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Deathloop: a mixture of Dishonored, humor and almost a roguelike

We watched a preview of the game and passed on our impressions

Deathloop is a first person shooter produced by Arkane Studios and published by Bethesda and that arrives in September of that year to Playstation 5 and PC, and at the publisher’s invitation, we’ve previewed the start of gameplay and also some of the missions in a session guided by the developers. Here we will pass some of our impressions!

The game was initially presented at E3 2019, the game arrived already showing that it had a lot of style, and in the gameplay session that we followed this was quite evident. The aesthetics of the 60s runs wild combined with very vivid colors, humorous dialogues and an animated soundtrack, which together give a lot of personality to the game, with some mechanics that remind and will definitely please those who liked Dishonored.

The game has Colt as its protagonist, stuck in a time cycle on the island of Blackreef. As long as he doesn’t finish “Eight Visionaries”, with each death he is thrown back to the moment that he regains his lucidity on the beach. The player needs to cross the four districts of the island: The Complex, Updaam, Fristad Rock and Karl’s Bay, looking for clues about their targets and then the game follows a logic that resembles in some aspects may resemble a roguelike, but it will not be the same.

One of the elements that differentiates him is that the game will not be very punitive in relation to deaths. The player just has to make his way again – in a very interesting level design, something that Arkane Studios has already shown himself to be able to do in games like Prey – and try again. Attempts can also involve changes in time, with characters and locations changing in four different cycles: morning, noon, afternoon and night. Some of the ways to advance in the phase involve being in the right place, at the right time, to be able to take advantage of opportunities.

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With each new attempt the world resets, except for Colt’s memories and also of his antagonist, Julianna, who will bring an interesting multiplayer component to the game. The character will do anything to prevent Colt from ending the cycle, and will play a very important role in conducting the narrative through very heated dialogues with the protagonist. The online element enters with another player being able to take control of Julianna, so that you can invade another player’s run, hunt him down on the map and try to stop him.

The gameplay seemed quite fluid in the demonstration, with a mix of weapons – 10 different ones were announced, with some being able to be wielded in pairs – and powers – six in total – that make the gameplay very dynamic, and that will remember some of the highlights from Dishonored. This creates combinations like being invisible, teleporting, levitating enemies and, of course, shooting them until they die from it.

The game gave me a feeling of having a lot of potential, but like any bold idea, execution is going to be decisive for success. With the guided session, each new death brought us to a new attempt with new discoveries and very interesting variations, but to give all this freedom for the player to explore the map and make his trajectory, and to combine this with a consistent narrative and a good progression, it will be quite a challenge. Now, wait until September to see if the format will work!

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