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Deathloop - New Arkane Lyon's game

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Looking forward to the first details for this thing! Arkane is my favorite studio -- really happy they still get IP freedom and aren't being delegated "finisher" duties for other Bethesda games. The island environment is gorgeous and I can't wait to see what the art direction geniuses can do with it in real-time.

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Nice, I wanna know more about it. What's the island about? Is it a 1v1 game? SP with MP elements?

Color me curious, will be keeping an eye out. Very talented studio so I hope it's good!

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With all the Arkane news recently, I rewatched the trailer and I might have figured it out or at least here's my theory:

So the obvious things are that the day is repeating over and over, but the characters retain their memories of every day even if they die... and as stated in the trailer, one is trying to break the cycle while the other is trying to protect it. We can also see in the trailer that one of the characters learned from their previous deaths and avoided the same scenario during the next try. But if things are gonna truly change in this loop, then there have to be some means of killing other characters/targets in a permanent way.

Now, my theory is that we're gonna play as both characters, Colt and Juliana, switching between them with every repeated day and then fighting against our own playthrough similarly to like a racing game where you can see your ghost car. Imagine you go about doing a mission as Colt, making certain moves, killing certain NPCs, basically a whole sequence of events... and then you play as the other character, Juliana, and a "recording" of the previous character, Colt, is used in the world and you can plan around what you did as that character. Then, when you switch characters again, you know that you used the other character, Juliana, to kill Colt during a specific point so you then have to avoid that. It's gonna be yourself vs yourself, but it does sound complicated.

I have no idea how you would go about structuring this. However, if the two characters can disrupt certain events in the day, this is the unexpected twist that we're going to experience when playing as the other. Or maybe I read into the trailer a bit too much and it's not like that at all.

Edited by Radu

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37 minutes ago, Radu said:

With all the Arkane news recently, I rewatched the trailer and I might have figured it out or at least here's my theory:

So the obvious things are that the day is repeating over and over, but the characters retain their memories of every day even if they die... and as stated in the trailer, one is trying to break the cycle while the other is trying to protect it. We can also see in the trailer that one of the characters learned from their previous deaths and avoided the same scenario during the next try. But if things are gonna truly change in this loop, then there have to be some means of killing other characters/targets in a permanent way. Now, my theory is that we're gonna play as both characters, switching between them with every repeated day and then fighting against our own ghost similarly to like a racing game where you can see your ghost car. Imagine you go about doing a mission, making certain moves, killing certain NPCs, basically a whole sequence of events... and then you play as the other character and a "demo" of the previous character is used in the world and you can plan around what you did as that character. Then, when you switch characters again, you know that you used the other character to kill you during a specific point so you then have to avoid that. It's gonna be yourself vs yourself, but it does sound complicated. I have no idea how you would go about structuring this. However, if the two characters can disrupt certain events in the day, this is the unexpected twist that we're going to experience when playing as the other. Or maybe I read into the trailer a bit too much and it's not like that at all.

Or maybe its the crossing 🤔 Fighting with another player throughout the story.

Edited by Lizard

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Ah, so here it is:

Ready for the kicker? Julianna is also a playable character. While you will experience the main campaign as Colt, you also have the option to infiltrate another player’s game as Julianna and do some hunting. But keep in mind, that means someone else could be lurking in your campaign, waiting for the chance to strike. This is Arkane’s approach to an immersive multiplayer experience, where the focus is still on the main story, but there is unpredictability around every corner. “We felt this style of multiplayer, where we give people the option to play as the main antagonist, is a great way to really ramp up the level of trickery, tension, chaos and just plain unpredictability that we love in games like this,” explains Bakaba. “We feel that our game systems uniquely position us to allow for the confrontation between two players to be one not just of skill, but of wits, creativity and an open display of your personality.”
If this PvP element is disabled, Julianna will still appear your game from time to time, hunting you, but she will be AI-controlled. The developers at Arkane Lyon built this system with a hybrid approach in mind. “The focus is on the campaign and the story," Bakaba says. "And that campaign can be played with Julianna controlled only by the AI, or – and this is our recommendation – by a mix of A.I. and random players to experience the range of unpredictability and chaos that Julianna is capable of."
Both Colt and Julianna will have access to a powerful range of customizable weapons and abilities, and you can outfit them to suit your preferred playstyle. According to Bakaba, “While both characters will have access to some of the same main tools, there are also some major differences between their abilities. While Colt can make use of hacking devices and the possibility of returning when he dies, Julianna can take on the appearance of any NPC, and all of the island’s inhabitants are on her side. Colt is trying to accomplish his goals, whatever it takes, and Julianna is there to have fun. She wants Colt to keep playing her game. Julianna is about playing with fire and flair, and cares more about enjoying the ‘game’ than about winning every encounter.”

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