Deathloop’s Invasion PvP Mode Can Be Played Like a Co-Op Game

Deathloop may be most anticipated for its immersive sim take on a time loop, but developer Arkane is also using it as a place to experiment with new player versus player ideas – even allowing a game-invading player to become a co-op partner of sorts. PvP in Deathloop revisits some of the ideas created for The Crossing, Arkane’s cancelled multiplayer game, so much so that the game could have taken on the same name.

In Deathloop, PvP works akin to the Invasion mechanic of Dark Souls. A player controlling Julianna, the rival of main protagonist Colt, will spawn into another player’s campaign and attempt to kill them. Quite how they do that will be entirely up to them. “The multiplayer element is quite freeform,” explained Deathloop’s Game Director, Dinga Bakaba, as part of a recent press Q&A. “We don’t incentivise ‘winning’ as Julianna that much. We see her more as an ‘entertainer’, so what we reward is playing with style, playing creatively, or playing cautiously, things like that.”

That freeform approach means an invading player can simply headshot their rival the moment they see them, or stalk them through the map, waiting for the perfect moment to strike. Particularly cruel Julianna players may want to wait right up until the moment that the person playing Colt is about to kill their target, and then attack and ruin their plans at the final moment.

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All the way on the other end of the spectrum, some players may want to have their Julianna “be friendly” with Colt, essentially acting as a co-op partner – “Because why the f**k not?” said Bakaba. Julianna has been written as an ambiguous character with a connection to Colt, meaning both aggressive and allied playstyles will still make sense in the wider narrative. What’s not clear right now is whether you’ll be able purposely join a friend’s game to help them out as Julianna – it may be that you can help other players, but that whose game you join is out of your hands.

Regardless of your approach, Deathloop will score Julianna players based on their activities within a PvP session. Those points will unlock new tools for Julianna to use; she starts with next to nothing, but will soon earn new weapons, powers, upgrades, and trinkets. “Those rewards are randomised,” Bakaba revealed. “For instance, after playing three hours of Julianna, [you] will have a different character than mine. That’s something that we do to ensure diversity in encounters.”

PvP is also the only way to unlock cosmetic skins for both Julianna and Colt. “We figure that if you care about how you look in a first-person game, that’s probably because you want to play with others, so that’s why we reward you with them,” explained Bakaba.

The concept for Julianna was born out of a wish for there to be an enemy called The Nemesis, which would never be in a predictable place on Deathloop’s Blackreef island. Over time, this idea evolved into a multiplayer component. “It’s something that just came out of a weird brainstorm about this one NPC,” recounted Bakaba. “Someone said ‘What if you could play them?’, and then someone said ‘Like The Crossing?’. We went all in almost immediately.”

The Crossing was an Arkane project from 2009, in which a single-player campaign was infused with multiplayer elements. It was ultimately cancelled, but this idea presented the perfect opportunity to bring back some of the project’s ideas. In fact, those elements almost dictated Deathloop’s identity.

“At some point, [we] discussed calling this game The Crossing,” Bakaba revealed in a separate interview with IGN. “In the end marketing didn’t go for it because Deathloop was so cool [as a title], but we tried The Crossing because you cross [Julianna] a lot. It was not the same Crossing, but it was still a crossing.”

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Importantly, where The Crossing was all about the mesh of single and multiplayer, for Deathloop PvP is entirely optional. “Overall we really wanted this mode to be something we don’t force the players to engage in,” said Bakaba. As such, you’ll be able to play Deathloop entirely offline should you choose, with Julianna played by an AI.

“It’s something we really see more as an anecdote generator,” Bakaba said, further detailing its position as optional extra flavour to Deathloop’s main campaign. “That’s why it’s so freeform, and we’re not about competition here. Of course some people will be competitive, but that’s the charm of it. I don’t know what kind of encounter it will be.”

For more from Arkane, check out our Deathloop preview, our discussion with Bakaba about Arkane’s freedom to make games without the pressure of blockbuster sales, our Fan Fest interview with the developers, and why time loops are the new zombies.

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Matt Purslow is IGN’s UK News and Entertainment Writer. 

Geoff Keighley’s Summer Game Fest Begins June 10 With World Premiere Showcase

The season of summer games announcements is nearly upon us, as Geoff Keighley has officially announced the date of this year’s Summer Game Fest, with festivities beginning on Thursday, June 10.

Summer Game Fest will open with an event called Kick Off Live!, a livestreamed showcase taking place on June 10 at 11am PT/2pm ET/7pm UK across Twitch, Facebook, Twitter, YouTube, and other major streaming services. The event will be hosted by Geoff Keighley, and promises to feature “more than a dozen world premieres and announcements from select publishers.”

Alongside new major announcements, Kick Off Live! will feature Day of the Devs, an indie games showcase headed up by iam8bit and Double Fine Productions. And it will also include a performance by Weezer, who will perform a new “stream safe game soundtrack song” that Summer Game Fest promises will be freely streamable across Twitch, YouTube, and “anywhere else without being blocked or losing monetization.”

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The event will continue over the course of June, with updates from the following publishers to be expected either within Kick Off Live! or at some other point during the full event: 2K, Activision, Amazon Games, Annapurna Interactive, Bandai Namco Entertainment, Battlestate Games, Blizzard Entertainment, Capcom, Devolver Digital, Dotemu, Electronic Arts, Epic Games, Finji, Frontier, Gearbox Publishing, Hi-Rez Studios, Inner Sloth, Koch Media, Mediatonic, MiHoYo, PlayStation, Psyonix, Raw Fury, Riot Games, Saber Interactive, Sega, Steam, Square Enix, Tribeca Festival, Tencent Games, Warner Bros. Games, Ubisoft, Wizards of the Coast, and Xbox.

A full calendar of free, live-streamed events associated with Summer Game Fest will be available on the official website.

Though Summer Game Fest isn’t technically part of E3, it comes in right before E3 starts on June 12. So far, Ubisoft has announced its own major event at the show, a number of other partners have confirmed their involvement, and EA has announced its annual event won’t be until July. Summer Game Fest is also a distinct event from IGN’s Summer of Gaming, which is partnered with E3 2021.

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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Deathloop Isn’t a Roguelike, It’s Supernatural Hitman

The concept of a time loop has become synonymous with one thing in video games: the roguelike genre. It’s an easy association to make; should you die in those games, you’re sent right back to the beginning and must start afresh. You use the lessons taught by death to avoid danger next time, exactly like Tom Cruise does in The Edge of Tomorrow. But Arkane is a developer that never takes the obvious path, and so its time loop game, Deathloop, is not a roguelike. Instead, it’s supernatural Hitman.

A recent preview event, in which IGN was shown a hands-off gameplay presentation, allowed me to get a better understanding of how Deathloop works. You have one single day to assassinate eight targets – known as the Visionaries – that live on the 1960s-inspired isle of Blackreef. Killing them all within that single day will break the loop and free your protagonist, Colt, from eternal torture.

It’s easy to expect Blackreef to be an open world with a flowing day/night cycle, akin to Outer Wilds’ freely explorable solar system and its 20-minute loops. Instead, the island is split up into four districts, selected from a main menu, much like how you’d pick a Hitman level. You even choose your equipment before heading into the location, just like you would for Agent 47. There’s an added wrinkle, though: you also select what time period to explore the district in; either morning, noon, afternoon, or evening. Rather than putting you on the clock, time is a condition that you choose, akin to deciding day or night when setting up a race in a driving game.

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These time periods change what you can expect within the district. The presentation Arkane gave us demonstrated that mornings in the Updaam district – an area dominated by a towering mansion – feature construction workers putting together a stage. Visit Updaam in the evening, though, and there’s a party in full-swing. These changes, and the varying opportunities they provide across all locations, mean that there are 16 map variations to explore.

Exploration seems to be the most pressing part of Deathloop. Much like in Hitman, investigating every square inch of a location will reveal new opportunities to take advantage of. But unlike Hitman, locations are not self-contained stories. The opportunities you find may not be useful until a later time, or simply inform what you must do in an entirely different location. These discoveries help you piece together what Arkane refers to as the “murder puzzle”.

To solve the puzzle, you’ll first need to identify which of Blackreef’s many masked inhabitants are the Visionaries you must eliminate. Then you must work out how to kill all your targets in one day. At the start of the game, they’re just too spread out over the 16 map variations to be able to kill all eight before you run out of time. That’s too much ground to cover over your morning, noon, afternoon, and evening slots. You can’t be in two places at once, after all.

As such, you’re going to have to explore every district at every time of day on multiple doomed-to-fail loops, all to gain an understanding of how you can shepherd your targets together and butcher them simultaneously. Arkane’s example is that you may discover during the morning in one district that you can set things in motion to ensure a Visionary will attend that party in Updaam in the evening, where another of your targets will already be in attendance. As they say: two birds, one stone. Apply this method to all eight Visionaries, and you can eliminate every last one of them within a single loop.

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Enough about structure, though; how does Deathloop actually play? Dinga Bakaba, Deathloop’s Game Director, sums it up neatly: “The core gameplay is what you’d get if you added big guns and straightforward abilities to something like Dishonored.”

Much like Arkane’s best known series, the world of Deathloop appears to be dense with both beautiful artistic choices and clever level design. The presentation only showed a small section of the Updaam district, but the striking ’60s architecture provided plenty of high vantage points to climb to, smart flanking routes, and clear pathways littered with items to use as sleathly hiding spots or firefight cover.

Because time is a manual setting rather than a ticking clock, you have as long as you need to explore a level. “It’s not a race against time to kill the eight targets fast,” Bakaba explained to IGN. “It is really about unfolding these mysteries and getting to the end of those investigation threads.” And those investigations look to contain immersive sim DNA extracted from the purest Deus Ex strain; the presentation showed Colt looking through computer emails to learn more about a Visionary, eavesdropping on NPCs to learn about new routes into the target’s mansion, and breaking into a safe to obtain a piece of information that definitively identifies which person at the Updaam party must be killed.

Information looks to be vital. Not only does it help set your next objective, but it survives the time loop reset. For example, in the evening you may discover that a vital item is in a building that only opens during the day time. That area may be currently locked, but now you know that to progress you must head there during the afternoon on a subsequent loop. This means the end of the time loop doesn’t reset your progress, just your position in space and time.

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Deathloop may not be a roguelike, but that’s not to say it doesn’t borrow some ideas from the genre. “You lose all your shit when you die,” says Bakaba, although he does point out that you can work around that problem to some extent. You can ensure more than just information survives a loop reset by collecting a resource called Residium, which can be used to permanently unlock weapons and powers.

Residium appears to be a little like souls in Dark Souls; if you die, you lose it all. A special power called Reprise, however, rewinds time upon death instead of resetting the loop. This gives you not only another opportunity to keep exploring an area, but also the chance to return to your corpse and pick up that precious Residium.

Also similar to Dark Souls is Deathloop’s PvP invasion system. Arkane refrained from showing her in action, but Julianna – the key antagonist of Deathloop’s story – can be controlled by another player. A musical cue plays when Julianna enters the area, indicating that you should proceed with caution.

Dealing with Julianna – as well as any other enemy – is where Deathloop’s increased emphasis on stylish, gun-heavy combat comes into play. A hands-off demo means it’s impossible to judge right now if combat feels great, but the weapons certainly look to have weight as they kick and splutter while cartridges eject all over the place. From auto-pistols loaded with double magazines to a belt-fed machine gun that’s cranked with a giant handle, Arkane has put together some cool, retro-looking blasters. For Dishonored purists there’s a silenced nail gun – as well as suppressors to attach to handguns – but I’m eager to play an immersive sim that truly supports frantic firefights over pacifist runs.

This doesn’t mean that Arkane has ditched its signature smarts, though. Since death will reset the time loop, you’re going to have to play carefully. At least to begin with. Arkane promises Deathloop’s trajectory will turn players into a “super-powered John Wick” capable of dominating the loop. That means supernatural powers return from Dishonored, including the short-range teleport, Blink (known here as Shift). Domino is also back, now called Nexus, which will allow you to link multiple enemies together so that damage you deal to one is dished out to all of them. Arkane showed this being mixed with the telekinetic Karnesis ability to lift an enemy up and hurl them off a bridge, with their three linked buddies plunging into the abyss with them.

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Combining the environment, your guns and powers, and the information you learn through exploration will lead to the death of your targets. Arkane explains that, ultimately, there is only one solution to the murder puzzle. But within that puzzle, there’s plenty of scope for players to kill in their own ways. Talking about one particular Visionary, Aleksis, Bakaba says “One [method of eliminating him] is just killing everyone on the island, which is, uh, a very crude way. But if you are able to do it, it works.” But he promises there are “three other very bespoke ways to get him,” one of which involves plunging him through a stage trap door into a meat grinder. You’ll only be able to do that, though, should you learn of his egotistical love of giving speeches.

With all this laid out, I’m fascinated to see how Deathloop plays when I’m in control. “In terms of genre, it’s a story-driven first person shooter with elements of stealth and adventure,” Bakaba says. “It just happens to be in a world that resets every day. It is still a linear story.” That suggests a game much closer to Dishonored or Prey than its collection of Rogue-adjacent systems suggest. But the structure clearly offers something that, if not special, is at least odd and unique. Where Dishonored’s linear levels makes it clear what your objective is, the puzzle nature and freeform exploration of Deathloop promises something even more engaging.

The idea of a Hitman game where you jump into a level not to kill the target, but to discover how you can force them to move to a different location so that you can blow them up at the same time as someone else, is undeniably attractive. But mixing that with Dishonored’s supernatural assassin gameplay and top-tier level design quickly makes Deathloop one of the most exciting propositions of the year. Folding all that into a time loop system, though – even one that doesn’t exert actual time pressure – also makes it potentially one of 2021’s most complex games. Complexity can lead to ruin as easily as it can to greatness, and so it remains to be seen if Deathloop can stand tall beneath the weight of its wild ambition. But if I were to trust any developer with such a task, it would be Arkane.

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Matt Purslow is IGN’s UK News and Entertainment Writer. 

Deathloop Director Isn’t Worried About Sales Pressure: ‘This Isn’t Fast Food. This is Cuisine’

Arkane is a well-regarded studio with games that rarely sell more than a couple million units. With big-budget games expected to sell tens of millions units, it’s tough to be a boutique studio that continues to favor traditional packaged releases.

But if Arkane is feeling pressure to make Deathloop a sales success in the wake of Dishonored 2, which reportedly saw a 40 percent drop in sales compared to the first game, it isn’t showing it. Speaking with IGN, Deathloop director Dinga Bakaba says that Arkane has the full backing of Bethesda to chase its figurative creative bliss.

“We want to give players something that they really enjoy. Something that they will remember. Something that they will talk about. Maybe something that they will hate, but at least something that doesn’t leave them feeling… apathy, basically. Apathy is the enemy of what we do,” Bakaba says. “This is not fast food. This is cuisine. So maybe you don’t like the taste, but at least there is this taste. It has a personality.”

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Deathloop certainly has that. Cast a time loop adventure in the style of Hitchcock and Kill Bill, Deathloop grabbed attention for its unique structure and graphical style. Arkane showed Deathloop to press earlier this month, and the response has been extremely positive.

It follows previous projects such as Prey and Dishonored 2, which were known for their creativity if not necessarily their mainstream appeal. Prey in particularly had a rough time of it owing to poor marketing and little lead time for reviews. Within 6 months of release it was on sale for $20.

With Deathloop nearly complete, Bakaba expressed gratitude for Bethesda’s support. “We are lucky that our publisher is actually like, ‘Yeah! Do Arkane stuff! Do Arkane stuff! You are Arkane!’ You know? So that’s been really nice. Otherwise, a project like this could just not exist in the AAA space.”

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The real pressure, ultimately, is to make an excellent game, Bakaba says, “not to run after the sales numbers.” He’s hopeful that will continue now that Arkane is a part of Xbox Game Studios, citing Game Pass as a potential positive. Bakaba doesn’t go into details, but Game Pass has been a boon for some creators in the way that it encourages players to try out games they might otherwise ignore.

For now though, Deathloop is a timed PS5 exclusive, and Bakaba sees reasons to be optimistic there as well. “Sony is not known to have shied away from original games and interesting concepts. Just, you know, Returnal, being one of our fellow exclusives on the platform, and before that, Death Stranding. Sony is never afraid of innovation and artistic vision.”

One way or another, Arkane feels free to focus on creativity over audience expectations, and Deathloop reflects that. It’ll be out on PS5 and PC on September 14. In the meantime, lots of new Deathloop coverage is out, so check out our look at how Deathloop’s PvP can even become a co-op game, and our breakdown of why the game isn’t a roguelike, it’s supernatural Hitman.

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Deathloop Preview

Deathloop’s premise sounds pretty simple, right? Two assassins caught in a time loop. Except when you factor in eight different targets, four different districts to visit at four different times of day, some sort of magic abilities, a player-controlled assassin hunting you, oh, and a time loop, it starts to get a little more complicated.

Lucy recently got to see Deathloop in action and while the premise is pretty layered, the execution (no pun intended) looks to be an exciting, natural evolution of previous Arkane games. In the video above she breaks down what you need to know about the game, its main characters Colt and Julianna, and just how the time loops on the mysterious island of Blackreef will work.

Deathloop will be a timed PlayStation 5 exclusive and is launching on September 14. For more, check out Tamoor Hussain’s written preview on gamespot.com.

Learn Game Development At A Price You Choose With This Epic Bundle

Game development is an exciting field with potentially huge upshot as a career path. Whether pursued professionally or just for fun, learning how to program is a rewarding process for anyone into gaming or software development. But learning can also be challenging. Lots of would-be developers attend four year institutions or bootcamps just to learn the requisite skills. Both of these can get pricey. However thanks to bourgeoning e-learning platforms, learning game development is more within reach than ever.

The 2021 Pay What You Want: Hardcore Game Developer Certification Bundle is an excellent option for anyone looking to learn what it takes to be a game developer. From the very basics to more advanced techniques, this bundle touches it all. Best of all, you set the price. Bid on the bundle and if your bid is less than the average price, you still take home something great. If your bid exceeds the average price, you score the entire bundle. That average price is currently only $12.04. The combined value of all the courses offered in this bundle is $1,990 (that’s a savings of 99 percent).

This bundle covers a lot. It includes 10 individual courses totaling nine hours of instruction across more than 100 lessons. Users will learn the foundations of Javascript, Python, Shader Graph, and mobile game development as well as courses on topics more specific to game development such as building an actual 2D idle game and learning about monetizing games with ads. The courses are offered through Zenva, an online academy with an average rating of 4.5/5 stars on Trustpilot.

So, if you’ve invested in games and have put a lot of time into playing — why not take the next step and begin creating?

Broaden your horizons and learn more about the games you love to play. Prepare yourself for a potential career in game development with a better understanding of how it works or just enrich your life with knowledge about the mobile game development industry. Pick up this bundle for as much as 99% off its total value for a limited time.

Prices subject to change.

This content is from our partner StackCommerce. GameSpot may get a share of the revenue if you buy anything featured on our site.

Summer Game Fest 2021 Will Have A Dozen World Premieres And Announcements On June 10

This summer’s gaming events continue to come into focus. Geoff Keighley’s Summer Game Fest has now been more fully detailed, and it sounds like another big event.

The all-digital free worldwide event begins June 10 at 11 AM PT / 2 PM ET / 6 PM GMT with what’s being called the Kick Off Live event. Produced and hosted by Keighley, the show will include more than a dozen “world premieres” and reveals, while it will also set up what’s to come over the month-long series.

Keighley tells GameSpot that you can expect major reveals during the Kick Off event, and by his latest count, there were around 20 games that should make an appearance at the show. Keighley declined to be drawn into specific teases for any particular franchise (we did our due diligence and asked if Elden Ring may show up) but he said the announcements and reveals will be of a caliber worthy of your time and investment. In addition to announcements, the broadcast will show off what’s new for some live service games, the host said.

While you can expect some noteworthy announcements, Keighley said video game fans should temper their expectations somewhat. He remarked that the COVID-19 pandemic has led to some challenges in regards to game development, and some games that people might have been expecting in 2021 may no longer make it, though he didn’t share any specifics.

A major difference between 2021’s Summer Game Fest and last year’s event is that the June 10 Kick Off broadcast will be the focal point of the series. Keighley said a major piece of feedback from 2020’s event was that it was too long and drawn out. For 2021, the Kick Off event on June 10 will be the main event, so to speak, and the rest of the month-long Summer Game Fest will focus on co-hosting other summer events, like Ubisoft Forward on June 12 and more partner broadcasts that haven’t been announced yet.

“We’re not doing days and days of live coverage. We’ve got a show–then we’re going to pass the baton to all those individual publishers,” Keighley said. “We have some really good stuff for the kick-off.”

Summer Game Fest 2021 begins just days before E3 2021, a show that Keighley is no longer directly involved with. He doesn’t have anything bad to say about E3, and he expects fans of video games to tune in to every gaming event this summer.

“I think sometimes people try to paint it as this battle between Summer Game Fest or E3. But no, it’s really like, ‘Watch whatever you want to watch.’ If you’re a gamer, you’re probably going to watch all this stuff,” he said.

The Kick Off Live! presentation will include a live performance from Weezer. The “Island in the Sun” band will reveal a new “stream-safe” game soundtrack song during the event that streamers can use on their broadcasts without needing to worry about getting a strike.

Throughout the course of the show, viewers can expect updates and announcements from a wide variety of partners, including a lot of very big names. The list of announced participants for the 2021 Summer Game Fest includes the following companies, presented in alphabetical order:

  • 2K
  • Activision
  • Amazon Games
  • Annapurna Interactive
  • Bandai Namco Enterainment
  • Battlestate Games
  • Blizzard Entertainment
  • Capcom
  • Devolver Digital
  • Dotemu
  • Electronic Arts
  • Epic Games
  • Finji
  • Frontier
  • Gearbox Publishing
  • Hi-Rez Studios
  • Innersloth
  • Kock Media
  • Mediatonic
  • MiHoYo
  • PlayStation
  • Psyonix
  • Raw Fury
  • Riot Games
  • Saber Interactive
  • Sega
  • Steam
  • Square Enix
  • Tribeca Festival
  • Tencent Games
  • Warner Bros. Games
  • Ubisoft
  • Wizards of the Coast
  • Xbox

Just like in 2020, Nintendo is missing from the list. Keighly told GameSpot that he would welcome Nintendo and has extended the invitation to the Mario company to participate. Whether or not that happens remains to be seen, but Keighley said you can expect additional partner announcements to come over the next few weeks leading up to the show.

The Summer Game Fest will also include a showcase for indie games called Days of the Devs, which is produced by iam8bit and Double Fine Productions. This will be incorporated into the Kick Off Live! event on June 10.

“The Day of the Devs team handpicked the best of the games and performances from hundreds of submissions from all around the world. What they’ve put together is, for the ninth year in a row, an incredibly inspiring celebration of gaming’s creative spirit,” Double Fine’s Tim Schafer said in a press release.

Additionally, Summer Game Fest will include “free live streamed events” from some publishers, though a list of participating companies has not been announced yet. Keighley confirmed to GameSpot that it will include at least Ubisoft Forward. Microsoft has teased its own summer showcase with Halo Infinite news and updates from Bethesda. Given that Xbox is one of the partners for Summer Game Fest, it seems likely this showcase is part of the event.

In terms of where you can watch the Summer Game Fest events, it will be shown on YouTube, Twitch, Twitter, Facebook, and other places. The series is sponsored in part by Prime Gaming.

“As a free, fan-first, global experience, Summer Game Fest will bring the entire video game community together for a memorable month of announcements and updates,” Keighley said.

Outside of Summer Game Fest and E3 2021, the Guerrilla Collective event takes place on June 5 and 8, Electronic Arts will host EA Play Live on July 22, and Gamescom 2021’s all-digital show is slated for August.

5 Things We Learned About Deathloop’s Weird Take On Multiplayer And Time Travel

Explaining the concept of Arkane Studios’ Deathloop simply as “two assassins stuck in a time loop” manages to answer and pose a ton of questions simultaneously. Have no fear because we got to see Deathloop in action during a recent preview, and we now have a clearer picture of what this time-bending thriller with dueling assassins is all about. Here’s everything you need to know about Arkane’s latest.

How The Time Loop Works

The two assassins in Deathloop are Colt and Juliana. You primarily play as Colt, who is trapped on a mysterious island named Blackreef and tasked with killing eight targets to break an unending time loop that he’s trapped in. In Deathloop’s online mode, however, you play as the other assassin Juliana to invade another player’s game and eliminate them all to keep the loop going. If you fear your chances against a real opponent, you can opt for Juliana to be AI-controlled.

Essentially, Colt and Juliana being in this cat and mouse chase is the core of the game, but there’s a lot more history to their relationship than Colt can remember, and that unfurls throughout the game. It’s reminiscent of Hades: a roguelike that would tell its story on repeated loops. While they are at odds with one another, both Cole and Juliana will have occasional conversations between them, which will evolve as both are aware of the time loop, unlike the other inhabitants of Blackreef. Juliana will radio Colt to comment on a kill he might have just made, or if you run away from a fight, she will radio you to call you a coward.

This time loop spans across an in-game day on Blackreef, but if you’re worrying that you’ll be rushing against a timer to get everything done, then don’t fret; you can tackle everything at your own pace. Death also doesn’t even mean the end of a loop: one of the powers we saw in action gave you three “redos” per loop, so if you died, you could return to the encounter, find and collect things from your body, and try again. If you die a third time, though, that loop is finished. You also won’t be starting entirely from scratch each time you start a new loop.

One of the recurring resources you can collect is called Residium, which lets you hang onto your powers and weapons across loops. So not only will you restart with an arsenal with the aid of Residium, you’ll also have more of Deathloop’s most crucial resource: knowledge.

Blackreef is Split Into Four Districts, And You’ll Visit Them Frequently

The game takes place on a mysterious island called Blackreef, inhabited by your eight targets and a band of cult-like followers called Eternalists. The island is split into four districts, and each can be visited one of four times during the day, changing significantly throughout the course of said day. You might be able to unlock a shortcut only at night, or maybe a Visionary will pass through, but only at a specific time.

According to game director Dinga Bakaba, the game starts with a broad look at each of Blackreef’s four districts, then moves you into each one respectively. Once you’ve visited all four districts, you can then freely choose which one you visit upon subsequent time loop runs. Once you decide to leave, time moves on when you get to the next. If you go to a specific district at a particular time to do a puzzle or follow a certain subquest and fail, you can leap right back into that area and time period to try again. In a way, you are making lots of mini loops within the larger one. By visiting these locations repeatedly, you not only get the lay of the land and obtain key items like keys and door codes, but can build a plan to take out your targets as efficiently as possible.

Like all of Arkane’s games, the setting and the world tell a lot of the story. The island of Blackreef is an alternate reality, loosely based on a 1960s aesthetic. Art Director Sebastien Mitton said that they settled on that era because of the carefree nature people had at the time: despite the anxieties of the Cold War, people wanted to party forever, and so that filtered throughout the game, informing the gadgets and weapons, as well as music. The Visionaries who live on the island in particular–who you are tasked with eliminating–are a group of artists and scientists who wish to live forever.

Intriguing Mission Structures Are Promising

We saw one Deathloop mission that deeply echoed one of Dishonored’s mid-game scenarios, Lady Boyle’s Last Party–an excellent mission that tasked you with killing Lady Boyle at her masked ball, but the problem was everyone is wearing masks, and her sisters are there too.

Deathloop seems to feature its own take on this form of on-the-fly problem-solving. One of the Visionaries is called Aleksis, who you’ve seen in trailers wearing a wolf mask. Like Dishonored’s Lady Boyle, you need to uncover Aleksis’s identity before you can attempt to take him out. Of course, not every Visionary encounter will be like that, but they will move across the map in similar ways, forcing you to get creative with the way you take them out.

Numerous Powers To Help You Eliminate Enemies

And gosh, are there plenty of ways to take them out. There are obviously many types of guns to use in Deathloop because, well, you’re an assassin. Interestingly, there’s no money in Deathloop: ammo machines distribute bullets freely because, if you’re at a neverending party utopia, why would you need money? If, like us, you loved the powers from Dishonored, then you’ll have lots to experiment with here.

Some powers look familiar to Dishonored. Shift is reminiscent of Blink or Far Reach, Karnesis is similar to Windblast, and Nexus works just like Domino from Dishonored 2. We mentioned Reprise earlier, which gives you extra redos, but there’s also Aether which makes you invisible. All the powers use Mana, but you can use Trinkets to increase your maximum. Trinkets are slottable items that can also give you little perks like dealing more damage or a double jump.

It’s interesting to note that when you kill an enemy, whether by power, gun, or kicking them off a ledge, their body doesn’t lie around, just waiting to give you away–it disintegrates. So while we’re not sure just yet if there’s going to be an incentive to do a “clean hands” or “ghost” run like in Dishonored, we wouldn’t be surprised if that playstyle ends up being accommodated too, given Arkane’s signature design philosophy across their legacy of games.

Multiplayer Is A Part Of The Single-Player Campaign

When it comes to Deathloop’s multiplayer, it’s weaved into the campaign. Arkane’s approach to designing it is that they want to incentivize creative play, and hopefully, the mode will be seen as something of an “anecdote generator,” according to Bakaba.

As Juliana, you can invade the games of random players or your friends, and the game gives you a list of feats to accomplish: doing so gives you points, which you can use to unlock new powers, trinkets, or weapons. They unlock randomly, so you’ll get different loadouts every time you play.

By playing the multiplayer component, you can unlock new appearances for Colt and Juliana. One of the big incentives is the costumes you’ll unlock, but Arkane devs seem genuinely excited to see the clips and hear the stories of how players interact online.

Overall, Deathloop is some parts a natural evolution of past Arkane games and something else altogether. It’s a PS5 console exclusive for a while that’s also coming to PC, and we’ll continue to cover it in the months ahead of its September 14 launch. In the meantime, be sure to read our in-depth Deathloop preview for more details about the game from our time chatting to the developers.

Deathloop Is Building On Dishonored’s Ideas, But Is An Exciting Evolution

In trying to explain Deathloop, game director Dinga Bakaba often ends up evoking It’s Always Sunny in Philadelphia’s Charlie, standing in front of a wall covered in crumpled documents that have strings tied between them as he attempts to untangle the Pepe Silvia conspiracy. But instead of looking unhinged and deranged, Bakaba excitedly unravels the intricacies of an assassination puzzle Arkane Studios has been crafting for four years–and it sounds bonkers.

Arkane is the video game equivalent of a high-end timepiece maker. At a cursory glance, the gameplay of its titles look familiar–I daresay ordinary, even. But intricate systems begin to reveal themselves and it quickly becomes apparent that underneath the elegant exterior is a complex network of interconnected gears, all working to keep a dynamic and reactive world running smoothly. In Deathloop you are Colt, a proverbial wrench with an array of guns and supernatural abilities that is repeatedly jamming himself between these gears to make it all go up in smoke.

Now Playing: Deathloop Preview

The going train of the whole machine is, ironically, a time loop–a Groundhog Day-style reset triggered on death. And to break it, Colt needs to kill eight key targets called Visionaries. Those familiar with Arkane’s Dishonored series will no doubt be able to draw parallels as this format is a signature part of the studio’s immersive sims, which give players a great deal of freedom in approaching how to assassinate key targets. However, things get tricky with the introduction of Julianna, another assassin who is out to stop Colt. Except sometimes, it sounds like she’s trying to help him. Also, she’s a Visionary. And it kind of seems like the pair has a lover’s quarrel thing going on. Oh, and after each reset, Colt’s memory is wiped because amnesia is a side-effect of the loop. And Julianna can be controlled by another player. See what I was saying about simple things quickly becoming incredibly complicated? Carolllllllll.

Let’s unpack it one cog at a time, starting with Blackreef, the setting of Deathloop. Art director Sebastien Mitton describes it as a “northern European island shaped by harsh natural conditions, where derelict concrete bunkers and retro sci-fi structures contrast with lush pop interiors and street art.” That is all to say Blackreef is incredibly striking from a visual standpoint. Like Dishonored’s Dunwall or Karnaca, Blackreef already looks to be a memorable setting that paints natural canvases of stone and steel with flourishes of color, making for an eye-catching contrast–it’s like a modern-day graffiti artist and interior designer got let loose in the 1960s.

Interestingly, while watching the gameplay, as Colt skulked through the streets of Blackreef, the two distinct vibes looked to be in perfect harmony. Arkane has always had an eye for creating structures that make you want to stop and take a moment to really examine them from all angles and I found myself wishing I could pause the gameplay demo to hop around the environment using Colt’s teleport ability Shift (think Blink from Dishonored… because it basically is) to poke and prod at environments from new perspectives. As with previous Arkane games, I think what brings the two aesthetics together so elegantly is the sense of scale, at least outside. The dark, muted tones of the architecture jut into the sky at night, looking like strange obelisks. But bright spotlights are carefully placed to draw attention to the cool visual elements in any given scene. There was always a flatly colored space my eyes rested on, like a towering grey building, but then I could trace my sightline across the environment, snaking from a bright red wall that should feel out of place to massive white text on a brick wall that said time was my plaything, to an impromptu firework show that lit up the night sky, all guided by the spotlights moving my eyes from one point to another.

But why are there weird people that have painted their bodies and faces on Blackreef? That’s somewhat of a mystery, but the location is essentially the scene of an infinitely looping spring break for assholes. All manner of debauchery is happening on Blackreef and, because everyone knows there’s a time loop and anything they do will be undone, they’re all behaving like, well, spring breakers that know there’s truly no consequence to anything. Colt, for some reason or another, is done with all of it, hence his mission to break the loop and get out.

I can’t think of anything more terrifying–or exciting–than having people as capable as those that make the badass high chaos Dishonored combat videos on the hunt for me as Julianna

A particularly noteworthy part of Deathloop is its structure. Blackreef is broken up into four areas, which can be played at multiple times of the day. In each time period, there are different opportunities; a Visionary may appear at one time but not another, for example. Or a different one may appear in the morning compared to the afternoon. Or you may discover an event is taking place at a specific time and that crashing it is to your benefit. There could be a shortcut that gets you from one place to another quicker at night, and at any time you may stumble across a piece of information–be it a code to a safe or the location of a key to a lock. That could inform where you should be at what time and what you need to do to get you one step closer to your goal.

Time passes when you move from one location to the next, but it’s possible to play through an area at your chosen time of day over and over–think of it as a meta-loop within the larger loop. If you die, provided you have a specific power, you can redo the enemy encounter that killed you and even collect your belongings from your corpse. However, three deaths do reset the entire loop. So, the name of the game becomes playing through these locations repeatedly at different times to pick them apart, finding and parsing the opportunities they provide, focusing on them and getting the information you need out of each one, and then incorporating that into an overall plan that requires you to kill all eight Visionaries in one single run through a day. Basically, Deathloop is teaching you how to speedrun Deathloop, and that is a fascinating concept for a game.

Naturally, combat is a core pillar of the game and, at the risk of being reductive, it looked a lot like Dishonored and Dishonored 2’s. As a big fan of both of those games, that is music to my ears, because those games beautifully combine intense first-person shooting and creative powers that let you move around the environment effortlessly, while manipulating enemies to setup a gruesome domino effect of people being ganked, flung to their deaths, or eviscerated by explosives. And Arkane definitely wants to encourage some of that murder ballet–there’s no restriction on ammo, as vending machines freely dish out bullets (what use is there for money when time is reset?). Powers, meanwhile, include some old faithfulls like the aforementioned Blink/Far Reach, as well as Windblast (Karnesis in this game). One of my old favorites, Nexus, is back–you may remember it as Domino from Dishonored 2, the power that lets you link the fates of multiple people together, so if you put a bullet in one of them, they all go down. One particularly interesting new addition is Aether, which makes you invisible, blowing open the potential for making mischief in Blackreef.

The big question that remains for me is how much value there is in playing Deathloop stealthily. I love stealth games and have perfect runs of all the Dishonored games, but based on what I saw, Deathloop feels like it’s geared a little more towards death and destruction. There are certainly moments where sneaking is in order, but enemy bodies simply evaporate–and carefully removing all traces of yourself is a key part of the Dishonored series, as well as stealth games as a whole. Nevertheless, the nature of the game also means that if you’re able to acquire all the information you need in the guns blazing outings through Blackreef, you may develop the perfect path to take out the Visionaries to break the loop with clean hands, which is an exciting prospect.

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The final cog in the gameplay machine is the RPG layer, which intersects with the character growth mechanics to ensure that these loops always feel rewarding to your development of Colt. Arkane clearly stated that the intent is for players to take Colt, an ordinary run-of-the-mill soldier, to John Wick levels–except with superpowers. To enable that sense of growth, there is a resource called Risidium, which can be used to lock in powers and weapons. With each loop you’ll be able to grow a permanent arsenal so that, when the time comes, you’ll be able to put the hurt on people. As Winston once said to John Wick, “Para bellum.”

The other big gear at work in Arkane’s machine is multiplayer. As previously mentioned, Julianna is an ever-present threat. As a Visionary, she is very much trying to stop Colt from breaking the loop, but she’s also weirdly helpful in her own way. She constantly chides and mocks Colt as he goes through his loops, but each verbal jab usually knocks Colt towards something he needs to see or should be doing. Honestly, the relationship between Colt and Julianna is one of the most intriguing things in the game. There is a history between them that Colt cannot remember and a big part of the narrative is getting to the bottom of it. Julianna is a constant in the game, so whether you like it or not, she is always going to be gunning for you. However, you can choose if you’d like her to be AI-controlled or if you’re willing to let other players invade your world to play as her. Arkane wants the player-versus-player clash between Colt and Julianna to create watercooler moments between players, and given the open-ended nature of Deathloop’s gameplay systems, that definitely seems possible. I can’t think of anything more terrifying–or exciting–than having people as capable as those that make the badass high chaos Dishonored combat videos on the hunt for me as Julianna.

Addressing the elephant in the room, Bakaba is reluctant to call Deathloop a roguelike, despite various qualities the game shares with others in the genre. Instead, he’s more of the mind that the players should define what the game is. After all, that’s exactly how the so-called immersive sim genre the studio has become masters of came to be. Deathloop is very much built on design ideas that Arkane has worked with for previous titles and leans into its own narrative and artistic strengths, but there’s something more there too. Regardless of what it ends up being called, there’s definitely the seed of something new and exciting in Deathloop.

A New Batman Animated Series from Bruce Timm, Matt Reeves, and J.J. Abrams is Coming to HBO Max

Gotham is getting animated again. HBO Max and Cartoon Network have greenlit a straight-to-series order for Batman: Caped Crusader, a new animated series based on the DC property. The show boasts a trio of powerhouse executive producers in Bruce Timm, J.J. Abrams, and Matt Reeves.

“We are beyond excited to be working together to bring this character back, to tell engrossing new stories in Gotham City,” the three executive producers said in a joint statement. “The series will be thrilling, cinematic, and evocative of Batman’s noir roots while diving deeper into the psychology of these iconic characters. We cannot wait to share this new world.”

Source: Warner Bros.
Source: Warner Bros.

Timm is one of the primary minds behind DC’s animated series, having co-created and produced the original Batman: The Animated Series through its three-year run beginning in 1992. Timm went on to co-create and produce Superman: The Animated Series, The New Batman Adventures, and Batman Beyond, the beginning of a decades-spanning career behind various animated films and television shows based on DC properties.

Now, almost 30 years after the premiere of Batman: The Animated Series, Timm is returning to Gotham.

“Batman: The Animated Series was a masterpiece that shaped the perception of the character for an entire generation of fans,” said Warner Bros. Animation and Cartoon Network Studios president Sam Register. “It is in that spirit that we are bringing together three master storytellers in J.J., Matt, and Bruce – each with their own intuitive understanding and affection for the character – to create a new series that will continue in the same groundbreaking legacy.”

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Reeves has his own major connections to Batman, as he is directing Warner Bros.’ upcoming reboot The Batman starring Robert Pattinson as Bruce Wayne, set to release in March 2022. Reeves will executive produce under his 6th & Idaho banner, while Abrams will executive produce under his studio Bad Robot.

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The entirety of Batman: The Animated Series and Batman Beyond came to HBO Max back in January. For more about The Animated Series’ legacy, read about how The Batman adopts the show’s Batmobile design.

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J. Kim Murphy is a freelance entertainment writer.