We’ve all had that one thing that we didn’t know we were missing until it was so glaringly obvious. Maybe you’ve been walking around on autopilot for years, and you never realized that when you wake up, someone has dropped a bag of chips on your foot, or when you get into the shower, you still smell like the last thing you ate.
Like many people, I have gotten that one thing that I was missing for years until it was glaringly obvious that I had no idea what it was. That was certainly the case for me when I finally bought the game, but now that it’s been released, I have a new appreciation for what the game is.
All gamers have this issue of “Hey, something happened, but I don’t remember.” If you take your time to think it over, and then try to remember it, you might find that “something” had a lot to do with your game’s plot. If you’re a person who never thought about it, you can be a bit of an enigma to others. You can also be a magnet for a really big pile of crap.
In the first scene, a group of friends are discussing the death of a young girl they met at a bar. It’s obvious they were on the edge of their seats in the game and were trying to kill a young girl with a stick. They don’t realise they’re on the verge of killing themselves, but they’re not going to be able to stop it, as the ending of the game tells us the girl’s death is definitely not a good idea.
The plot of the game is more about the player wanting to kill someone than it is about them actually doing it. This is because the game is essentially a series of short stories about people who have died, about them wanting to kill someone at any given time, and then they end up doing just that. The idea of having to write a story around a player’s death is pretty much unheard of.
A bit more realism here, if a player kills someone they’re supposed to have to write a story about it (which is actually pretty common in a lot of games).
We were pretty worried that Deathloop was going to be too dark in its portrayal of a player’s murder, but it turns out that the game is just as dark as its characters. A player cannot just kill someone and then write a story about it without it being a very dark story (if the player does indeed have a very dark character).
Deathloop’s story has a bit of a twist to it, but it’s not that surprising. The first thing you learn in Deathloop is that you cant kill anyone without the story telling you to. A player who kills someone they expect to kill them, even if they know theyre gonna be killed by a character, is still a player who has to write a story about it.
I think the writers could have probably improved their writing skills a bit. “Don’t kill” is not a good enough excuse, a “killing” is the only part of the story that they can really control, and a “telling” can only be done from the player’s point of view. The “telling” aspect of Deathloop’s story is also a bit weird.
A lot of the story will be about how the characters react to being told to kill the person they were supposed to kill. There are a few scenes where the characters are reacting to the player telling them something, but they have no control over it. It also seems like, in the game itself, the story is meant to be about death, and the characters will probably die in the story, so I wouldnt want to spoil that.