll mostly collect from killing Visionaries, to build a permanent loadout. You can use it on weapons, weapon trinkets (think attachments), character trinkets (think perks), or Slabs and Slab upgrades. Slabs are the magical abilities you can pick up off the Visionaries, and the only way to upgrade them is to continually hunt down and kill the Visionaries they belong to. Countless of these abilities will be familiar to Arkane fans, and just like their past games you are completely free to ignore any power you don’t want in favor of what works for you. While I tried my hand with everything the game offered, I mostly settled into my typical role of a stealthy assassin, favoring Shift and Nexus, this game’s equivalent to the Dishonored abilities Blink and Domino. If you value raw strength, the buff Havoc and the force-throw Karnesis might work out better. Mix and match them to discover the fun of these games: throwing shit together and seeing what turns out.
Julianna, that voice I mentioned that wants to murder you, spices things up in a further deviation from the form. She actually invades your game in plot-sensitive areas and times of day, as either an AI or another actual player, determined to hunt you down and kill you. Gotta admire someone who keeps their word. In my experience, a run in with Julianna, AI or not, is an inevitability, and a fun one at that. Manage to kill her and you get her loadout, including whatever Slab she might have been using at the time, which helps you load up on more Slab upgrades. The alternative is you die and start the loop (which becomes short once you’re a well-oiled machine) all over. Deathloop does away with the tired and frustrating sense of death in most games by doing what all roguelikes encourage you to do: die over and over again. While you don’t technically need to die-since surviving a loop will reset you in the same way a death would-the game makes pretty clear you’re not going to see it all in a single run and you certainly won’t succeed every single time. Take the risk and eat shit if it doesn’t work because you’ll be able to try again almost immediately afterwards.
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