EU
  
You are currently viewing the European Union version of the site.
Would you like to switch to your local site?
23 MIN READ TIME

BREAKING OUT

With Deathloop, Arkane is reinventing the wheel it spent two decades perfecting

Almost every aspect of Deathloop, in the gradual unfurling of details since the game’s first showing at E3 2019, has come as something of a surprise. Revealed less than a fortnight on from the release of Outer Wilds and mere hours after 12 Minutes got its own E3 spotlight, Deathloop was the title that confirmed time loops as a gaming trend, and carried that trend into the triple-A space.

Then, just as we were starting to grasp the intricate workings of the loop, it was followed by a second revelation: confirmation that Colt and Julianna, the two characters shown in that very first trailer, would both be playable in head-to-head multiplayer –a first for developer Arkane Studios.

Even after seeing the game up close for the first time, the full implications of both are still coming into focus. But in the moment, they’re nudged out by a fresh source of surprise. Because, as game director Dinga Bakaba steers us through one of Blackreef Island’s four regions, we’re actually a little taken aback by just how quick it all is.

Colt applies a machete to the midsection of one poor masked goon, readies a grenade for his next victim and switches to the sniper rifle at a range that makes the scope frankly unnecessary. Finally, to mop up any remaining enemies, he uses the Pepper Grinder, a rapid-fire cannon we’re told is this universe’s equivalent of an assault rifle but looks and sounds like it should be strapped to the underside of a Spitfire. It’s fast, loud and bloody.

THE PEPPER GRINDER LOOKS AND SOUNDS LIKE IT SHOULD BE STRAPPED TO A SPITFIRE

In the Dishonored games, which occupied Arkane’s Lyon team for the eight years prior, action tends to come in carefully planned bursts. A sleep dart here, a teleport there, ducking back into the shadows before anyone’s the wiser. That’s not the rhythm of Deathloop at all. At least, not as played by Bakaba, who manages to compress an entire Dishonored level’s worth of violence into the space of a few seconds.

He’s aided by a set of powers that will be familiar to fans of the studio’s previous work but, vitally, have been recalibrated to make them easier to deploy on the go. Shift, this game’s teleport power, lets you hang in the air and release a shower of bullets before pivoting to blink off in a new direction. Nexus is Dishonored 2’s Domino ability reimagined as a rocket launcher, linking the fates of every person in its blast radius so they can all be felled simultaneously with a single followup headshot. Turrets can be hacked remotely, using a gadget that doesn’t even require you to be aiming directly

Dinga Bakaba, game director on Deathloop at Arkane Studios
Game Deathloop Developer Arkane Studios Publisher Bethesda Softworks Format PC, PS5

BIRDS AND BATS

With no ability to save, and limited chances each day, the sense of danger is cranked up in  Deathloop. “If the player gets into too much trouble, then they’re done. They die, and they loop back to the beginning of the day,” designer Dana Nightingale says. “So, entering each space, they need to think: what risks am I willing to take on this run?  Because if I mess up and I die, I’m starting over.” This, we suggest, sounds an awful lot like a Roguelike –a format Arkane’s Austin team experimented with in Prey’s Mooncrash expansion – but Nightingale, at least, never thought of this game that way.

“It’s more a case of convergent evolution.  So maybe Roguelikes are birds, and we’re bats,” she says. “We both learned to fly different ways.”

at them. There is rarely any need to stop, or even slow down.

This change of pace is another way in which Arkane is tearing up the unspoken assumptions of its previous releases, and one that simultaneously draws on and feeds back into those other two major departures. So let’s take a leaf out of Deathloop’s book and rewind.

Over the past two decades, Arkane’s twin teams – working in parallel from Lyon and Texas – have released five full games. From Arx Fatalis to Prey, these titles span a breadth of settings and genres, but all of them can be loosely corralled under the banner of ‘immersive sim’. This term can be tricky to define, but the games it describes put the focus on player agency and improvisation over tightly choreographed setpieces, with level design that rewards closer examination. Games, in other words, in the tradition of System Shock, Thief and Deus Ex –a tradition which Arkane has been observing almost entirely on its own, at least in the gaming mainstream, since the decline of Irrational Games.

Unlock this article and much more with
You can enjoy:
Enjoy this edition in full
Instant access to 600+ titles
Thousands of back issues
No contract or commitment
Try for €1.09
SUBSCRIBE NOW
30 day trial, then just €11,99 / month. Cancel anytime. New subscribers only.


Learn more
Pocketmags Plus
Pocketmags Plus

This article is from...


View Issues
Edge
May 2021
VIEW IN STORE

Other Articles in this Issue


Edge
(OK, maybe not you, Rise Of The Robots)
“Ah, it’s not about what it looks like
PLAY
REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS
Knowledge
Virtual humanity
How Epic is upgrading 3D character creation
Made in Iraq
As western military shooters reduce their homeland to a backdrop, we talk to the Iraqi developers challenging preconceptions
Model pro
Hironobu Sakaguchi reveals the painstaking work behind Mistwalker’s new hand-crafted RPG
Viking invasion
How unexpected smash hit Valheim went from one developer to five million players
PARCEL UP
Making special deliveries in a stealth-led dystopian satire
Soundbytes
Game commentary in snack-sized mouthfuls
THIS MONTH ON EDGE
When we weren’t doing everything else, we were thinking about stuff like this
Dispatches
DISPATCHES MAY
Issue 356 Dialogue Send your views, using ‘Dialogue’
Trigger Happy
Shoot first, ask questions later
Unreliable Narrator
Exploring stories in games and the art of telling tales
Hype
Playing your part
When you think about it, every game is
SIFU
Absolver’s developer returns with a kung fu revenge fantasy
MASK OF THE ROSE
Failbetter finds love in Fallen London
SUBNAUTICA: BELOW ZERO
A change of temperature but not of tune
BOOK OF TRAVELS
A serene adventure for wayfinders and wanderers
SATURNALIA
A Sardinian survival horror to lose yourself in
CARD SHARK
Wario Ware meets Barry Lyndon in a card game like no other
SPLATOON 3
Developer/publisher- Nintendo (EPD) F ormat- Switch
SOLAR ASH
Developer- Heart Machine Publisher- Annapurna Format- PC,
THE ETERNAL CYLINDER
Developer- Ace Team Publisher- Good Shepherd Entertainment Format-
SONG IN THE SMOKE
Developer/publisher- 17-Bit Format- PSVR, Quest, Rift
SONG OF IRON
Developer/publisher- Escape LLC Format- PC, Xbox One, Xbox
Features
OVER AND OVER AND OVER
Creators at the forefront of the Roguelike genre chart a course for a bright future
PRESS PLAY
As the world locked down, videogames allowed it to open up via virtual concerts. We talk to the artists, developers and organisers responsible
SIGNS OF THE SOJOURNER
How Echodog Games played its cards right to produce a spellbinding debut
ONION GAMES
Life is just dandy for this daringly individual Japanese micro-studio
Splinter Cell: Conviction
Ubisoft’s controversial stealth sequel forms the backbone of its games today
Puzzle & Dragons
A progress report on the games we just can’t quit
Play
Monster Hunter Rise
Developer/publisher- Capcom Format- Switch Release- March 26 Any
Post Script
Discussing Wirebugs, wyverns and world design with director Yasunori Ichinose
Bravely Default 2
Developer- Claytechworks Publisher- Nintendo Format- Switch Release- Out
Post Script
Is the JRPG in danger of leaning too far into its niche?
Genesis Noir
Developer- Feral Cat Den Publisher- Fellow Traveller Format-
Maquette
Developer- Graceful Decay Publisher- Annapurna Interactive Format- PC,
Mundaun
Developer- Hidden Fields Publisher- MWM Interactive Format- PC
PixelJunk Raiders
Publisher/developer- Q-Games Format- Stadia Release- Out now With
Loop Hero
Developer- Four Quarters Publisher- Devolver Digital Format- PC
Narita Boy
Developer- Studio Koba Publisher- Team 17 Format- PC
Chat
X
Pocketmags Support