Deja Vu | An In-depth Deathloop Review

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  • Опубликовано: 4 окт 2024

Комментарии • 21

  • @zachgoodrich6100
    @zachgoodrich6100 3 года назад +2

    Deathloop is a great fresh IP of 2021! Arkane Lyon has done it again with this potential golden nugget of a game! I got all achievements for Deathloop two weeks ago making it my twelfth game on Steam to set foot on my Perfect Games list! Deathloop is a 9 out of 10 for me! The ten point was taken away by me because of it's lack of enemy variety thus the closest thing to bosses in the visionaries being borderline anticlimactic encounters do to being nothing more than slightly tougher versions of regular enemies! Overall I liked the game's combat and the two leads in Colt and Julianna as well as the game's soundtrack! Before I got to the big reveal of the mutual lineage of Colt and Julianna as I played blind I had a heartbreaking feeling in my gut that Julianna was Colt's daughter all along the whole time! My heartbreaking feeling in my gut was good at predicting that which in fact was true! Great video review btw!

    • @DaftTake
      @DaftTake  3 года назад

      ty, that's a lot of exclamation points btw

  • @TAPHRIM
    @TAPHRIM 2 года назад

    Honestly you deserving more for this level of polish, keep it up.

  • @human_supremacist
    @human_supremacist 3 года назад +4

    Solid content as always!

  • @juxtapoison5110
    @juxtapoison5110 3 года назад +4

    really enjoyed your review, it kinda reminded me of Joseph Anderson's videos ^^
    my two cents of criticism would be tho that:
    >your intro section was a little stretched with you detailing every criteria one by one. which adds unnecessary waiting before the good parts.
    >I think the review would've benefited from you discussing whole plot points in detail. screw spoilers.
    >don't feel obligated to give a numerical score at the end. those are arbitrary af anyways and suit IGN's 6 minute format a lot better.
    looking forward to seeing you grow as a creator.

    • @DaftTake
      @DaftTake  3 года назад +1

      thank you very much, in retrospect I did spend a lot of time on introducing the sections, so I'll shorten that next time. As for spoilers, I'll try to go into more details next time.

    • @juxtapoison5110
      @juxtapoison5110 3 года назад

      @@DaftTake hey you do you. your content will improve regardless :P

  • @maltsutty
    @maltsutty 2 года назад

    I may not agree 100% with this review but it is a well done review , great job. Deserves WAYYYY more views brother

  • @andreymagnuss
    @andreymagnuss 3 года назад +3

    A comprehensive comment for a comprehensive review...
    1) DEATHLOOP runs on an updated version of Arkane Lyon's Void Engine. And it is specifically developed for next-gen hardware in mind, so of course it wouldn't perform the same level 5-year old game did. Though, I'd argue, that Dishonored 2 had very bad termporal anti-aliasing implementation and ambient occlusion methods. The game looked blurry and really flat. In Dishonored 2 with a lesser visual fidelity I get 80-120fps 1440p on RTX2070SUPER and R7 3700x. In Deathloop on very high settings I get 60-110fps. And for how better this game looks compared to Dishonored 2 on very highs, that's a good optimization. Some people say it's not, but they wouldn't be able to know how this engine utilizes and what it redestributes the power of computer to. I bet that it's good for a systemic game that also looks decent. Some textures, shaders, lighting overall and some model fidelity look great. Besides beta patch concerning mouse judder, they've also recently released stuttering fix (in beta) and it works. Removes stutters at high framerates.
    I just don't get why you call it horribly optimized playing on a hardware that doesn't even completely match specs.
    2) The game does not copy any assets & animations from either Dishonored 2 or Prey. They look similar because... First, why fix what's not broken? The whole game is about fixing what didn't work in their previous games. And if something worked, why not put it (though changing) in their ultimate Arkane game? Second, the game was initially supposed to take place in Dishonored universe and be be a sequel/spin-off to Dishonored DOTO (though they probably decided not to go this path, so that, at least initially, people wouldn't have wrong expectations about the game. But I think they can develop this with DLC. Third, that's Arkane. Who if not them would put a lot of effort into designing their visuals and feeling of the game.
    Like 80% of things in games can be called "copies" with that logic. And why would it do anything with the delay?
    First time they showed gameplay, these things were already in the trailer. Developing immersive sims is more difficult than almost any game and doing so during lockdown would've been even more difficult. The game also must've required a lot of balancing because there are a lot of systems and the gamedesign has player freedom in mind (with variety and options on different levels of the game's structure). These assumptions, man...
    3) There are not many ways the game can explore darker themes of a time loop. Though it does at times and sometimes leaves it to come to players on their own when gameplay creates narrative. Eternalists and visionaries do not know that they are in a loop. And only few characters do. That's ominous on it's own. For example, some dude says he's got a bad cold. Most other interesting themes are told through notes and audiologs. These also extend your knowledge that might make more sense and paint a better picture of the endings. It's always a thing about immersive sims - player gets from the game what player puts in the game (e.g. the narrative player "generated"). That allows them to have a higher agency and distinguish them from film and other games that use film-like narrative that has low agency.
    4) I did not encounter single-player Julianna more than once (only in the tutorial), so I can't really judge this aspect. But your example is not very good because that's Julianna from the tutorial and I bet players wouldn't want to die in the tutorial section this close to the end of the day. So of course it's very dumb there. She even spawns right when you starts hacking and gives you an opportunity to easily kill her. Though one thing I've seen in other people's playthroughs is that she can spawn right behind you, which is weird.
    I think turning on online invasions enhances the experience, but the player should only do this when the player is confident with the build and is prepared to bring the fight. Some things are broken and too OP for Julianna, though and I don't expect Arkane to balance it, because it could harm the single-player experience.
    5) Yes, AI is intentionally dumbed down for balancing reasons so that most players won't get frustrated dying over and over again while trying to complete one objective. But there are several things people don't consider when discussing the AI of Deathloop (probably because this information is not wide-spread and can be tough to notice for some). First is that AI is given narrative reasons to be dumb. The game wants you to experience a power-fantasy, which would be pretty logical for Colt repeting the same day over and over again. Eternalists have narrow cones of vision and limited hearing because they wear masks (which they wear because they are meant to be faceless, which was the idea of visionaries). Eternalists are afraid of Colt, mostly not afraid of death, but also are not willing to spend time dedicated to having fun, guarding places from Colt (which they explicitly state). Then, there's also a dynamic difficulty for AI which adopts to the playthrough. If you've been to a place and killed people there or caused them to get hunting you, next time the place would be more heavily guarded. Same happens after killing visionaries, but you can feel the effect even right after killing the visionary.
    I've seen enemies staying at one place and not reacting, but that's probably because of conflicting systems or some AI failures. It might be immersion-braking at some level (which all people have different levels for), but that's not game-breaking. And one feature even Dishonored 2 AI wasn't as good at is vertical movement and agility. Enemeies in DEATHLOOP can vault, climb through windows, jump down to you, dodge, flank and change dynamically covers. It's very important for such level-design. You can easily notice how the AI behaves when you're playing as Julianna and they are attacking Colt. Again, there are bugs, but these are probably very difficult to solve in this case.
    6) I've only had crashes twice but which happened when I opened Photoshop while playing the game (which ate up some VRAM). And the game is heavy on VRAM (even if you think it's a bad optimization, I believe Arkane should know better why they use this engine and why the game is optimized this way, e.g. you can place a mine on a bottle, pick the bottle up and it would appear in your hand with the mine - which is rare for game engines and games to have) - with very highs on 1440p the game used 7,6GB of VRAM, so when I launched Photoshop, I was exceeding my limit in the game (my card only has 8GB of VRAM). Though I get why it can be frustrating having to replay the level or even the whole loop because of that, but you really shouldn't have criticized the game for it whilst playing on a system below the specs.
    ... I'm sorry, but I think most of your complaints about the game come from your experience with the game rather than what the game is. Given there's a tonn of variety, every player has a drastically different experience. And the job of a good reviewer is to determine what the game, how it works, what it provides, where it fails and whether these failures are on the reviewer's side or on the developer's. It's most applicable to immersive sims, because these games allow for more variety than most games in genres they can be assigned to. Prey might've been a better experience for you, but it has several significant design flaws, which are actually adressed in this game as a part of reinventing immersive sim genre and moving it forward.
    I see the potential for you as a reviewer, but I'd assume that you've rushed this one.

    • @DaftTake
      @DaftTake  3 года назад +2

      Before I even get into this I'll respond to the last bit, no this review was not in the slightest rushed, as I did spend somewhere around 3 weeks working on it - but I will say that in retrospect, I missed some points I wanted to hit, such as the hackamajig and some more stuff surrounding the loop and its mechanics.
      But to respond to your points:
      1) The original Void engine was based off of ID Tech 5 or 6 (can't quite remember), the reason for the adoption of a new engine more than likely stemmed from the licensing fees of unreal or any other engine they would've used. I remember the explicit advantages they details with Dishonored 2 were in fact the shadows and how they factored into the gameplay. As for the performance of the engine, upon launch, Dishonored 2 was heavily criticized for its performance, and for good reason, as its still not stable on last gen consoles to this day; in a similar manner, DoTO made strides to update and optimize the engine, but also had some hitches upon release (primarily in screen space effects). My primary issues with performance stemmed from the fact that the game, on its lowest settings was so terrible. You can always make the excuse that it was developed for next-gen hardware, but when next-gen hardware is equivalent to a 2060, there's no excuse for the cuts they made on lower settings to exist. Let's take a a look at the textures on low, texture budgets are the primary hit with vram usage, but dishonored 2 had great textures, and more so, more options for texture quality. Deathloop comparitvely has a low, then a jump to high, which looks more like the medium from D2. I could go on as to my gripes with how the settings and and tradeoffs are for the game, but the point I want to get across is that Deathloop is not in the slightest well optimized. This point has been corroborated by RUclipsrs like Digital foundry when looking at the minimum specs for the game - which in and of themselves were already extremely high for a game with static lighting and mostly fixed meshes. While I agree on your points with my own hardware, I will not conceded to decent optimization, as Arkane has already had a few games that released in a poor state of performance, and there is never an excuse for that.
      2) Implying that a studio would not simply drag some mesh asset they have and add some stuff onto it in Maya is beyond naive. Every business on the planet that works on multiple projects will reutilize work to some extent, my point in that regard was not that they were reusing assets, but that I subjectively felt that it detracted from the game. I have a total of 100+ hours in Prey and more in DoTO/D2/D1, so seeing something I've seen tons of times over is boring and immediately pulls me from the game. In the case of the turrets specifically, they even have the same sounds as the Prey turrets, the least they could've done is change the sounds. Saying that an immersive sim is hard to develop is discounting just how hard a game is to make in general, but to imply that I have made assumptions about what they did is equally as naive as what I mentioned earlier. Asset reworks do not change game balance, unless it changes some critical component like a hitbox, it doesn't change anything about how the asset works in the game - and the lockdown is no excuse for lesser products, as I still paid full price for it.
      That said, that aspect barely affected my score, as my problems came mostly from gameplay.
      3) Story and how its explored is completely subjective, and while I've collected every audiology, I don't think logs make up for the lack of the exploration I wanted (in this regard, its like saying in Fallout 76, that audio logs make up for npcs).
      4) I should've included a few other times the ai Julianna invaded my world and I will try to include things like this in the future, overall my points still stand on how I think multiplayer is not nearly as polished as it could be.
      5) While I completely understand the story reasons for the stupid ai, I don't think that the actual adaptation to the player is all that great. Even during my first time in updaam, I was unstoppable, sure Colt is an experienced soldier, but in the end, the player isn't. It's the equivalent of someone being extremely knowledgeable in some field but not having practice in it, which is what I have equated Colt to. The fact that right off the bat, the player can kill large amounts of enemies without any powers just makes the powers themselves an addition to the arsenal. Unlike some game like Doom Eternal, the gameplay is less of a "I need to do this to get this effect during a fight" and more of a "I want to do this", this IMO, comes down to how every eternalist and even the visionaries are basically the same, and unlike other previous Arkane titles, there no real "in-the-moment" reasons to act differently than how you have all game (which is why I used a shotgun all game when not sneaking). As for the game getting harder due to your actions, the difficulty spike itself was very weak, I wouldn't consider myself some FPS pro, but even doubling the enemies would just mean I would have to use more bullets. What I would personally change would be to add a difficulty slider (like with other games). I personally never experienced the loop mechanic as I had wanted to, and while this may simply be because I had the wrong expectations, I do think that when judging a game, that basing your expectations off the advertisements is a reasonable thing.
      6) I agree with everything you've said up until the point where you mentioned below spec - Doom eternal, based off a similar codebase, can run on a Nintendo switch (obviously with lots of work to optimize it), the fact that Deathloop struggles with slightly less VRAM is laughable. If I can hold almost 60fps all game, but then crash when nothing is happening on screen, its more than likely not my hardware that's purely responsible. Like I mentioned, poor or even not great optimization is never an excuse, and whatever caused my crashes is also not good IMO. However, I did explicitly mention that I had no crashes before the 25 hour mark, which makes me think the game was not really tested for extended playthroughs.
      Your last point here is a bit confusing to me, you said my experience with he game is different than what it is, if by that you mean that I played the game wrong, then that's an entire argument I could have, as a game should be played however the player like, especially if it prides itself on freedom (like immersive sims). My actual experience with the game is laid out in the review, I ultimately felt the game had great setups but not so great payoffs, and I think that speaks volumes as to the development of it (which as I said, was more than likely due to the pandemic). In the other regard, from an objective standpoint, I described all the systems I felt were important and subsequently gave my opinion on them in terms of how they play into the game. The problems I found where not mine, as I simply played the game how I would play any other immersive, in that way
      I felt critiquing these is how any good reviewer would have done it. If you don't agree with my opinion on that matter, then I implore you to look at other reviewers who have made much harsher criticisms to the games gameplay loop (heheh).
      But like you said, and to kind of recap what I said at the beginning of this post, this review has some missing components, once again this is my first review, so thank you for the criticism! I honestly do appreciate it, if you want to continue discussing this stuff, you're free to join my discord server, or just join the deathloop/arkane ones, as I'm on those often.

    • @andreymagnuss
      @andreymagnuss 3 года назад +1

      @@DaftTake I still disagree on most points (some takes in our argument are pure speculation, though not groundless, some are our opinions and some are polar perspectives), but I can't see us agreeing on them, but I appreciate such a thorough response. And Some of that should've been included in the video. I felt like with some points in the video you didn't lay out everything you could've probably said. I mean there's a reason, why Mauler, Joseph Anderson and other longmen reviewers' content has a longer runtime while being as dense.

  • @gordonofblackmeesa4248
    @gordonofblackmeesa4248 3 года назад +3

    While i agree with most of your criticisms, i don't think that calling colt fat was very cool of you.

  • @Bee_Tea_Sea
    @Bee_Tea_Sea 3 года назад +2

    Seems fun, gonna buy it in a year when it goes on sale lol

    • @DaftTake
      @DaftTake  3 года назад +1

      knowing arkane, it'll be on sale in a few months for like $10

    • @Bee_Tea_Sea
      @Bee_Tea_Sea 3 года назад +1

      @@DaftTake lmao your prob right

  • @1plusAidan
    @1plusAidan 2 года назад

    The dishonored props are intentional i believe

  • @SuperMeethead
    @SuperMeethead 3 года назад +2

    Why he look like Nico for hit Rickstar Game GTA IV?

    • @DaftTake
      @DaftTake  3 года назад +1

      no, you are nico

  • @kingdoggo7469
    @kingdoggo7469 3 года назад +1

    deathloop just didn't have the same flair for me that other arkane titles, it feels so short

    • @DaftTake
      @DaftTake  3 года назад

      I agree in some regards, but in the end, i felt they made up for it by having 3/4 versions of each level