Deathloop's gameplay won't punish players drastically for taking their time exploring it

Just because you're working against a time-looping situation in Deathloop doesn't mean you need to be in a hurry, says Arkane Studios devs.

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Deathloop is, much like Groundhog Day, Edge of Tomorrow, and more recently Palm Springs, “one of those infinite timeloop things,” as Andy Samberg puts it in the latter. You’re going to play the same day, gathering information and figuring things out as you die again and again against the denizens of the island of Black Reef. But just because you’re on a looping clock doesn’t mean you need to be in a hurry. The Arkane devs recently revealed that you can take your time and soak in the lore and nature of the city if you want without too much pressure.

Deathloop Game Director Dinga Bakaba revealed this tidbit in an interview about the game recently posted on IGN. In the interview, Bakaba posted that the game is a bit different from a roguelike or a countdown situation in which everything has to be done within very constricting timeline.

“You are piecing together what happened on the island, who you are, and what you are doing here and how you can escape,” Bakaba pointed out. “The one thing we wanted to make sure is that it doesn't mean that the player is literally on the clock in their moment-to-moment gameplay.”

That is to say that Deathloop is something that can be taken in little bits of time without too much worry. The goal is to progress the story little by little. Bakaba further revealed that when it starts over, you might not even be in the same place you first woke up, necessitating different actions and priorities.

“You play that same day over and over, but you don't necessarily do the same things, you are not necessarily in the same places, you don't have the same goals,” Bakaba explained. “If you want to play very deliberately, very slowly, and take your time, read every note, look at every painting, the game will not punish you for that.”

Deathloop is set to be one of Bethesda and Arkane’s first forays into the next generation of consoles with a launch coming on PlayStation 5 and PC sometime around holiday 2020. Stay tuned for further details on the game as we get closer to its launch later this year.

Senior News Editor

TJ Denzer is a player and writer with a passion for games that has dominated a lifetime. He found his way to the Shacknews roster in late 2019 and has worked his way to Senior News Editor since. Between news coverage, he also aides notably in livestream projects like the indie game-focused Indie-licious, the Shacknews Stimulus Games, and the Shacknews Dump. You can reach him at tj.denzer@shacknews.com and also find him on Twitter @JohnnyChugs.

From The Chatty
    • reply
      July 17, 2020 2:17 PM

      I think this was why I never got deep into Mooncrash. It felt much higher pressure than I really wanted to play.

      • reply
        July 18, 2020 4:38 AM

        Me too. I want to go back, but the time pressure and having to be so precise about what you use or leave was hardcore.

    • reply
      July 17, 2020 6:02 PM

      Loop a loop?

      • reply
        July 17, 2020 6:12 PM

        Question: Who Loops The Loopers? Answer: Marc lookitzpancakes Rebillet

    • reply
      July 17, 2020 6:05 PM

      I wants

    • reply
      July 17, 2020 11:12 PM

      This game still looks like it's going to have everything I've enjoyed in Arkane's games, just with less reason not to engage in action with all your abilities.

      I'm very much looking forward to it.

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        July 17, 2020 11:20 PM

        They specifically took out non-lethal takedowns as they want you to get in there, have things go wrong, and all that as part of the timeloop in the game. (And because of the possible second player/computer character that will f'ing your shit up). They didn't want poeple thinking too much about morality - all the npc in the game already have no morals compared to Dishonored's world so you should feel back after killing them.

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          July 17, 2020 11:47 PM

          Seems like a good change of pace. Stealth runs were always harder and more quicksave/load heavy, ESPECIALLY on a first run through.

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            July 18, 2020 4:42 AM

            I always did stealth runs first in all Dishonored games and expansions, but I'm weird. I love the tension, and you see so much of the levels by taking your time.

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              July 18, 2020 4:46 AM

              Oh I totally agree, but I'm also glad that they are going more in on lethal this time around. Over already wanted to do lethal runs but could never get through the second playthrough (except Prey, fuckin love that game)

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                July 18, 2020 4:47 AM

                *I've always, not over already

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                July 18, 2020 4:55 AM

                I've only done an Emily Chaos run so far. Even then I was more like sneaky sneaky murder. Domino is so fucking goooooooood. I need to do a NG+ run with both character powers next, that should be amazing.

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                  July 18, 2020 5:13 AM

                  Domino combined with some of the other powers or just moving in a clever way - nothing like an entire squad taking itself out all at once without even having to do anything violent yourself.

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          July 17, 2020 11:48 PM

          Yeah, and I wouldn't want that in all their games - I love how the choice matters in Dishonored and Prey.

          But I'm also totally fine with this take on it to encourage different sorts of play with the same types of systems they often setup.

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          July 18, 2020 4:41 AM

          Interesting! I love clean hands ghost runs in Dishonored but totally okay with them saying "Nah, fuck that in this game, balls to the wall action"

        • reply
          July 18, 2020 5:23 AM

          That sounds great. Best parts of dishonored were fucking up and trying to deal with it imo.

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