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Arkane Deathloop - first-person action game from Arkane set on a time loop island

Discussion in 'General Gaming' started by Siel, Jun 10, 2019.

  1. Trithne Augur

    Trithne
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    So there's a silenced version of the SMG, and once you get and infuse that whatever challenge the game may have tried to present just goes out the window. This thing is stupidly accurate, I can snipe with it.

    I also got the weird hybrid dual pistols/SMG weapon - which feels like it just doesn't have a place in this game. Maybe if you're going into everything guns blazing, sliding around and switching weapon every 15 seconds like a trailer.
     
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  2. <3sRichardSimmons Arcane Patron

    <3sRichardSimmons
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    Yeah the silenced SMG is the best gun I’ve found by far, and it’s not even unique.
     
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  3. copebot Learned

    copebot
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    Teleport-stabbing people is the best way to win Colt also, at least in close range. It's just the most consistent thing to do, and if you don't do it to them they do it to you.

    The multiplayer is at its best when you don't actually fight, when it adds to the tension. I've had it happen where I had already killed a target and I just had to escape, so I evaded the guy, hacked the antenna that unlocks the exit, and made it out.

    I had one funny match where the guy just had a great camping spot on top of the antenna with the sniper rifle. He 1-shotted me twice, then I managed to sneak around him and hack the antenna. On the way to the exit, he jumped me, but I teleport-stabbed him. Unfortunately, he'd stacked a thousand mines all around the exit, so I died anyway but it was still amusing.

    There have also been some funny ones in which I've snuck around to the antenna, hacked it, done the objective, and then had to fight it out 10 minutes later at the exit. Playing as Julianna, you get awesome weapons a lot faster than you do as Colt, so if you just complete a few invasions you will tend to just have a lot of OP weapons and perks. Everything about the multiplayer works well EXCEPT the gunplay and direct combat.

    The AI does have better placement and is more effective in some scenarios than others. One thing to keep in mind is that if you get spotted as Colt, it gives the Julianna player an indicator about where the Colt is. This makes it so that you really want to stealth as Colt, otherwise it gets really easy to set up an ambush and repeatedly kill you. If you stealth, you force the invader to figure out which objective you're going for or if they should guard the objective they think you're going after instead. The AI is sorta set up to make the multiplayer more interesting, not to be challenging in its own right.
     
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  4. Immortal Arcane

    Immortal
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    Last question, Mount and Blade?

    Well designed / fun directional combat? Or too abusable and unrewarding?
     
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  5. Belegarsson Think about hairy dwarfs all the time ( ͡° ͜ʖ ͡°) Patron

    Belegarsson
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    Welp, Arkane certainly wasn't kidding with adaptive difficulty. I'm at a point where enemies on the ground can actually see me on rooftops, hear my footstep while I'm running on a different floor, start firing immediately upon seeing me, and I even got sniped midair while shifting above them? Just lost 3 slabs, shit ton of trinkets, a purple nail gun and a purple rifle at Aleksib's party because they just kept coming and naded my camping spot.

    From my experience, enemies are much more lethal at night, and the guards in specific areas that have Visionaries are much more reactive than the mooks in open areas. I think this is a deliberate design choice, they want exploring the open areas easier because you'll spend the majority of time in here solving puzzles and finding clues. Even with objective marker, the majority of puzzles requires observing the environment so having difficult or respawned enemies would make navigating the map tedious. I just spent an hour finding the codes for a chest underground which had its clues spreaded around Updaam, looking for them and figuring the codes themselves aren't easy, and I don't think having to struggle against enemies every 5 steps would add much to the process.

    There are also areas that react to you if you trip the alarm, like the Library. If you were wondering if there's any incentive to stealth, then there you go.
     
    Last edited: Sep 19, 2021
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  6. Wunderbar Arcane

    Wunderbar
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    Adaptive difficulty shouldn't be a thing in a game like that.

    Isn't it the entire point of Deathloop that the enemies don't retain their memories upon a loop reset? Your character is the only one who gets to learn new tricks.
     
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  7. Zombra An iron rock in the river of blood and evil Patron

    Zombra
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    You're arguing for a game where you get new powers, weapons and resources, but it's just the same simple challenges over and over again. Like an MMO where you can level up to level 80 but the only enemies throughout the world are level 1 rats.
     
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  8. abija Prophet

    abija
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    Unless the game has only 1 level that's not what he is arguing at all.
     
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  9. Belegarsson Think about hairy dwarfs all the time ( ͡° ͜ʖ ͡°) Patron

    Belegarsson
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    That's fair. I was pointing out that there's still challenge in this game despite the derpy AI. Also who knows, the game has been thoroughly giving explanations on why things are like this, I won't be surprised if it does the same with enemies' sudden lethality :)
     
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  10. Child of Malkav Arbiter

    Child of Malkav
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    What does retaining memories have to do with deadlier enemies and a more reactive and hostile AI?
     
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  11. Wunderbar Arcane

    Wunderbar
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    Child of Malkav the main character is stuck in a time loop. The enemies don't keep memories about what's going on, each cycle they act predictable and repeat the same actions. Then all of a sudden they become more reactive and hostile?
     
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  12. Child of Malkav Arbiter

    Child of Malkav
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    They become more reactive as the day advances and discover that more Visionaries are getting killed. Unless you die or reset the loop, what you do in one district or time of day can lead to this increase in enemy alertness.
     
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  13. Wunderbar Arcane

    Wunderbar
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    :deathclaw: apparently i can't read. For some reason i thought the enemies are becoming better at finding and fighting you even after the loop resets.
     
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  14. copebot Learned

    copebot
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    There's a part in the game in which you can get two visionaries together, every time, where they can be easily killed in multiple ways with no alerts, to get their full loot and residuum with no sneaking required. It's also very fast to complete it. Also, for whatever reason, Juliana can't invade that level and at that time, but she's supposed to be able to invade any level with a visionary active. Once you unlock that, (and honestly before it) there's no more loot pressure on Colt at all and the only thing you lose if you die in multiplayer is just your time.

    Beating the game does require a higher pressure evening run that requires 3 days of setup. In mine, the multiplayer adversary was just hiding on the roof in Aether (the ghost power that has an upgrade that makes it so it lasts indefinitely if you didn't move), so I walked up to the purple shimmer and stabbed it in the ass.

    Aether seems better than it is, although it's very hard to see the shimmer in daylight. It also nerfs your audio with crackles and distortion while making a loud noise.
     
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  15. Siel Arcane Patron

    Siel
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    About the AI, here is a response from the game director (Dinga)

    Translated from here:
    https://nofrag.com/test-deathloop-vers-linifini-mais-pas-au-dela/#comment-101352860
     
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  16. Child of Malkav Arbiter

    Child of Malkav
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    So it's just the corruption system from Mooncrash.
     
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  17. Great Deceiver Arcane

    Great Deceiver
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    That looks fucking awful
     
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  18. Zombra An iron rock in the river of blood and evil Patron

    Zombra
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    Quick update on the difficulty:
    While hardly a punishing or hardcore experience, I'm finding plenty of challenging situations and have died several times in the first few chapters. The looping conceit with dying and coming back works very smoothly.
     
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  19. toughasnails Educated

    toughasnails
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    I disagree. If you mean the removal of Thief\s reliance on lighting, I think that it actually makes the game more challenging and tactical. You have to be more dynamic, to have better grasp of the environment and the movement of AI bc you don't have Thief's "safe space" that is you cannot be safe in spite being within AI's line of sight bc you're in space whose lighting is bellow their visibility threshold.
    Everything else, meaning the exploration, freedom of movement, looting, is classic Thief. I'd say that Dishonored duology is faster paced Thief more than anything else. That is as long as you play them as you SHOULD, without powers and with all helpers turned off.
     
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  20. copebot Learned

    copebot
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    The game works best with the invasions, and is just a mediocre Dishonored when the invasions aren't happening or your invader sucks. One issue with the way the game is designed is just that some of the cooler scenarios for multiplayer (invading Frank's party palace, killing Fia with the pressure of the exploding nuclear reactor if you get discovered, killing Wenji at the science complex, killing Charlie at his LARP, killing Egor at night) are actually all one-time events unless the host is trying to farm them or just do it for fun.

    You can only queue as Juliana, instead of just being able to queue as a random scenario for either. Sometimes the multiplayer can be brilliant even with the jank, but the game just isn't that much without the multiplayer. It's very fun to trap up the objective areas in ways that are difficult to disarm, especially without the mine-hacking power. New players will blunder into the mines, intermediate players will be terrified of being blown up and intimidated away from the trapped up entrance, and good players will figure out how to evade them or disarm them.
     
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  21. Infinitron I post news Patron

    Infinitron
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    RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
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  22. Atlantico unida e indivisible Patron

    Atlantico
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    Make the Codex Great Again!
    It feels anachronistic and anachronism is jarring.
     
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  23. Diablo1_reborn Busin 0 Wizardry Alternative Neo fanatic Patron

    Diablo1_reborn
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  24. Zombra An iron rock in the river of blood and evil Patron

    Zombra
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    Make the Codex Great Again! RPG Wokedex Strap Yourselves In
    The soundtrack for this game is so goddamn good. Marrying a classic James Bond aesthetic with blaxploitation themes was fucking inspired.
     
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  25. Atlantico unida e indivisible Patron

    Atlantico
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    Make the Codex Great Again!
    It's very generic and inoffensive. Nothing "blaxploitation" (who spells it like that? Prince?) about it.

    It sounds something like the soundtrack of Evil Genius, but with modern voice aesthetics and auto-pitch.

    Vapid NPC garbage, done in a hurry. And it shows.
     
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