![]() It’s definitely not without a lot of problems, many of which I will complain about in this review because I think there’s a fundamental mismatch between the current critical consensus on it (it’s being heavily trailed as a classic and a GOTY candidate, which it most definitely is not) and the sad reality of what Deathloop actually is. It’s this third element that I think has been key to my enjoyment of Deathloop. And third is Deathloop’s sense of style it oozes, drips it from every pore, being part pulp `60s spy movie, part surreal thriller (I expect every review of Deathloop will mention The Prisoner somewhere despite nobody actually having the patience to sit down and watch the bloody thing) and part reality-bending Inception-esque sci-fi jaunt. Second is that Deathloop has the very good sense to mix in a little bit of Hitman into its game mechanics, and I really like Hitman. First is that thanks to an exclusivity deal with Sony it’s got far more development resources behind it - this is a game that’s supposed to sell PlayStations 1, and it shows. Based on my reaction to those games I was really not expecting to get on all that well with Deathloop either, but it has three things on its side that Mooncrash and Youngblood didn’t. And despite enjoying it as a dumb co-op shooter I had a fairly low opinion of how Youngbood executed on that idea too.Īnd now comes Deathloop, which is smushing together these ideas first prototyped in Mooncrash and Youngblood into a fully-featured game. They also helped out on 2019’s Wolfenstein expandalone Youngblood, which tried to turn limited development assets into a strength by having you revisit the same areas over and over again on different missions that would shake up the layout and enemy distributions on each run. It was an interesting idea, but since it was a DLC it was never going to explore it in the depth that it really deserved and so I didn’t get on all that well with Mooncrash. They released the Mooncrash expansion for Prey, which had a set of characters going on pseudo-randomised runs through a wrecked moonbase the gimmick here was that since the runs were sequential in in-game time the things you did with the first character would alter the run for the second character - weapons and ammo that you swiped would be gone, switches would remain switched, and new routes could open up based on your prior actions. I must admit, it’s something of a minor miracle that I enjoyed Deathloop as much as I did given the amount of complaining I’m about to do.Īrkane’s work since the exceptional Prey in 2017 has struck me as being somewhat… experimental.
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