Again, and again, and again, and again
Deathloop is a great example of how a sandbox with many interesting tools to experiment with benefits from a invasion element running amok within it trying to make the other players life hard. In the studios prior work Arkane let players live out a power fantasy as supernaturally powered Emily or Corvo. The flexibility of player options as to how the player chose to tear through Dunwall and Karnaca on their road of revenge made it interesting to play through, even after multiple completed runs. The tools were plentiful, and flexible which made them interesting to experiment with. Deathloop is built on multiple runs, so the invasion element not only adds replay value but it makes the knowledge from both sides of gameplay a powerful tool the player can use as either side. It also makes the variety of tools at each players disposal that much more relevant alongside the fact that Julianna is rewarded for creativity with points adds extra incentive to get spicy with kills.

Player flexibility was strongly carried by the maps being explorable and accessible by players who were doing runs with no powers, or with a limited set in both Deathloop and Dishonored. This tight map design has been spread across four different variations of each of the four maps depending on time of day. Each map has different events, enemy placements, and player objectives depending on which visionary is there. The visionary aspect is important because the player can only be invaded by another player if there is a visionary present on the map. Usually if an invasion happens it will be earlier rather than later so the invader has time to set up traps before Colt has time to clear it out. The invader can take a lot of clues from the map assuming they have played the single player and this might direct what kinds of traps are set and and where. Time of day, map, and which visionaries are present are important factors for the invader to know. There are clues for the invader to pick up on to determine if Colt is doing a run that will end the loop, or if he is on some other errand to ultimately set that up.
Deathloop answers the question of, “what if two players in the same level had to fight with roughly the same tools at their disposal,” in the very same tight level design they are known for. Each player has the access to the same tools as well as narrative motive, and the character chemistry needed to create an interesting cat and mouse hunt between the two. The chemistry between Colt and Julianna adds so much the the story as well as gameplay, there is a great banter between the two at the start of every level, and they will even make comments on kill sometimes. I wont go into more to avoid spoilers but it all flows well that makes the player feel a part of a real competition these characters have.
Upon death Colt is sent back to the beginning of the loop, as well as every enemy, visionary, and Julianna–repetition creates the master is the cornerstone of Deathloops gameplay. Repetition is also a theme of the game with much of the impact of your playstyle being removed from the game as there is no consequences to what you do if you fail, there is no chaos system, or non-lethal takedowns for enemies or visionaries. Much like a real time loop, there are no consequences to your actions other than ending the loop.

The repetition of playing a level brings forward a type of comfort or rhythm which becomes distorted once the invasion prompt appear. Everything can normally be predicted, you’ve seen it all before but an invasion is a rouge element bringing chaos to the familiar. The invader can move things around the level around as well as place their own mines and traps. Was that always there? Has someone been here already? Why is this door open? Why is this turret here? Am I being watched? Why is that NPC acting weird?
I wanna be the killer not the prey
The aspect of another person invading your power fantasy with the same knowledge and tools transforms the power fantasy into hunter vs. hunted with either player being able to fulfil either role depending on how they choose to play it. Both sides get to participate in the power fantasy. Julianna can walk among the world undeterred and can interact with the world in ways that Colt can’t. The normal rhythm is broken during an invasion on Colt’s end– guns blazing becomes a riskier option as it will alert the invader to your presence, and killing NPC’s leaves a trail for Julianna to follow. At first each player is an explorer, but after some time and practice in the sandbox they become a master of it.

“At first each player is an explorer, but after some time and practice in the sandbox they become a master of it”
Different but the same
Further solidifying the importance of this map knowledge is the asymmetry of how Julianna plays compared to Colt. Different situations require different approaches and knowing the best spots to get a vantage point of Colts hidey holes helps ensure you see him before he sees you which can be the difference between life and death. Julianna may have the world on her side but if Colt hacks something she can’t unhack it and if Colt plays sneaky enough Julianna might never find him before he fulfils his objective and sneaks out. Julianna can walk among the world with little risk, so when Colt hacks something like security systems, or mines, that sense of safety can quickly be her downfall. There is an expectation for how things should go, every piece in its place. The fact that Julianna and Colt are the only people who retain memories across loops adds in universe explanations for why they are the perfect hunters while everyone else remains blissfully unaware that they are pawns in the game. The characters have been at this for awhile, and the players have each been in each other shoes.

Map knowledge is huge in Deathloop invasions because a lot of the tools you overlook as Colt such as health stations, mines and trip wires, and turrets and null field generator placement can be elements of the sandbox that go ignored by prey but are necessary for the hunter.
Julianna’s ability to swap appearances with the NPCs while Colt has his three life mechanic is a good power trade off as Colt should have the advantage in his own world. Playing clever and patient is essential for a good hunter, and knowing to run away from Colt charging with a machete is part of that lesson. With either player being able to run up and break the other players neck for an instant stealth kill, or as a punish for getting too close leaves all the risk of close engagements without the element of surprise unfavorable for Julianna since she only has once life against Colts three.

I’ve always been a fan of asymmetrical cat and mouse games starting with Assassins Creed Brotherhood‘s multiplayer. I enjoy playing patiently and hunting someone in a much larger world, being an observer waiting for the prey to reveal themselves. I feel right at home playing mind games, and I also really like how chasing, fleeing, and hunting all feel natural for me after so many hours in Dishonored. In a game about a time loop it is interesting to me how knowledge is the most effective tool. Repetition is baked in and it is up to the players to try and work outside the normal box to outsmart someone who is also familiar with the box. It creates interesting gameplay, adds heavily to the narrative of single player without being intrusive, and adds more stakes and varied situations across multiple playthroughs.
I plan on writing a few more articles on Deathloop as this game really captured my attention so stay tuned and please like and follow if you enjoyed!






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