Each Visionary has a five or more step quest line that has you performing tasks to set them along a specific path. Honestly, if the story was not presented and tracked in this way, I would have given up on it almost immediately. Each visionary has a storyline and how you can force them to a certain place and time so that way they can be killed alongside another Visionary essentially giving you the chance to take out multiple targets at a time. Luckily for me, the story paths in DEATHLOOP are so easily followed and tracked that it made it incredibly easy to stay focused on the tasks at hand and not stray too far from the main story path. I’m not very good at math, but I do know that’s a lot of options and I’m not lucky enough to find the solution by myself right away. There are 4 times of day, and 4 districts where these Visionaries reside. Thoughts started swirling through my head about having to replay these loops a million times trying to work out how to kill these 7 psychopaths in a single day all by myself. At first this was extremely overwhelming, and I was hit with a deep regret and began thinking about what I have gotten myself into. They are scattered across the island and only appear during select times of day. In order to break the loop, you’ll have to kill all 7 Visionaries in a single day and it will not be an easy task. You find out quickly through conversation that she knows you want to break the loop and end their immortal fun. The banter between Colt and Julianna is some of the best dialog I have ever heard in a story, and it kept me laughing and interested from beginning to end. It’s through this walkie-talkie that a lot of the story is delivered. Shortly after waking you find a walkie-talkie and you receive a call from a cocky woman named Julianna, and it’s obvious off the bat that you have some history with this woman despite not remembering anything about her. You wake up on a beach and you have no recollection of how you got there. You play as Colt, the head of security for the company that has taken over the island of Blackreef, and that company and its scientists are responsible for the technology that lets these characters live forever repeating the same day over and over. I am glad I gave DEATHLOOP a chance and stuck with it because it quickly rose to the list of the top games I’ve played this year.ĭEATHLOOP is full of collecting, upgrading and repeating, but it has a straightforward way of presenting the story path that really kept me focused on following the threads of the narrative until each of them ends. I would put a good five or so hours into them and then my interest fizzles out and I move to something else. It’s my own fault, I know, but it happened with Dead Cells, Rogue Legacy, Hades and many more. What always lost me was that I would constantly focus on upgrading and never progressing the story, and I would do 100 runs and then burn out of the game because I am playing the same thing over and over and over. You learn from your mistakes, grow stronger and then use those tools on the next run, and that part of Roguelikes has always intrigued me. Sure, it shares some DNA with Roguelikes, where you repeatedly play the same areas over and over while collecting weapons and upgrading them to carry to the next run. Simply calling DEATHLOOP a Roguelike is an unfair labeling of one of the most original games I’ve ever played.
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