That's okay, cause his voice is wonderful.
I'll give you three different reasons to trust Arkane with a first person game with meticulously crafted levels, lots of player agency, and crazy flexible tools in open sandbox levels with minimal handholding and linearity:We essentially know nothing about the game. Why would anyone be Day 1 hyped? I don't understand.
I thought the same thing and I'm hoping this is what this game is. That'd be really neat.if single player it would make a bit more sense, you could choose which character to play as and see their side of the story, then replay as the other character.
Nothing is ready to be shown off. It's the final year before next-gen.Is CGI a comeback trend or are they accustoming us to see such graphics so we won't get shocked when next-gen games will look as good as those CGIs? /s
They're working on Youngblood as well so that might be thati think they were recently hiring for MP experienced devs? reading the tea leaves seems like they've been focusing away from their standard immersive sim fare. but we'll see
"DEATHLOOP" transports players to the lawless island of Blackreef in an eternal struggle between two extraordinary assassins. Explore stunning environments and meticulously designed levels in an immersive gameplay experience that lets you approach every situation any way you like. Hunt down targets all over the island in an effort to put an end to the cycle once and for all, and remember, if at first you don't succeed… die, die again.
This sounds like what Ken Levine is trying to do?I think the innovation probably is a unique perspective in story telling, player death initiates a different protagonist and alters story, ending, and the way some levels play out.
The description of the trailer on YouTube offers more insight:
The trailer looks great and clues you more into the gameplay than you realize and team's resume.We essentially know nothing about the game. Why would anyone be Day 1 hyped? I don't understand.
Fuck yeah.I'll give you three different reasons to trust Arkane with a first person game with meticulously crafted levels, lots of player agency, and crazy flexible tools in open sandbox levels with minimal handholding and linearity:
1.
2.
3.
How?