Thursday, December 30, 2021

DEATHLOOP

 DEATHLOOP is the latest entry in the recently burgeoning time loop "genre" of games (which apparently this blog is almost entirely dedicated to covering). It's pretty different from most by having an emphasis on removing the frustrations of the style, while retaining the fantasy. Rather than the typical time loop that operates in real time by having NPCs follow rigid schedules, DEATHLOOP opts for a simpler approach: there are 4 areas and 4 time periods within the loop's day (morning, afternoon, night, etc). Going to an area takes up that time period, but you can spend as much real time within it as you want- the game simply repeats the basic NPC patterns forever until you die or leave (with each time period changing up what's happening in each area). This eliminates a lot of the nuisance in terms of having to stalk a certain NPC for hours or wait around for the right event to start, but it also removes some of the magic that allows for more realized worlds. Whether they did it to streamline or because it was way easier for their existing engine to handle, I ended up liking the distinct approach (though I'd be disappointed if it were the first of its kind).

The game itself is one of those dreadfully diluted first person stealth amalgams: "you can sneak around, but you can also shoot people when that goes wrong!". I'm not a fan of the style because you usually just end up with two weak games, with one of them being the far easier path of least resistance. I also tend to just end up constantly reloading my way through a stealth only play through, cursing at how half my options are dedicated to something I have no plans of doing. In this regard I can give DEATHLOOP some credit: it doesn't let you quicksave at all, instead opting to give you 3 lives each level. For once I actually found myself playing the game as intended: mostly stealthing, but shotgunning my way out of bad situations when necessary. It wasn't bad. I'm actually really happy to see this style of game finally move away from the tension-destroying quicksave of PC gaming's past- even if 3 lives ends up being far too generous.

The game's inventory is also a streamlined time loop system of allowing you to spend a currency to permanently keep any weapon/upgrade/power across multiple loops. The amount you get is so generous that it's extremely unlikely you'll have to face needing to give anything you want up. Worse, the game makes it extremely easy to find good weapons such that you'll spend all of like 20 minutes with the crappy guns that jam. The end result is that after my first full loop, I had most of the same equipment I would take with me to the end of the game (I did get a few upgrades, learned to appreciate some later powers, but ultimately felt like I peaked within a few hours). This is basically the single biggest flaw of the game: it's built to have a progression, but immediately gives you everything. I actually waited a few months to write this review hoping that they'd release a hard mode patch that would fix this. They haven't.

The end goal is basically just Mega Man: kill all the bosses (stealing their powers along the way) in a single day to end the loop. Actually getting their schedules to line up for that requires doing a bunch of investigations and assassinations across multiple loops, resulting in a fairly standard game progression despite the loop structure. It's not bad, and each of the bosses has their own gimmick fight that breaks up the routine of stealthing your way through the grunts. Most of the story just consists of piecing together the boss's personalities, why they built a time loop, and recovering from the protagonist's amnesia. It's all pretty thin and shifting through tape recordings and notebooks is so cliched at this point that it's hard for me to take seriously, but... I did read everything I came across.

The final element is that the game contains a Demon's Souls-style invasion system where another player can enter your single player game to try to stop you from killing a boss. It has a lot of flaws: the netcode doesn't always work well, the invader is at a huge disadvantage of having 1 life vs. 3 (much like the developers shaving the sharp edges off time loops, this is them shaving them off invasions), being the invader is often a very boring looking for a needle in a haystack, etc. Yet the game is definitely better off for having it. The added tension of knowing someone is somewhere just adds a lot, particularly when doing your final run of killing every boss and not wanting someone to stop you part way through. And when the stars align and you have a genuine cat-and-mouse game, it's kinda neat (but mostly you're going to have sniper wars).

So should you play DEATHLOOP? That's actually a difficult question. The completely broken progression system really hurts the game. And even outside that, the game is pretty bare bones for the genre- you don't have all that many options to interact with the world, just the standard throwing rocks and hacking turrets etc. But I did enjoy my time with it. The new style of time loop is fresh despite its simplicity, some of the boss fights are pretty cool (particularly doing them multiple times for upgrades and trying different approaches to mastery), the world is fun to comb through, and the protagonist/antagonist banter was solid enough. Grab it if you're into this kind of thing and can accept a whole lot of missed potential, I guess

No comments:

Post a Comment