{"id":229690,"date":"2025-10-01T22:38:34","date_gmt":"2025-10-01T22:38:34","guid":{"rendered":"urn:uuid:6d59ffb5-8c99-41dd-b925-8029948607d9"},"modified":"2025-10-01T22:38:34","modified_gmt":"2025-10-01T22:38:34","slug":"deathloop-combat-exploration-and-ps5-features-detailed","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/deathloop-combat-exploration-and-ps5-features-detailed\/","title":{"rendered":"Deathloop: combat, exploration and PS5 features detailed"},"content":{"rendered":"\n<p class=\"\">Deathloop\u2019s got a great elevator pitch. It\u2019s a murder mystery with a time travel twist. You\u2019re trapped on an island locked in an infinite time loop, with you and its denizens forced to repeat the same day over and over. The only way out is to track down eight targets, found somewhere in the four districts that divide the island. Assassinating all before one loop ends breaks it for good. But while you see the loop as a curse to be lifted, your intended kills see it as an endless, consequence-free party. As such they, and nearly everyone else on the island, will attempt to kill you on sight. And that includes your worst enemy and equal, who can be controlled by another player online. They have a single goal: protect the loop by ending you before you end it. Die, and your day starts again.&nbsp;&nbsp;<\/p>\n<p class=\"\">The original concept, created while Arkane was working with MachineGames on 2019\u2019s Wolfenstein: Youngblood, would offer a diverse tool set, player freedom to experiment, and an architecturally coherent, intricate world to explore. A continued adherence to the defining principles of the studio\u2019s previous works. The focus however, would be on replayability. The studio soon found itself eager to include \u201ca big story\u201d, character development, a rich world, an adventure arc &#8211; all also defining characteristics of its past games. \u201cHow could we build familiarity in a very focused, intimate space?\u201d asks creative director Dinga Bakaba rhetorically. The solution: break time. The 60\u2019s-style setting and \u201cthe impossible task\u201d &#8211; eight assassinations in a single day &#8211; crystalised soon after.<\/p>\n<h2 class=\"\">Time to kill<\/h2>\n<p class=\"\">Colt starts the day equipped with little more than \u201ca cool jacket, a horrible hangover and a rusty SMG.\u201d The rules of the loop and your place in it are quickly and violently explained. A better arsenal, including traditional weaponry (that\u2019s customisable) and unique powers, need to be recovered as you explore the island from those you\u2019ve bested in firefights or caught unawares. Discovery of two loopholes make your death less severe. One will allow you to carry over certain things between loops. The second is Deathloop\u2019s own spin on respawns. Reprises give you three chances per loop to continue, and by finding your previous downed self you recover all items collected up to their (your?) untimely death.&nbsp;<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/05\/deathloop-combat-exploration-and-ps5-features-detailed.jpg\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/05\/deathloop-combat-exploration-and-ps5-features-detailed.jpg\" aria-hidden=\"true\" alt=\"Deathloop\"><\/a> <\/p>\n<p class=\"has-text-align-center\"><em>\u201cHe is, I think, perpetually funny, surprising, charming,\u201d says Bakaba of Deathloop\u2019s protagonist Colt. \u201cI think this is a guy who copes with those tragic events with self-deprecation and \u2018dad\u2019 jokes. He has flair, is very confident. He can just throw out these jokes, approach the situation with a lot of confidence.\u201d&nbsp;<\/em><\/p>\n<p class=\"\">Colt\u2019s nimble. Necessary when the world\u2019s out to kill you and you\u2019ve spaces to explore. Blackreef\u2019s world design clearly shows Arkane\u2019s continued love of verticality and, by association, powers that tap into superhuman exploration (\u201cIt\u2019s really important to us,\u201d says Art Director Sebastien Mitton. \u201cWithout powers, I always feel like I\u2019m stuck on the ground. I\u2019m frustrated\u201d). As a result, each district is a dense sprawl. \u201cImagine a level like Dishonored 2\u2018s Edge of the World, and made even bigger, that\u2019d give you an idea,\u201d explains Bakaba of the expected scale for each.&nbsp;<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-gfycat wp-block-embed-gfycat\">\n<div class=\"wp-block-embed__wrapper\">\n<div><\/div>\n<\/div>\n<\/figure>\n<p class=\"has-default-font\">It\u2019s also worth noting that while the game day doesn\u2019t play out in real time, there are four distinct time periods across the 24-hour day. There are different stories and activities playing out in each district for every time period, while what areas you can access and your routes through them can alter. The location of your targets, the Visionaries, also vary depending on the time of day you visit.\u00a0\u00a0<\/p>\n<p class=\"\">While a quick menu selection can freely switch you between times, actions in one time period can have repercussions in another. The studio is cagey about story details, but offers one eventuality to illustrate: a character saved earlier in the day will unlock a door somewhere else later, giving you access to a new part of the island.&nbsp;<\/p>\n<p class=\"has-default-font\">\u00a0<\/p>\n<h2 class=\"\">From soldier to assassin&nbsp;<\/h2>\n<p class=\"\">In Deathloop, frontal assaults are possible yet not advised. Mapping out areas and enemy positions first allows you to plan out attacks or routes that increase your survival chances. Simultaneously you could (and should) eavesdrop on important conversations and discover hidden spots that\u2019ll help your objectives. As example: if everyone is wearing a mask, how do you pinpoint your target? Or another: can you take out a target without alerting anyone?&nbsp;<\/p>\n<div class=\"ps-age-gate-container\">\n<div class=\"ps-age-gate-container__inner\" aria-hidden=\"true\">\n<figure class=\"wp-block-embed is-type-video is-provider-gfycat wp-block-embed-gfycat\">\n<div class=\"wp-block-embed__wrapper\">\n<div><\/div>\n<\/div>\n<\/figure><\/div>\n<div class=\"ps-age-gate-container__overlay\">\n<div class=\"ps-age-gate-container__overlay-inner\"> <button class=\"ps-age-gate-container__unlock-button\">  <title>Verify your age to view this content.<\/title>\t <span>Verify your age to view this content.<\/span> <\/button> <\/div>\n<\/p><\/div>\n<\/p><\/div>\n<p class=\"\">Aggressive measures do come into play as well. Alongside a tool to hack tech like turrets, collectable Trinkets grant weapon upgrades and customisations. Slabs are items of power, each of which grant a unique ability. Not all are traversal-based: Kinesis is the obvious early headliner, letting you toss enemies into the air or against walls (or each other) with a wave of your hand. Find which works best for your playstyle: your loadout is limited to three weapons and two powers, the latter of which can have two upgrades. (Upgradable by assassinating the same target on a subsequent loop).&nbsp;<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/05\/deathloop-combat-exploration-and-ps5-features-detailed-1.png\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/05\/deathloop-combat-exploration-and-ps5-features-detailed-1.png\" aria-hidden=\"true\" alt=\"Deathloop\"><\/a> <\/p>\n<p class=\"has-text-align-center\"><em>Deathloop was an early example of what was possible with the DualSense wireless controller. Bakaba explains every weapon will have a slightly different feel. \u201cYou mentioned the trigger locking to represent your gun jamming. But when you\u2019re out of ammo, the trigger effect will disappear. Even before your brain registers it, the animation, the click-click sound, you\u2019ll know you\u2019re out.\u201d&nbsp;<\/em><\/p>\n<p class=\"\">It\u2019s all about having fun with the toolbox, combining and seeing what results. \u201cBy the end of the game you\u2019re kind of a demigod,\u201d says Bakaba. And player choice is key. If you really want to, you can try and complete the game with \u201cjust that rusty SMG and whatever you find on your way and accept you will lose everything at the end of each loop. It\u2019s entirely up to you as a player.\u201d&nbsp;<\/p>\n<p class=\"\">But not all things are in your control. Enter Julianna.&nbsp;<\/p>\n<h2 class=\"\">Meet your worst enemy&nbsp;<\/h2>\n<p class=\"\">Julianna began life as one of your targets. Even early in development, she was distinct. While her fellows would be self-involved and let others do their dirty work, Julianna was driven, actively trying to take you out first. It turned one of Blackreef\u2019s elite &#8211; its Visionaries &#8211;&nbsp; into your equal and would challenge you to outfox her. That drive is still core to her character. But she only became fully realised, and ultimately co-lead on the game\u2019s cover art, when someone within the studio suggested she could be a playable character.&nbsp;<\/p>\n<p class=\"\">\u201cI wouldn\u2019t say a eureka moment,\u201d responds Bakaba when I ask him and Mitton if that idea changed the trajectory of what the game could be. \u201cIt was a crossroad. It\u2019s not just adding an enemy type [&#8230;] it was definitely a turning point.\u201d&nbsp;<\/p>\n<p class=\"\">One initial concern was the technical impact of a second, player-controlled character in the world. Multiplayer could mean compromising on Arkane\u2019s vision of Blackreef\u2019s NPC density or the scale of the island\u2019s level design. Fears were put to rest once the studio learned about the speed of PS5\u2019s CPU. \u201cIt gave us oxygen,\u201d says Mitton simply.&nbsp;<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/05\/deathloop-combat-exploration-and-ps5-features-detailed-2.png\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/05\/deathloop-combat-exploration-and-ps5-features-detailed-2.png\" aria-hidden=\"true\" alt=\"Deathloop\"><\/a> <\/p>\n<p class=\"\">Even without player control, Julianna is a constant presence. She continually harasses Colt, either from afar, haranguing him through the world\u2019s multitude of tannoys and speaker systems, or up close even as she attempts to kill him. To be fair, Colt quickly starts giving back as good as he gets, energetic verbal clashes that, as Bakaaba puts it, are a \u201ccontest of punchlines\u201d and ones he\u2019s eager to see players react to.&nbsp;<\/p>\n<p class=\"\">Those barbs are surprisingly good-natured in their delivery. Attempted murderer she may be, there\u2019s no vindictiveness or vengefulness to Julianna. She\u2019s playful. For someone trying to kill me, she\u2019s incredibly likeable.&nbsp;<\/p>\n<p class=\"\">\u201cIt\u2019s a harsh island,\u201d Bakaba responds when I ask him about the contradiction of someone I want to know better yet maintain a safe distance from. \u201cPeople came here for an eternal party. They brought a cocoon of fun, comfort and technology to turn all this dreariness into an entertainment resort. If Julianna is going to be someone who wants to protect the loop, she has to buy into that philosophy. That this is harmless, this is fine. This is even fun. She\u2019s a very complex, interesting character.\u201d&nbsp;<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-gfycat wp-block-embed-gfycat\">\n<div class=\"wp-block-embed__wrapper\">\n<div><\/div>\n<\/div>\n<\/figure>\n<p class=\"has-text-align-center\"><em>The best assassins know the importance of keeping a low profile.<\/em><\/p>\n<p class=\"\">A unique klaxon will sound in your game to signal a player-controlled Julianna has appeared. The creative director runs down a list of possible scenarios that could result: a Julianna who will mess with a player\u2019s head but never be seen, another who\u2019ll spook you with jumpscares by appearing and disappearing at random. Even a \u2018friendly\u2019 one who\u2019ll drop off weaponry for you to use. Who Julianna is will be up to you. \u201cShe\u2019s eternal. She doesn\u2019t care about dying. She cares about the hunt and how she can make it interesting over an eternity.\u201d&nbsp;<\/p>\n<p class=\"\">Pulling off the perfect takedown is one thing. The unpredictability of psychological warfare while trying to complete eight assassinations though? I\u2019m already intrigued to see what\u2019ll result when Deathloop launches later this year.&nbsp;<\/p>\n<p> <a href=\"https:\/\/blog.playstation.com\/2021\/05\/19\/deathloop-combat-exploration-and-ps5-features-detailed\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Deathloop\u2019s got a great elevator pitch. It\u2019s a murder mystery with a time travel twist. You\u2019re trapped on an island locked in an infinite time loop, with you and its denizens forced to repeat the same day over and over. The only way out is to track down eight targets, found somewhere in the four districts that divide the island. Assassinating all before one loop ends breaks it for good. But while you see the loop as a curse to be lifted, your intended kills see it as an endless, consequence-free party. As such they, and nearly everyone else on the island, will attempt to kill you on sight. And that includes your worst enemy and equal, who can be controlled by another player online.&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/deathloop-combat-exploration-and-ps5-features-detailed\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":229691,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[316],"tags":[2916,227,318,45],"class_list":["post-229690","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-official-playstation","tag-arkane-studios","tag-bethesda","tag-deathloop","tag-ps5"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Deathloop: combat, exploration and PS5 features detailed | Arcader News<\/title>\n<meta name=\"description\" content=\"Deathloop\u2019s got a great elevator pitch. 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