Wait, was Deathloop even good?
From the makers of Arx Fatalis comes a game that feels like a mishmash of like 4 different game ideas that mostly comes together in the end to make a really good game that's not nearly as really good as Dishonored.
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"Dishonored was good but it would be better if it had a machine gun." Probably the most Oboe sentence I've heard to date.
People were saying Deathloop was the greatest game ever and now no one talks about it.
I mostly enjoyed Deathloop when I played it, but you know what would make it better? If instead of a retro-futuristic 60's island, it was set on a retro-futuristic space station, and instead of fighting Manson family hippies you fought knockoff headcrabs that are just scribbly black blobs. Then it would be really good.
I think it's a solid game. I like the artstyle, world and characters.I wish it wasn't dumbed down and didn't have the tiered stuff.
Deathloop is just the Pray Mooncrash, but worse, and more expensive
I find it extremely ironic that Arkane, a studio known for developing games that offer a variety of ways to play, made a game that's repetitive by design.
They should have given it an 8/10 because 8 looks like a sideways infinity symbol
I get the weird feeling that IGN gave Deathloop a 10/10 cause they caused that whole controversy with the review score when Prey dropped.
I did enjoy the game but why did it get so many 10s. It's not even Arkanes best game.
This game would've worked better if they leaned into how repetitive the cycle was and gave you tools to spice it up (like Risk of Rain or Hades) instead of telling you how there were so many ways to approach the cycle, only for that to be superficial bs like choosing different hallways or using an SMG instead of a shotgun.
The fish AI in COD: Ghosts is more advanced than the enemy AI in Redfall.
For a game that sold itself on such a unique interesting timeloop story mechanic, it sure didn't do much with it outside of "don't die the same way again." The game being so easy without difficulty setting it never really challenges you much, everyone vulnerable to headshots results in enemies not posing a challenge, only Julianna because she can tank hits. Tougher enemies would encourage more stealth and sneakier playstyles, the awkward combat of Dishonoured encouraged this too.
Its been 10 years from the fish AI incident and its still funny
Fun little known thing about deathloop.
Obviously the hidden traitor mechanic exists elsewhere, but Amogus was very much a brain-dead distillation of Space Station 13's take on traitor mechanics.
The invasion aspect was really fun to me. Would literally spend hours as an invader with specific tactics for every map, adrenaline pumping waiting for the perfect strike.
That 'the ideal way to play Deathloop is to play it twice' bit at
My favorite part of Deathloop was when I got to the party at the end of the day. Aleksis looks like everyone else at the party and you're supposed to do some quest to be able to identify him. Except the AI in the game is some of the worst ever put in a shooter. So instead of methodically figuring out who Aleksis was, I just went in blasting everyone until I got him. Much better use of my time than completing the quest. That was the only choice I felt like I actually made in the game. Everything else was just following the exact path the game wanted me to follow
Among us is more than a game, it is a primal idea that exists within us all, it is the ultimate goal of all art, it is what happens when you break the loop
"That's no Dishnored. It's a D̸̩̑͗̿̊́͋̑͛̽̈̇Ȍ̶̯̳̀L̷̢̛̛͚͓̫̲͇̮̤̯̹̼͎̿͗̔̑̀̐͗͗̽̅͜͝͝M̷̢̝̲̻͎̳̖̭͇̞̞̮͕̳͙̍̓̎̓̒͗̽̑͆̀͋̒̊E̴̛͔͈̜̠̺͔̭͊͆͗͗͆̂̈́́̓͛̈́̚͝͠N̶̰͖̰̞͎͈̱͇̦͋̿̍͆̈́̀̊̑̈́́̇̓͝" - Oboe Wan Kenobi