DEATHLOOP Catch-All (Deathloop Catch-All ((deathloop Catch-All....

Aristophan wrote:
Spikeout wrote:

Shout-out to the section with Dr Wenjie Evans

Spoiler:

the clones of herself where an inspired touch, plus the place was riddled with turrets. It was neat that you had to go through all her clones, searching her lab, which had lots of areas & a few floors to traverse. You eventually get to the actual Dr Wenjie Evans, which I'm not sure if it's a pre requirement or she's just at the hardest to get to part of her lab, therefore you get to her last anyway. Really enjoyable section though.

Spoiler:

I think the idea is that she has split herself so they are ALL Dr. Wenjie Evans. You need to kill them all in order to kill her completely.

Spoiler:

They’re versions from other timelines in the loop, same as the other version of the protagonist that shows up. The Juliannas that invade you are also looped versions as well, not the one who communicates with you throughout the game.

Aristophan wrote:
Spikeout wrote:

Shout-out to the section with Dr Wenjie Evans

Spoiler:

the clones of herself where an inspired touch, plus the place was riddled with turrets. It was neat that you had to go through all her clones, searching her lab, which had lots of areas & a few floors to traverse. You eventually get to the actual Dr Wenjie Evans, which I'm not sure if it's a pre requirement or she's just at the hardest to get to part of her lab, therefore you get to her last anyway. Really enjoyable section though.

Spoiler:

I think the idea is that she has split herself so they are ALL Dr. Wenjie Evans. You need to kill them all in order to kill her completely.

Awesome. But doing it for the 4th time, getting old lol

So after playing Julianna up to level 21, I am much better at defending against her as Colt, since I know her capabilities and tendencies, so Ive been leaving it online for now. Just ruined an invading Julianna by luring her into my mines. Enjoying MP a lot more now, though I feel the invisibility with Ghost is like a must have for these encounters.

Also I dont think many Julianna players realize that even stealthed if you are aiming with the sniper causes a lens glare, noticing that little flash just saved my bacon right now.

ruhk wrote:
Aristophan wrote:
Spikeout wrote:

Shout-out to the section with Dr Wenjie Evans

Spoiler:

the clones of herself where an inspired touch, plus the place was riddled with turrets. It was neat that you had to go through all her clones, searching her lab, which had lots of areas & a few floors to traverse. You eventually get to the actual Dr Wenjie Evans, which I'm not sure if it's a pre requirement or she's just at the hardest to get to part of her lab, therefore you get to her last anyway. Really enjoyable section though.

Spoiler:

I think the idea is that she has split herself so they are ALL Dr. Wenjie Evans. You need to kill them all in order to kill her completely.

Spoiler:

They’re versions from other timelines in the loop, same as the other version of the protagonist that shows up. The Juliannas that invade you are also looped versions as well, not the one who communicates with you throughout the game.

Ahh that makes sense, completely forgot about

Spoiler:

the other version of Colt that was in your timeline early in the story. I've almost separated the Julianna that talks to you with the ones who invade the game, one of the conversations with Julianna over the radio alluded to that

Thanks for the explanation ruhk!

Oh yeah an epic thing happened to me last night when playing. Firstly I was in Karl's Bay cleaning out enemies from area to area. I eventually happened upon the two big hangars.

Spoiler:

Harriot is in the second one, which actually might be hangar 1 but regardless, I went in loud. Got to bottom floor, was walking in the area just past the plane. Harriot is couped up in her own little safe room, she releases the poisonous gas & I succumb to death. I have reprise on, so I teleport back upstairs. My body & all my residium are in the toxic cloud of gas (below Harriot's cockpit window that looks out upon the rest of the hangar). I'm sort of resigned to losing my residium & not getting anywhere near my body. There are locked doors on the top floor & I wonder if I can taunt her out by throwing a grenade near the window. It bounces off the window & explodes, no penetration of the glass. I throw another one that lands way down in the toxic green gas, the whole lower part of the room goes up in flames, the gas completely gone. Bloody superb! I had enough time to go down to my body, get back my residium & escape to higher ground before the gas filled up & consumed the lower part of the hangar again.

The gameplay & the way you can forge your own path through levels are in the very top echelon here. The story is pretty interesting even through the gibberish dialogue or jargon filled letters that can be a bit perplexing.

Also I just realized that if you kill an invading Julianna, you get your reprise charges back if she's killed you, when you loot her corpse.

I am very pleased that there is no save scumming in this game. The Reprise system is very forgiving: losing the first is no big deal and sometimes I go into a big fight knowing that I can clear out most enemies and come back from the dead. Of course, when there are none left, it becomes quite tense. I just spent the last 20 minutes of a level solving exploring and solving puzzles hping that I wouldn't get into a gunfight. Quite exhilarating.

Had two blue screens last night, losing all progress...

I don’t think I like the loop stress mechanic. Particularly how quickly and easily the npc’s are alerted to your presence. I like being able to sneak around and plan attacks. I feel like with the loop stress up I’ll be creeping in a building and take a few steps and npc’s 2 floors up are instantly alerted. Part of my enjoyment of the game is starting to feel mastery of levels and learning how npc’s behave. When that behavior changes it feels counter to the premise of a loop. It also reduces the fun of figuring out the puzzle box of the levels when they are changing.

Any character trinkets people are really liking? I imagine that they are generally random drops, so people may have different ones. I found one recently called "Remote Overload" which allows you to blow up anything after you have hacked it, including scout radios. Did you know that at least one Visionary carries a scout radio?

My loadout is pretty basic, purple level ones that - add energy, faster energy regen, decrease damage taken, fast health regen. Doesn't do anything special but covers all the basics well.

I really like the greater distance hack and friendly turrets have more health/do more damage. Both of those, even at a turquoise level, are great quality of life components.

I think I'm woking on the final loop, and I had two Visionaries left in the final area, and Super Saiyan AI Julianna showed up and killed me three times in a row.

Overall, the game is very forgiving, but that hurt.

Got through the tutorial on Friday. Start my first couple runs last night. After grabbing some guns and trinkets I decided that I'd go after Egor at night. Just outside of his complex, Julianna showed up. Luckily I was better at sneaking than her, gunned her down, and decided that was enough for today. Hightailed it out with my first slab (she dropped Nexus and the invisibility one and I chose to imbue Nexus).

Getting irritated at one really bad design decision around Fia.

Spoiler:

Pretty dumb that I can be well into sneaking into Fia's complex and then Julianna suddenly invades and then instantly gets everyone aggro and sets off the nuke, which (as far as I can tell so far) then can't be disarmed because the control panel shuts.

One of those "what can I do about it" stupid things that feels like they didn't eat enough of their own dogfood during testing. This time I puttered around outside for a good 10 minutes to try to be sure Julianna wasn't coming, which obviously didn't work.

Aristophan wrote:

I think I'm woking on the final loop, and I had two Visionaries left in the final area, and Super Saiyan AI Julianna showed up and killed me three times in a row.

Overall, the game is very forgiving, but that hurt.

I'm definitely on the final loop, and the last level is killing me. Think I need to equip more defensive trinkets.

This is only the second time I wished there was a quick save, simply because the earlier steps are so easy that it feels like I'm wasting time doing things again. Occasionally I will find a good new trinket, but overall it's getting a bit frustrating.

Finished. That last area was really tough for me, and I ended up using both of my Reprise charges. More details below:

Spoiler:

I made my way to the front door of the castle, and popped into the room with two turrets and activated them both. Then I got an AI Julianna invasion. Based on earlier runs, I figured she was in the castle, so I ran back out to turn off the antenna. When I returned, I came into the castle the back way, jumped to the roof, and accidentally Shifted off the roof and nearly killed myself. As I made my way back , I got the message that Julianna had left, and when I started waking around the roof, I could see that she had been killed by the two turrets.

I waited until Wenjie was away from the rest of the party on the roof, killed her, and then got killed by the rest of the mob.

I quietly assassinated Egor, and while I was trying to figure out how to get back onto the roof, got discovered and killed.

Everyone is now on high alert, and there is no way to trick Alexis into revealing himself. Fortunately, I know that he carries two golden guns. I find him in a plaza, and as I am trying to find a way to get to him, an enemy notices me and everyone is alerted. Alexis makes a beeline for me, and I take him out with a few shotgun blasts. I run the hell out of there to get to the ship, and make it without getting killed for a third (and final) time.

Overall, thumbs up. I will see how I feel about it in a few days, but at this point I have no desire to grab more trophies.

I'm at the point now I've killed every visionary & my arsenal is beefed up. Things are coming together nicely in terms of different events or buildings opening up at the 4 different times of the day at each of the 4 locations. It's really smart how it's all structured & that it can feel drastically different in any given location based on the time of day you go.

I still don't really know how far into it I am but I've uncovered quite a bit.

Spoiler:

Next up is back to Updaam after finding out that Otto's building burns down by noon so I need to get there in the morning to see if I can sniff out the code for the fireworks which are kept in Karl's Bay beside the big Hangar that Harriot is in (I think).

I am with Spikeout. I pretty much grinded out all the golden guns, trinkets, slabs. Now, I am actually not sure what I have to do.

I just rolled credits on this and really enjoyed the experience. I was surprised by the dialogue richness during the cycles and liked the way the gatekeeping opened up to try and let you experience the many things the game had to offer.

Mr Crinkle wrote:

Getting irritated at one really bad design decision around Fia.

Spoiler:

Pretty dumb that I can be well into sneaking into Fia's complex and then Julianna suddenly invades and then instantly gets everyone aggro and sets off the nuke, which (as far as I can tell so far) then can't be disarmed because the control panel shuts.

One of those "what can I do about it" stupid things that feels like they didn't eat enough of their own dogfood during testing. This time I puttered around outside for a good 10 minutes to try to be sure Julianna wasn't coming, which obviously didn't work.

I hadn't figured this out by the time I tried to tackle that level for the first time, but you can hack open doors and gates when they drop shut. The funhouse with the game, Frank's club, anything with an antenna.

Just to be sure I'm not talking out of my butt, I just tried it, intentionally setting off every alarm (and I even happened to fend off a Juliana). You bust out the Hackamajig, open it, and then you can proceed. If you run out of time though before that though... boom.

The failure mechanic on that level is harsh, since as far as I can tell nothing else in the game yet

Spoiler:

ends your ENTIRE LOOP. I'm color blind, and I didn't realize you just cut the wires in the same order as the diagram. So if you only, let's say, wrote down the colors and don't remember their order or you didn't take a screenshot, you're just rolling the dice when you cut the wires. What really sucks is I had spent an hour just exploring the level, successfully fended off a Juliana, then boom. Lost everything.

iaintgotnopants wrote:

So, I just learned that if you drop an infused weapon with an infused trinket on it to pick up a new weapon that you want, you lose the trinket even though it's infused. That sucks.

Maybe they've patched it since I started playing last week, but as far as I can tell this isn't accurate.

I drop infused weapons with infused trinkets all the time. You lose them for the remainder of that specific loop, but once the day restarts it's back with the same exact trinkets as when you dropped it.

I've done this repeatedly because just for kicks I'm trying to farm variants of all the legendary guns with each of the perks they can get. And every time, when I wake up the next day, whatever I dropped is back with whatever trinkets it had.

If it's not something they fixed, maybe you didn't actually infuse the trinkets on that specific gun? The trinket menu gets really cluttered, and it doesn't let you sort them at all in the weapons menu (only from the infusion menu) so it'd be pretty easy to equip the wrong one.

I've been having a hard time with the FWD:Pain achievement. I've copied methods I've seen on YouTube exactly (as far as I can tell) and it just won't unlock. It's frustrating because there's no real way to tell in-game if characters are actually "20 meters" apart. But I've shot someone in a Nexus chain going across the entire library square and it still hasn't triggered for me.

ccoates wrote:
iaintgotnopants wrote:

So, I just learned that if you drop an infused weapon with an infused trinket on it to pick up a new weapon that you want, you lose the trinket even though it's infused. That sucks.

Maybe they've patched it since I started playing last week, but as far as I can tell this isn't accurate.

I forgot to follow up on this but, yeah, it's not true. Something must have been buggy that first time (possibly since it was the gun you get for signing up with their website). I dropped the gun with one infused trinket on it at night, the loop reset and the trinket was gone. After one more loop reset the trinket appeared again. Every other time I've dropped a gun with infused trinkets, they show up the next loop.

I just accidentally advanced one of the main quest lines about six steps at once. Since I really like the gradual uncovering of information aspect of the game, that annoys me quite a bit. I thought I was just doing a little side quest for a weapon or lore just like all the other little side things.

Has anyone gotten the Quantum Solution achievement?

I'm really struggling with it. Does the timer start the second you enter the lab, or after you kill the first Wenjie?

If it doesn't start until the first kill, I could sneak and do some setup, but the way Arkane worded these things is beyond vague at times.

iaintgotnopants wrote:

I just accidentally advanced one of the main quest lines about six steps at once. Since I really like the gradual uncovering of information aspect of the game, that annoys me quite a bit. I thought I was just doing a little side quest for a weapon or lore just like all the other little side things.

Was this the

Spoiler:

archives door/triple lock door in Fristad?

I really enjoyed Deathloop, I'm not sure I'm going to find it endlessly replayable though.

There's a sandbox/creative approach to the levels, but ultimately there tends to be an optimal route. I'm not sure I ever achieved something the designers didn't anticipate, for example. Which it doesn't HAVE to, but some of the most hilarious moments in other games scratching this itch are when you do something really goofy in Hitman that I don't think ioi may have forseen or intended, although their design is also such that there tends to be an optimal approach.

But I still played the hell out of it, and I looped so much that Juliana runs out of dialogue/retorts, ha.

I'm wrapping up some of the achievements and they are super frustrating and buggy. One didn't unlock because despite never mentioning it in any way, if you melee kill one specific enemy it never unlocks (you have to shoot them). Another only says you need to complete the game, but what it really means is that unless you complete it in a very specific way, it doesn't unlock. Stuff like that is really aggravating and I ultimately just had to start looking stuff up online to find out why things are buggy/broken.

I'm playing on PS5, and overall it performed decently (I recently turned off ray tracing in lieu of performance mode and while I think I prefer the RTX look... wow, that's a difference and I usually don't even notice framerates much.) I also locked up repeatedly at really inopportune moments, usually when opening the checklist before exiting a level to make sure I didn't forget anything.

Because there are no quicksaves that means... redoing the entire level over again. Which depending how thoroughly I explored it meant quite a bit of lost time.

In terms of the ending:

Spoiler:

Colt is basically an abusive father. Maybe the idea is he lost his memory so now he's a better person, but by all accounts he started murdering Juliana over and over, turning her into the semi-psychotic person she is today. I genuinely can't tell if that's the vibe they were going for or not. Him being a sh*t dad bothers me more than all that murdering of the eternalists and other visionaries.

ccoates wrote:

Was this the

Spoiler:

archives door/triple lock door in Fristad?

No.

Spoiler:

In Updaam, right between the two sets of tunnel doors. There's an electrical panel that gets destroyed and has a note on it about somebody doing it in the morning. Killing the guy in the morning before he ruins the panel triggers a lead that says something like "an Eternalist will leave the garage door open in the afternoon". It's a white lead so I figured it had nothing to do with one of the main quests. Going in there triggered a Julianna conversation that revealed where she is and jumped here quest chain from the first step to the sixth or seventh. I can read the in-between steps but it doesn't tell me what map or time they take place at so I can't even pretend it didn't advance everything without looking up a guide.

I remember that objective, and it's a reveal, but IMO you're not really skipping anything. You just end up doing them in a different order.

I did look it up to remind myself what you're referring to, and it ultimately maybe skips one specific task (because multiple objectives and multiple steps aren't always the same thing in Deathloop).

I can see why that might not be to everyone's tastes, but part of the game's design that I enjoyed is how you can do things in a different order, even if you're ultimately collecting the same pieces.

If you don't feel like looking it up, tl;dr you have to go to

Spoiler:

The Complex in the morning and find the power station.

Which I think is where it sends you next if you track that mission, anyway.

If you already did that then you really didn't skip anything at all, but you maybe overlooked one specific clue. Which would have sent you directly to what you found.

And is another valid thing to critique and may not be to everyone's liking, if that's what happened. Because I've had to redo entire loops when I missed one specific note/switch/recording, ha. Like literally kept walking by it and didn't notice it, which meant that progress was stuck until I did.

I figured out why FWD:Pain wouldn't pop for me. The text says "As Colt, transmit damage over more than 20 meters using Nexus."

So I had huge chains and would shoot someone in the chain, transmitting damage over that distance. But it has to be from one END to the other END. Not, let's say, that long (or longer) of a chain and that much distance total.

I've now gotten them all except the multiplayer ones and Quantum Solution, and I'm not sure I can pull it off. Timer based stuff just isn't something I tend to excel at or enjoy.

Just got PS Plus for the first time and started playing as Julianna.

It's fun, but you're REALLY squishy. It's hard to break all the habits you formed playing as Colt. And the RNG of gear you earn is really bad. Getting three of the same rifle with the same perk is kind of annoying, especially if it's always the one about doing damage airborne.

And everything is random. The slabs you earn, the slab upgrades, the trinkets. Going up against a Colt with a fully upgraded Aether is really difficult.

I also had my first bunny hopper, which is something I just wish every 3D shooter for the rest of time would disable. Add stamina, make it cause you to stumble, something. It's silly in an annoying way, and just not enjoyable especially with the latency on these games.

Follow-up: Some folks suggest that when you play Julianna don't just go for easy kills like Havoc+shotgun three times in a row, i.e. don't just optimize specifically for looping Colt and... it really has been more fun. Probably for both parties. And focusing on messing with Colt also seems thematically on point, ha.

It's been a good motivation to rotate guns, or even go for a melee kill, try different abilities, etc.

I still get creamed by really good Colts, but I like to think that when I encounter a new player it might be less frustrating for them if you don't just blast them when they obviously have no idea what they're doing.

I'm struggling a bit with this game. It has everything I usually love: a challenging and unique set of game mechanics, evocative world, Arkane DNA, great voice acting....and yet after about 3-4 hours I'm finding it really tough to want to play. I feel like I haven't really gotten a sense of flow or progression, even though it is all about accumulating clues and info. I'm curious if this is a common experience or maybe this just isn't the right game for me at the moment. I also tend to play for 20-30 minutes at a time, so maybe that's part of the problem?