Deathloop Developer Breaks Down its Design
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- čas přidán 26. 06. 2024
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We talk to Co-Creative Director Dinga Bakaba about the unique design of Deathloop.
Don't worry, no spoilers.
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Edited & Filmed by Danny O'Dwyer
Gameplay Capture by Frank Howley
Captions by Megan Carnes
0:00 - Introducing Deathloop
2:43 - Who was Deathloop Made for?
4:44 - Designing the Opening
7:57 - Objectives & Cognitive Load
10:26 - Visual Design of the 4 Areas
12:55 - The Kick & Scrapped Melee Combat
15:58 - Reacting to Players & Reviews
18:29 - Credits - Hry
How do you like shorter design interviews around a games release? We liked making these in between large projects. Happy to take suggestions for future videos!
yes
yes
I’d love to see something on Kena Bridge of Spirits 😊
It's a much easier way for you to get some fresh documentaries on current topics, and considering how fast information goes in the video game industry, that is a must !
@@James-gj8rn YESSSSSS
I remember seeing Dinga Bakaba as well as the lead Art director and Sound designer of Deathloop at the Games Made in France 2020 event somewhere around november, right at the same time as Arkane's 20th anniversary. They gave us a complete masterclass of their upcoming game with setting breakdown, gun and apparel designs, procedural musics, and some early looks at the special powers, reminiscent of Dishonored. That was really, really cool !
Chanceux!
Tout était organisé en ligne sur Twitch faute covid, la conférence complète devrait être sur CZcams quelque part !
Dude was also the systems designer in Dishonored games
In this video I realized how much I love how Danny sets up the developers' answers by framing it with some narration. It feels like the proper way to put focus on the developers rather than simply making it feel like a conversation over Zoom is being converted into a documentary. A++
I didn't notice it until you pointed it out but yeah, totally agree!
God i love updaam
That last clip melted my heart, must be amazing to have developers you respect so much being excited and appreciating your work in these video documentaries.
It is an amazing symbiosis
This is the side of the industry we should help the most, by providing them with meaningful feedback, money and viewership so they can keep creating this remarkable high quality work.
I mean this for both game developers such as those in Arkane Studios, but also documentary and game history preservationists such as NoClip.
I love how devs are at the point now where they're sitting there after a big release, thinking about how their game's development stories will play on future NoClip episodes.
This feels like people wont rly hype or play this at launch, but it will be enjoyed more and more for the coming years
"The difficulty as a designer is 'how do you prevent people from making a space of possibility [into] a straight line?' and I'm happy that that worked with [Deathloop]." (17:56)
This is the biggest achievement of this game for me right now. The careful design of all the context surrounding the primary gameplay loop really sets that loop free.
Super cool interview, thanks for this!
its interesting that the answer to that question in Deathloop is basically ensuring that the space of possibility IS a straight line, but you need to assemble it first. a lot more players are getting that ideal Arkane experience but as a result it's a bit diluted in my opinion. the joy of discovering this game was in the first 3/4s, once you get beyond that theres not a lot of choice or variation in gameplay. I appreciate what they did but I think if you are already that "ideal player" they were specifically NOT targeting this game to that Dishonoured and Prey are probably a bit better. Still love Deathloop and love with they did with it, it's a hugely successful game. The others are just better.
@@sawalrus essentially guilty gear strive
This, along with other documentaries on Arkane, reminds me of Supergiant Games' Noclip documentaries. Please, don't stop sharing the insights of the veterans of the industry that continue to make brilliant and unique games! :)
Man, this is some quality content. It's a shame they don't really cover Arkane much
😏
I loved Deathloop. I’m now completing all the secrets. The gameplay makes hopping back into it well worth it even after you break the loop.
The only thing tht compells me to play this is the middle of the game
And after you beat it, you can continue to enjoy the world by invading other players games as Julianna. The multiplayer component was such a good idea.
@@Nick-kb2jc I got into my first fight with a player Julianna earlier, super fun. I've only JUST started to play the main game and my first interaction with the online system made the single player sooooo much more interesting!
@@mud5377 Agreed. I love the tension when the ominous sound notifying you that Julianna is on the hunt. It’s so tense from then on because she could be anywhere lol
With all the interviews and community interaction it feels like Dinga is one of the hardest working game directors in recent years, I can tell he loves his job, can't wait to scrounge up some cash and get Deathloop myself, it looks so well-crafted and fun
The guy mentored my overconfident young idiot self for an internship once, and he was the most constantly on point, genuinely creative, and driven guy there. Failed to make a professional game guy out of me, though that was mostly my fault.
@@michelottens6083 Oh my god, having him as a teacher sounds like a dream
@@vlad4evar In hindsight I can see it really was. He taught me that thing he does in all these interviews; to keep notes while playing, never just take any game element for granted, and to always be puzzling out how the great bits of disparate games could be made to fit and improve other games, or creatively combine into some ultimate game design.
But yeah I wish back then I'd had the drive he had, to actually learn and practice at every different game dev task that's needed on these projects, to be able to jump in and support anyone on the team, and to actually know what you're doing when pitching a bit of game design to the team. I turned out way too much of a highconcept cultural philosophy guy to stay in game development.
I think it´s a part opf Arkane´s nature, to be open with people. Rafael Colantonio was (and still is even after he left Arkane) the same. Rafael even did interview with one very small youtuber about Prey, just becase he asked him to. It´s something I would love to see other big developers to do, but sadly they are proibably chained by their corporate overlords and can´t do that.
You can never have too much coverage of Arkane studios. They're the best studio in gaming right now! Thanks for this!
No, they are not
Emulation and Samuel apparently don't understand how subjectivity works.
I would be interested to hear what studio could be considered better, actually. The reasons for why, as well. I can't come up with one personally. I like their approach to design, what seems to be the common thread between Thief, Arma: Cold War Assault, and Dishonored.
Lol
I'm loving Deathloop as much as I loved D1, D2, D DotO and Prey. This studios (both Austin and Lyon) are small gems that you can barely find nowadays.
I'm happy that the reception of the game has been great but, at the same time, I'm a bit scared that their games move more to the multiplayer aspect.
Don't forget arguably there two best games, Arx Fatalis and Dark Messiah Of Might and Magic :)
And I wouldn't be to worried about them doing multiplayer games, there next game will be a coop game to play with a few friends, not some multiplayer 30vs30 military game. And odds are there next game after the coop one will be another singleplayer game.
@@KatalistProductionsKozzySasha those 2 don't exist to the fans apparently
Not just multiplayer but also moving to open world. That is why I’m worried about Redfall. But I believe in Arkane.
@@Nick-kb2jc Prey would be open world if not for the past gen. So I bet Arkane Austin can deliver on that front.
@@ajsingh4545 I just havent played them, I was barely 10~12 when those were released.
“Noclip for this will be the most interesting” - was so heart warming to hear! Small phrase, but a MAJOR milestone for us! Congrats Danny & Co’
I got my first ending for Deathloop yesterday!! It's such an enjoyable experience and I appreciate how they let different types of gameplay be viable, since I'm not that good at first person games- and I'm the worst combination of a wuss who won't go in guns blazing OR wait too long since I'm impatient lol
The characters were super intriguing and I fell in love with the cast and really wanted to know so many details about them and the world
The attention to detail in how NPCs will react to your actions always made me so happy too (ie. 2-Bit adapting his security, found that so charming)
Thank you for the doc, lovely as always to know what goes on beneath the hood!👌❤️
I love the idea that "the Noclip" could become a thing devs look forward to seeing (and being part of).
I'm having an absolute blast with Deathloop; still in the thick of the story and exploring everything to try to miss as little as possible! But I love how Dinga explained their philosophy in making sure the player isn't overwhelmed vs allowing them to discovery secrets on their own. I think they did a phenomenal job with balancing the visionary boards and the objectives for the main story but allowing you to think and plan anything else on your own. I'm always down for a longer doc on this down the road, I was so happy to see this in my subscriptions today!
Hearing that line about the playtester that couldn't wrap his mind around flintlock/urban fantasy is saddening. We need more fantasy settings like Deathloop and Disco Elysium, make your world weird.
💯 percent! Too many games play it safe, and as a result I get bored way too fast with about 90 percent of games I play, because we’ve seen it all before.
Funny you mentioned those two games because both Disco Elysium and Deathloop are actually my absolute favorite games of the last 5 years.
You would be surprised when you hear people calling Deathloop mediocre game. And okay game at best.
Ever since Dishonored 1, I made a pledge to play every game Arkane makes moving forward from then.
Dishonored has proven to be my favorite game franchise, while Prey, a brilliant personal cult classic.
Deathloop feels like Arkane's preexisting excellence of gameplay is graduating into a whole new level of game design. Even though I've come across a couple bugs, it definitely has eclipsed Returnal by a couple slivers as my GotY clubhouse leader with how immersive and multidimensional Deathloop's gameplay experience from each moment is...plus, with 'Breaking the loop' serving as a Point B, the path to that achievement is as wide & blurry as any game I've ever played and I'm in my 40s. I know I'll arrive at it, though the journey is so brilliantly amoebic.
The overall sense of how much heart Dinga & the Lyon studio put into this game is so robust!!
I, absolutely, can not wait to complete Deathloop & see what Harvey's team in Austin is cooking up with Redfall!!
Arkane studios just doesn't miss and neither does Noclip! Well done!
I can name several times arkane missed badly
@ashy Wolfenstein youngblood, their stink is ALL over that game. I cant wait to see you defend it by mentioning machine games
@@jonathansoko1085 ok but Machine Games was mostly in charge. Arkane contributed some stuff but they didn’t have much control
The only notable thing Arkane contributed on with regard to Youngblood was Level Design, you know, the _one_ area even the HARSHEST critics of that game all pretty much agree was pretty good. Everything else _was_ MachineGames, as far as I'm aware.
@@jonathansoko1085 I'm waiting for this list of "several times Arkane has missed badly". Naming one game that they barely co-developed isn't several times.
I really hope PREY2 is in the works. I'd also love to see big(ger) budget take on Arx Fatalist/DMoMaM - medieval or low fantasy take on immersive sim stealth-action. God I love Arkane.
holy f-ing shit that animation at 5:00 of how he opens the paper, it's so perfect. The paper exits the frame for just a split second and it is replaced by the unfolded pamphlet but it just looks so flawless.
I really hope you guys are doing a full doc on this game!
What he said about replayability and building familiarity with the game's areas/mechanics is exactly why Deathloop is working for me so much more than the Dishonored games did. Where in those games exploring thoroughly felt like a chore I was doing so that my second playthrough could be more fun, in Deathloop the payoff for exploring and paying close attention is much more immediate.
IDK I was in love in the beginning of the game. Then It gets more tedious and too easy. Then I am just getting bored and realizing how linear the game is. There is only one way to break the loop.
I would love an interview with the STALKER devs
I feel very bad for how most people reacted to the enemy AI. It is considered by most to be flawed in a sense that enemies are not following you for a very long time, can't enter certain areas and do not notice things like bottles until they hit the ground, or even other enemies getting killed. But I think there are two things to take in mind when deciding on how good a job have developers done creating AI for the game. First is how complicated level design is compared to even Dishonored 2. More verticality and changing elements depending on time of day. Second is balancing and ensuring that most people with different playstyles are satisfied with game systems and how certain decision play out. It's not a stealth game first and foremost where you'd want enemies be fully aware of their surroundings. In DEATHLOOP you'd want enemies to be stupid enough not to hear you when you are on your 5th loop and just trying to kick the enemy to see them flee, smart enough to only see bottle when it hits the ground, so players can execute their stealthy plans. And not all enemies are stupid. Some are actually very perceptive.
The way some people respond to all the 10s and 9s the game received is also puzzling. There are no perfect games, but ones which bring something new to the table and feel cohesive deserve such ratings just so people who otherwise won't play it, now would give it a chance. The visual style of DEATHLOOP is unique, combat with its great arsenal and abilities is very thought out. The loop concept and the way linear progression is turned into this big puzzle is the most creative thing I've seen in a triple-A title in years. These high scores are there not only to express gratitude for the devs' creativity and hard work, but to also encourage other publishers and developers to be more creative and risky with their games.
And I know that user scores are one of a few ways for consumers to express their feelings about the product, but there and with TLOU2, reviewbombing is nuts. DEATHLOOP is not in a perfect technical state on PC (there is a noticeable mouse judder and recently patched stuttering), but it's not even close to being as broken as Cyberpunk was.
I hope Arkane will finally be recognized by general audience as creators of some of the most complex design-wise, creative, stylish and fun games.
Great video, btw! Love all of these insights into the development process.
Great comment!!
So well put.
I'm only a few hours in and I had a query over the seeming lack of intelligence that the NPCs have and it made me wonder around why this was the case. Thanks for this explainer!
@@Non.Techie these are my assumption, though. I've seen AI-related complaints in almost every user review out there and in some videos on CZcams. But I didn't have much trouble with it myself, so it probably depends on how you play the game and how lucky you are to meet blind or stuck enemies. The only thing closely resembling that happened in my playthrough when enemies at Alexis' party couldn't walk the stairs. So it can happen, but it wouldn't ruin one's experience, unless this person is too keen on games feeling immersive as in cinematic immersion, rather than in low-level agency sense.
That's a well thought out comment. I'll try to respond with equal grace from the perspective of someone who soured on the game pretty substantially the more I played.
For me, my issues with the AI are actually a symptom of my main problem with the game, namely that I didn't find "solving" the loop very engaging once I realized how rigid the game is going to be about how I needed to do that. During the tutorial, the game explicitly says that "knowledge is power," which would be a *wonderful* concept had they actually pulled it off in a meaningful way. Unfortunately, the game never really makes good on it. I'd say 90% of the information you find is completely irrelevant to your main objective of breaking the loop. It's either (a) world-building (b) side-quest stuff unrelated to breaking the loop or (c) information you can't really use because of how the game forces you to solve the loop (i.e. *technically* related but *practically* useless).
So, for me, I initially didn't mind the AI. At the beginning of the game I was still invested in the exploration and discovery part of the experience. If that's the focus, then you don't necessarily want super-smart or powerful AI coming in to interfere with the experience. Since combat is not really the main focus of the game, it isn't as important that the AI be "good." However, about half-way through I came to realize how very little leeway you actually have about completing a loop. Once I realized that, exploration and discovery went out the window, because I knew the game was going to tell me exactly what to, where to go, and when to do it.
So the game stopped being about poking around the levels for information and came down to "get from the start to the objective marker and back again," which is what brings the AI back into focus. Because going from Point A to Point B isn't fundamentally as interesting as solving a mystery, you need something else to keep you busy and engaged as a player, which in this instance means combat or stealth. And since the AI is basically 2-Bit but with guns, combat and sneaking aren't really challenging or engaging me as a player, and they certainly aren't enough to carry the game by itself.
In fairness I should note that mileage may vary on that point. I personally found the environments pretty boring to move through, particularly when you need to do so multiple times. I felt like they lacked the cohesion and intricacy of Arkane's earlier titles and too often felt like "random level geometry with 60s vomit on it." I suppose if you really liked the visual style or found going from place to place more interesting than I did, you'd be more inclined to like the game. For me, it just turned into a slog.
Which is a shame, because there is some really good stuff in Deathloop. The underlying concept is awesome, it's just not executed very well. The soundtrack owns. The voice acting, particularly whoever did Colt and Juliana, is awesome. Like you, I hope this does well enough that Arkane gets some more main steam appeal. I just worry that it would be a double-edged sword. As someone who adores Dishonored 1/2 and Prey, I was really disappointed by Deathloop and it is by far my least favorite game Arkane has made. So on the one hand, if it does well, they'd probably be more inclined to make more games like this. On the other, I don't know that *I* would want to play those games.
Second this. Words of true wisdom.
Arkane is by far my favorite Developer. They create some of the most unique and interesting games and they're always completely unlike what we've seen before. The art, the stories, the exploration and environments and freedom. It seriously devastates me just how unappreciated and under rated they and their games are. Like who else could make going to the same maps over and over again in a single player-ish game so interesting and enjoyable?
I just hope they are doing well enough to keep going and continue to make these unique games. ❤
I agree, it's a miracle we keep getting such experimental games from a triple A studio within such a massive corporation.
I think if we keep supporting them we might give Bethesda enough reasons to keep them around as a trump card for a more unique and diverse portfolio of games in their library.
@@SimpleArt93 yah I think Arkane definitely has its loyal fans but unfortunately, for some insane reason I don't think their games sell quite like other Bethesda and AAA games. It's such a shame because there is no developer that does it like Arkane.
I do hope that changes though. I don't want to see Bethesda or Xbox force Arkane to start making different non-immersive sim games.
I would honestly love to watch a video about Spec Ops:The Line about the development and the marketing and the impact that the game had
I would LOVE a full length doc!
I liked the game, but I cannot agree with the director's arguments for giving the player so much guidance. He says you should feel smart at the end, but I felt like I didn't figure anything out for myself. I wish I had thought to turn off quest markers while I was playing the game, but it's too late now.
He said there are some diehard immersive sim fans who would love it to be not hand holdy, but that in playtesting it was revealed that for the most part people got overwhelmed and checked out (or perhaps reported that the game was asking too much and getting exhausting.
Not everybody likes mysteries or jigsaw-like detective puzzles. You can consider it a flaw of the game that it doesn't target immersive sim/detective game veterans by default, but ultimately it was the developer's choice. This is why what's good or bad in games is ultimately subjective.
At the very least, the game is so complex that it's impossible to remember all the details. So if you simply reset your progression as Colt and play the whole game again, this time setting a rule for yourself not to use objective markers, you'll have a familiar but fresh detective puzzle game.
Personally I think they should have asked each player at the beginning what difficulty they wanted and made it clear what changes each difficulty would make.
For example Hard would have been: "no objective markers. An experience for immersive sim and detective puzzling veterans". Normal would've been "no build hints. An experience for RPG veterans who can find synergies and change builds to mold to different mission types".
Easy would have been: "build hints and objective markers. An experience for players unaccustomed to both RPGs and detective puzzle games, who may struggle to find synergies or create mission bespoke builds, and who may struggle or tire from fitting clues together to further leads".
Perhaps all this text for difficulties is too much, but the beginning tutorial is always quite dense, and this would be one of the first things a player would be shown.
Alternatively you could link it into the adaptive difficulty and have it start by default in the hardest option but with too much time, objective markers appear, and with too many deaths, build guides appear. But people hated being on a time limit in God of War Ragnarok's puzzles, so that might not work.
I absolutely love the fact that noclip made this a 4k 60fps doucumentary that has eye pleasing gameplay footage while also insightful ideas behind the game's design.
I live Dinga and this was such an insightful interview. Such great and candid responses. It's also cool that since the game is so fresh in his mind he had a lot more detailed anecdotes.
Terrific small documentary, love your work)))
I love these shorter insights into game development, and have been having such a blast with Deathloop. Very much looking forward to a longer in-depth dive into the game someday, joining the rest of Noclip's fantastic Arkane documentaries.
Deathloop is a incredible game man, Arkane Games are always amazing, really enjoyed hearing insights from the developer, great content as always No Clip 👏👏👏👏
I've seen a lot more talk of "prey is an underrated game" since the No Clip doco on it. It's always been a part of the discourse surrounding the game, unfortunately; but I do believe your coverage got a lot more people to play it! I know I started another play through!
Arkane seem to have a hit on their hands with this one, which is lovely to see; they deserve so much success. I haven't quite played enough to have formed a solid opinion, but I can say that the world building is fantastic so far; there's such a brilliant writing team at Arkane.
I find it amazing that this is released so quickly after the game launch. Really sad to hear the feedback from players arkane have gotten, you would think gamers can deal and adapt with what is an obvious fantasy, yet they can't and shame the game instead of themselves for it. In the end we end up with formulaic yearly releases that recycle the same thing over and over.
Dumb buys dumb because its dumb. You can't fix dumb. See the whole of the COD franchise (except the first 2 games).
How is Deathloop not a recycled thing as well?
@@Nors2Ka because it's unique from dishonored and prey obviously.
@@crossman1459 Both Prey and Deathloop share the same main gameplay, something that is very shallow but wide.
@@Nors2Ka that's your interpretation and i'm sorry you see it that way. I hope you can find enjoyment in other games.
The devs did well by screpping melee due to multiplayer lag.
Unlike some other multiplayer games that completely ignore the existence of lag and its effect on melee and have backstabs that makes it even worse.
...Just thought I'd take the opportunity to point out how much I loathe the thought of backstabs in any game with latency between enemies.
2:29 The arcade we see here "young wolf" is a reference to wolfenstein, it even has the same logo as The New Colossus.
Nice one arcane
Keep up the great work, NoClip! I watch everything you produce and have been watching over on Patreon too. Glad to support you guys. The production is top notch, informative, and entertaining.
Thanks so much for supporting us!
Love you, Danny. Your work is so lovely to watch and your questions really allow developers to expose the details they loved designing, as well as their joy in creation. Well done, sir.
Danny (and team), thank you so much for asking Dinga about Mooncrash! I was SOOOO curious about that question in particular. Sorta hilarious that he didn't play it. I adore both games, but still love Mooncrash a little bit more because of how much more agency you have in the strategy of the final run. But it's close!
Oh! And great catch on correcting the assumption of the kick just being a hold-over from Dark Messiah.
Great work! Yes, more like this please!
Love hearing Bikaba’s process
Great stuff as always!
On the topic of tutorial, I would have really, really preferred a hands-off approach of letting me figure it out all on my own.
Like, I can't even explain how much better that would be for me specifically. I feel like the handholding in the first 3-5 hours of this game was extreme.
I understand why Arkane did it, but I would really appreciate an option to turn all tutorials off. I don't expect them to craft an alternative onboarding mission, but at least let me disable all the popups, please.
Something to consider for the next game I suppose (which I'll be buying day 1 for sure).
I hope Deathloop sells well. Arkane are masters of their craft and I want more games like these.
Thanks for you amazing works!
I’ve been really enjoying Deathloop so I’ll give this a look, I’m glad its not punishing like Returnal was because in Deathloop theres a way to retain equipment and you keep any knowledge and clues when you have to restart a run 😊
The bell notification didn't work for me this time, I was surprised when I came to check the channel to rewatch and older video, will try to activate the bell againm anyway... what a nice surprise!
Deathloop and its presentation is an exciting moment for games. Congrats and I'm excited for what is next.
I absolutely ADORE Deathloop. As a long-time fan of immersive sims, it's probably my favorite one since Dishonored 1. The more I play, the more I learn, and the more I love it. It's a game that constantly becomes itself more and more in your hands, which is amazing.
Are you going to do a Redfall documentary, or a documentary specifically on Arkane Austin? Would love to watch that one. Loving the Arkane series. You're doing great work supporting a really important and unique studio.
glad you finally did a video on an arkane game danny. took ya long enough. jokes aside, another brilliant conversation. love everything you folks put out. can't wait for that hypothetical full length deathloop doc.
Dinga just seems like a really fun weird creative guy, I’d love to see him more. Generally, as a screen presence.
Fantastic video and a fantastic game. I loved the detective work and stealth headshot gameplay best
I love this game man! The loop concept makes me try so many different things I would traditionally never do! Can’t wait for the full in depth look of Deathloop!
The opening almost made me uninterested in the entire experience tbh, but the moment the game opened up, wow. It hinges alot on familiarity and trial and error. The dragon you chase is making "your best Colt" and the game rewards you that by just playing, play more to earn Residues, get Trinkets, etc. It really works because the core moment to moment gameplay is satisfying, that whenever you complete the objective on a map on a time of a day, you can't help but want to do more instead of going back to the tunnels.
I was really hoping you would make a video on deathloop. It's been the most fun I've had in a game for a while!
It is a great game. I loved playing every second of it. But I wish they spent some time in developing montage for each kill target as I kept forgetting them.
love this channel! i’m kinda in a weird spot with deathloop. i loved dishonored 1 and 2, and prey is my favorite game so i was very excited, but i’m struggling to “get it”. hard to explain, but hopefully something will click soon, and overall i’m enjoying it!
For me, it didn't really start to properly click until ~6 hours or so into the game. I became more familiar with the mechanics and levels, got some better weapons and abilities, etc.. Around the 10 hour mark it all really fell into place for me and I started having a ton of fun.
You are simply the best because, tho critical, you treat your subject matter and the people creating it with love and respect,
thanking them for creating these wonderful worlds for us to experience. With as less of the slimy, coprorate tarnish as possible.
I love how Dinga looks like someone from Deathloop and Dishonored.
This game is so smart, original, and unbelievably fun. Not to mention how tense and engaging the pvp is. I can’t believe this game exists
I love this guy, hearing the design thinking from his mouth makes it sound so natural. He and his team have put so much time into thinking about design. And he speaks so eloquently on it despite speaking possibly multiple other languages. Definitely a fantastic subject.
Awesome work once again Noclip! People are actually saying that? When you covered all of Arkane´s major titles plus unreleased and unfinished games, add-ons and dlcs?? I don´t see what you can do more. And I loved all those documentarys!
Arkane.......NEVER CHANGE! I can honestly say that you created one of the best experiences I had in 35 years of gamming with the Dishonored series. Can´t wait to play Deathloop!!
Awesome! Loving all this attention to Arkane! You got Dishonored 2 off my backlog after four years!
For future immersive sims, it would be awesome to hear about the Bioshock series. The origin of the first one, new studio for the second, and then tying Infinite into the plot of the first in such a crazy way. That would be great.
This is such a great game, and a terrific doc!
Hope you can do a documentary on Dark Messiah.
Thank you for this! Really enjoying this game, diving in to this video now :)
Love your videos on Arcane!
Danny did you leave the immersion sim on?
The randomized door codes you have find in the game is a good way to force the player to think for them selves. Good stuff.
The art direction in deathloop is also insanely good. I find new stuff to look at every loop I play.
cat at 3:48
1:20
For a second, I thought yall were serious. Cause I was like "Uuumm"
currently grinding juliana so I can use those skins when I replay deathloop. fucking LOVE it
Please do Sable!
This is quite a long comment but I feel like when this work of art is eventually being considered to get a remake, they should consider adding gameplay-changing difficulty options, especially to resolve the primary complaints people might have (going all in on one build the entire time, or getting annoyed at the handholding objective markers). I've put my comments and possible difficulty options here (mostly for fun because I love this game and Arkane):
He said there are some diehard immersive sim fans who would love it to be not hand holdy, but that in playtesting it was revealed that for the most part people got overwhelmed and checked out (or perhaps reported that the game was asking too much and getting exhausting.
Not everybody likes mysteries or jigsaw-like detective puzzles. You can consider it a flaw of the game that it doesn't target immersive sim/detective game veterans by default, but ultimately it was the developer's choice. This is why what's good or bad in games is ultimately subjective.
At the very least, the game is so complex that it's impossible to remember all the details. So if you simply reset your progression as Colt and play the whole game again, this time setting a rule for yourself not to use objective markers, you'll have a familiar but fresh spy puzzle game.
Personally I think they should have asked each player at the beginning what difficulty they wanted and made it clear what changes each difficulty would make.
For example Hard would have been: "no objective markers. An experience for immersive sim and detective puzzling veterans". Normal would've been "no build hints. An experience for RPG veterans who can find synergies and change builds to mold to different mission types".
Easy would have been: "build hints and objective markers. An experience for players unaccustomed to both RPGs and detective puzzle games, who may struggle to find synergies or create mission bespoke builds, and who may struggle or tire from fitting clues together to further leads".
Perhaps all this text for difficulties is too much, but the beginning tutorial is always quite dense, and this would be one of the first things a player would be shown.
Alternatively you could link it into the adaptive difficulty and have it start by default in the hardest option but with too much time, objective markers appear, and with too many deaths, build guides appear. But people hated being on a time limit in God of War Ragnarok's puzzles, so that might not work.
15:58 Review bomb
Yooooo. Add gyro! It’s so simple, I know developers who will do it for nearly free for you!
God those noclip videos are litteral drug for me. Manifesting a tiny video for Outer Wilds DLC maybe ? ;_;
Going to watch this later as I am not risking any spoilers. However, one quick, technical question: why did they switch back from Cryengine (Prey) to Void Engine (fork of idtech). Apparently people are complaining about similar issues on PC then Dishonored suffered from (is still suffering from). Prey on the other hand was comparatively fine.
Sweeet! I cant get enough of your arcane videos.
Keep covering immersive sims and I'll keep clicking on these videos.
Glad to see another Arkane docu, and this is exceptional as expected. I always thought it was blaxploitation-inspired, but I guess it's confirmed that it's inspired by 60s aesthetics.
Either way, Deathloop is a great puzzle-shooter hybrid. Very unique, and can't imagine how speedrunners will play 4D chess with the game.
Loved this video. Thanks for making it! I loved the response about all the negative reviews. They are dedicated to their craft, not to profit seeking, and I love to see it.
I would love if you guys did a documentary on the Dishonored games. Dishonored 2 still looked outstanding, I just wish it could get 60fps patch on current-gen consoles
Amazing game and doc!
The multiplayer parrying issue sounds a lot like Vermintide 2, where the timing for dodging a pack master is different depending on your ping. but fat shark have no intention of fixing it.
I am having an absolute blast playing this.
The cat and mouse gameplay that begins immediately as an enemy player invades your game gives my reptile brain a good tingle.
Love this game so far. Playing it at the same time as my first go with Hades has been interesting!
Cool this had made me wanna check the game out way more
It's been kind of funny being online and seeing people surprised at the number of perfect/very high scores Deathloop has received, while those of us that are fans of Arkane's previous work knew this game was going to be amazing
Actually laughed out loud at immersion sims haha - never change danny
Finally found time to play Deathloop, so could watch the doc. It's a rough game to start, not sure they nailed the start, but when you get past the first few hours, it's a really great. Personally I enjoyed Prey more, but definitely a recommendation. The multiplayer part though, that was waste of time and resources imo. I'm not looking for multiplayer and online experiences in an arkane game, but each to their own.
I've bought every arkane game and loved the concept and art style but I never got that hook I knew I was missing out on. Prey came close, like over 20 hours in but I always found there was lack of feedback in the projectiles or something. Kinda like bioshock. I have the disc in my ps5 right now
Just finished Deathloop and LOVED it ! This is an AMAZING experience !!! Thanks for the video, I shall enjoy it :P
I have been playing this a ton on PS5, especially after they did their first big patch few weeks ago. The game almost completely changes once you're able to infuse items, and once you get a couple of the main abilities. Also the Dualsense controller implementation is outstanding, the haptics and adaptive trigger implementation on this game make the PS5 version the definitive version in my opinion
i hope eone day ill get big in the industry to get on a noclip documentary haha that will be my next goal haha
I like that they solved the problem of players feeling like they have to play immersive sims their own personal certain way
DL certainly got me to try out powers I'd usually ignore in games
Arkane is still underrated, and it's a tragedy
Deathloop is also their first game under new management ! Glad to see the team is still going strong
I'm usually not someone to jump on games when they first come out unless there's game mechanics that perhaps actively play against you if you don't get it when it comes out - see MMOs. I'll definitely get this when it drops on sale in the next year or so. Glad to see these guys still put out great material. Maybe they'll have the stuttering on PC fixed by then, too.
Maybe they fix technical issues and I'm hoping GPU prices drop soon too! My old pc is just too long in the tooth 😢
This guy's name is so rhythmic
Can you do one for Ember Labs - Kena bridge of Spirits?