Deathloop | PS5/PC/XS/Gamepass

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Memento Mori
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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by Memento Mori » Tue Sep 21, 2021 12:24 pm

Invaded a game where Colt only had two lives remaining and he didn't appear to have shift. Got my first Julianna win with a newly unlocked purple shotgun which completely tore him to shreds.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by Jenuall » Tue Sep 21, 2021 12:58 pm

What's everyone's favourite slabs/weapons/trinkets then?

I've had Shift pretty much locked in as one of my slabs since I first unlocked it, the movement options it opens up are just too good to pass up, the upgrade for extra range really adds to it as well.

I tend to then switch it up between Karnesis, Nexus and Havoc for my second slot. Nexus is probably the most fun to play with, even if it is massively OP!

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by Memento Mori » Tue Sep 21, 2021 1:00 pm

Shift and the distance upgrade is completely essential especially in PvP. Not really bothered with anything else.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by Godzilla » Tue Sep 21, 2021 1:10 pm

Invisible is essential for me, I like nexus. But probably shift and invisible is the best way to go.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by OrangeRKN » Tue Sep 21, 2021 1:15 pm

Shift + Karnesis for me. I have hardly any slab upgrades yet (not done enough loops to collect them) but I did just get the extra distance for shift which is great. Karnesis is pretty fun for throwing people off cliff edges and the like and I'm assuming it'll get better with upgrades for targeting multiple people. I don't think Havoc is very fun to use (it's just a buff so it doesn't really add a gameplay element) but it does seem powerful as I struggle when Juliana uses it, invisibility is effective but again not really an additional action so much as a passive effect, and nexus I tried once thinking I could chain up some people for a mass stealth takedown but the effect seems to wear off almost immediately, so I didn't see the point in it.

I have double jump, sprint up, max power and (just swapped in) max health on my character trinkets. Basically just want to make movement as fast and fluid as possible but then I just had a tough Juliana encounter and figured some extra health would probably be very useful - even if I'd rather have crouch speed up or slide distance up!

I really wish I could equip just a couple more character trinkets - faster hacking would be very nice QOL (considering I'm usually perfectly safe when hacking anyway, it just slows the game down waiting for the hack) but I don't want to take it at the expense of actually better trinkets. That and the trinket for hacking traps/mines would have been nice as upgrades to the hackamajig I reckon.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by Jenuall » Tue Sep 21, 2021 1:16 pm

Interesting! I've barely touched the invisible slab myself, the enemy visual perception seems like dogshit most of the time anyway so I've not felt the need for it.

One thing I wish they had kept in this was the scalable difficulty sliders from Dishonored 2 - you could tweak enemy perception in various ways and it made the game much more interesting IMO.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by Jenuall » Tue Sep 21, 2021 1:19 pm

Has anyone bothered to Infuse Double Jump? I can't see why there is an option to do it considering you seem to pick it up at the start of every day regardless?

I agree with the desire to have additional trinkets equipped, on the one hand I like the limitations as it forces you to make compromises about your build but I do think that just a little bit more flexibility would have been handy. The one that upgrades your kick strength is fantastic - my Colt spends a good 50% of his time just kicking the strawberry float out of people now! :lol:

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by sawyerpip » Tue Sep 21, 2021 1:23 pm

If you infuse Double Jump you still get the un-infused trinket at the start of every day, so basically it equates to an extra 2,000 Residium each day.

Shift definitely seems to be the most popular Slab from what I can tell. Invisibility is almost pointless against the AI but it's fantastic for the invasion mechanic, especially with the Ghost upgrade, and it's what I've tended to keep as my second Slab for both Colt and Julianna.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by OrangeRKN » Tue Sep 21, 2021 1:26 pm

The enemy perception is some of the worst I can ever think of in a videogame, there can be a gunfight happening barely metres from an enemy and they won't aggro. Multiple times I have surprised myself almost tripping over an enemy who is crouched down doing some idle action in a room I thought I had cleared, literally just running around looting things directly behind them and killing people basically next to them. I get it's all set up deliberately as a murder power fantasy and that's fun, but yeah, the AI is a little lacking!

So yeah I agree I don't really see the need for invisibility outside of PVP.

Jenuall wrote:Has anyone bothered to Infuse Double Jump? I can't see why there is an option to do it considering you seem to pick it up at the start of every day regardless?


I have infused it, but only because it means I don't have to remember to equip it on each loop now :lol:

Jenuall wrote:I agree with the desire to have additional trinkets equipped, on the one hand I like the limitations as it forces you to make compromises about your build but I do think that just a little bit more flexibility would have been handy. The one that upgrades your kick strength is fantastic - my Colt spends a good 50% of his time just kicking the strawberry float out of people now! :lol:


I haven't tried that even though I'd like to, and I think that's where it feels overlimited - everything I have equipped as trinkets I feel to be "essential" so there isn't any slack with which I can feel free to experiment. 6 slots rather than 4 might have been a nice sweet spot for still having the idea of builds and compromise but giving that little bit more freedom. Maybe they could have just had double jump in the default moveset to free up a slot.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by Winckle » Tue Sep 21, 2021 1:34 pm

sawyerpip wrote:If you infuse Double Jump you still get the un-infused trinket at the start of every day, so basically it equates to an extra 2,000 Residium each day.

Shift definitely seems to be the most popular Slab from what I can tell. Invisibility is almost pointless against the AI but it's fantastic for the invasion mechanic, especially with the Ghost upgrade, and it's what I've tended to keep as my second Slab for both Colt and Julianna.

This, it pays for itself after 4 loops.

We should migrate GRcade to Flarum. :toot:
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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by OrangeRKN » Tue Sep 21, 2021 1:37 pm

Another aside - the loot rarity seems a bit off to me? After only a couple of full loops most of the trinkets being dropped are blue or purple. Half of the trinket effects I have only ever seen as blue/purple varieties because I never had a chance to collect them at grey/green. I haven't infused one of each weapon type yet either so I'm going straight from "you don't own this weapon" to "you have a purple version of this weapon". There wasn't really much of a curve to loot rarity so having it as a system almost feels pointless if you're just going to get the best stuff so quickly anyway.

That's not really a complaint, I'd probably prefer not having rarity of loot at all, but it does seem odd to have it but not make the rare stuff, well, rare.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by Memento Mori » Tue Sep 21, 2021 1:37 pm

Winckle wrote:
sawyerpip wrote:If you infuse Double Jump you still get the un-infused trinket at the start of every day, so basically it equates to an extra 2,000 Residium each day.

Shift definitely seems to be the most popular Slab from what I can tell. Invisibility is almost pointless against the AI but it's fantastic for the invasion mechanic, especially with the Ghost upgrade, and it's what I've tended to keep as my second Slab for both Colt and Julianna.

This, it pays for itself after 4 loops.

I know what I'm infusing next.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by Jenuall » Tue Sep 21, 2021 1:43 pm

I shall infuse double jump forthwith! :toot:

I don't generally find I have a problem with Residium supplies though, if you take down Juliana and a Visionary in a level then you get a solid whack of the stuff, add that to the bits and bobs you can extract around the level and what you get from turning in trinkets or weapons you have no interest in and you end up with a healthy amount more often than not.

And yeah OR on balance 6 slots for trinket allocation would maybe have offered a better trade off between flexibility and avoiding allowing the player to be all powerful every run.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by sawyerpip » Tue Sep 21, 2021 1:44 pm

I agree that the loot rarity is not very well balanced, you can get loads of purple trinkets from Julianna and other Visionaries, as well as the odd one from regular Eternalists so I felt that I got to the point of not using blue or below loot very quickly.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by OrangeRKN » Tue Sep 21, 2021 2:01 pm

Oh I solved the Bloody Mary puzzle last night too, made me feel very clever 8-)

Also in Updaam (can't remember the time of day) I found where you can get a kill from a stack of boxes on a roof set up as dominoes to fall on a person down below. I love easy to miss little environmental setups like that!

Thinking on all these small things they really help make the game for me. I completed the Yervha in Karl's Bay, feeling very proud of myself and excited for the reward - and there wasn't one? :lol:

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by Jenuall » Tue Sep 21, 2021 2:07 pm

Yeah all the little puzzles and tasks that you can do during the day really add to things, as do the breadcrumb trail style "murder setups" that are dotted around - things clearly placed in a certain way to encourage you to interact with them.

Also kicking to death anyone standing remotely near a ledge will never get old! :nod: :lol:

One thing I would have loved would have been for them to have just a little bit more faith in the player in terms of the main progression - it's all tied down to the leads just a bit too much for my liking, with more freedom and less hand holding achieving the final outcome would have been more satisfying IMO.

I can 100% see why they went down this route though, way more accessible for a wider audience

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by sawyerpip » Tue Sep 21, 2021 2:16 pm

OrangeMKN wrote:Thinking on all these small things they really help make the game for me. I completed the Yervha in Karl's Bay, feeling very proud of myself and excited for the reward - and there wasn't one? :lol:


I had the same reaction :lol: I googled it afterwards and apparently you need to do it as part of a trophy but that's it.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by OrangeRKN » Tue Sep 21, 2021 2:23 pm

Jenuall wrote:One thing I would have loved would have been for them to have just a little bit more faith in the player in terms of the main progression - it's all tied down to the leads just a bit too much for my liking, with more freedom and less hand holding achieving the final outcome would have been more satisfying IMO.

I can 100% see why they went down this route though, way more accessible for a wider audience


I think they've hit a good balance in that, once I got past the opening tutorially bit (ends with unlocking residium) I haven't been tracking any of the leads, only referring back to the menu when I need a reminder. I like it giving the checklist of "things you should know about to do" when selecting your destination at each time of day, that for me is the right level of QOL guidance without feeling like I'm just moving between waypoints at the game's command. The game is obviously set up for you to discover things in your own order, that's enough for me to feel like I have player agency.

I like how some of the code inputs require you to work them out yourself too, only becoming "known" once you get them right manually, rather than all of them just going straight to auto-input once you've found the clues.

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by Jenuall » Tue Sep 21, 2021 3:03 pm

OrangeMKN wrote:
Jenuall wrote:One thing I would have loved would have been for them to have just a little bit more faith in the player in terms of the main progression - it's all tied down to the leads just a bit too much for my liking, with more freedom and less hand holding achieving the final outcome would have been more satisfying IMO.

I can 100% see why they went down this route though, way more accessible for a wider audience


I think they've hit a good balance in that, once I got past the opening tutorially bit (ends with unlocking residium) I haven't been tracking any of the leads, only referring back to the menu when I need a reminder. I like it giving the checklist of "things you should know about to do" when selecting your destination at each time of day, that for me is the right level of QOL guidance without feeling like I'm just moving between waypoints at the game's command. The game is obviously set up for you to discover things in your own order, that's enough for me to feel like I have player agency.

I like how some of the code inputs require you to work them out yourself too, only becoming "known" once you get them right manually, rather than all of them just going straight to auto-input once you've found the clues.

Yeah there have been some fun things for the player to actually work out on their own - the Updaam safe puzzle was quite a cool example of that.

I've not tracked any leads either, but there's still a bit too much hand-holding at times. I think what I would have preferred is:

* Fewer popups on the UI - when a lead is progressed it splats something up that explains the development in a slightly too "on the nose" way for me (in all honesty I've not dug into how customisable this is - I've disabled objective markers but that's it so far)

* Not so much reaction from Colt at these points, even though his VO is sublime it still a bit too blatant: "oh ho ho, now I know what to do - get VISIONARY X to COME OUT OF HIDING, by DOING Y with the EQUIPMENT IN LOCATION Z at NOON!" hint hint!

* Similarly I think the little animations when you leave an area after pushing a lead forward are a but much as well, spelling out exactly what you need to do at times jut in case you missed it. But again, these are cute as hell so losing them would be a shame!

Essentially I just think that so far I would have got greater satisfaction out of things because I had been allowed to complete the detective element myself - discovered the info, pieced it together, formed a theory and tested it out myself. There have been many times when I've been reading a note and thought "ooh, now that gives me an idea..." only for something to pop up as soon as I close the note which basically says "yeah do that m8" and slightly undercuts the thrill!

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PostRe: Deathloop | PlayStation 5 / PC | Delayed until September 2021
by OrangeRKN » Tue Sep 21, 2021 4:38 pm

I see what you mean - working things out is at a very immediate level, the game will always let you know if you're on the path of progress because it tracks everything step-by-step, even if you're the one making the individual steps. That makes the game a lot more accessible and prevents you from wasting time on an incorrect solution, but I get how that means you don't have the potential satisfaction of working out a wider solution. You can turn off waypoints, but you're always going to have a quest tracker. It's only some side puzzles that ease up on that.

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