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Deathloop

When death is only the beginning. A murderous time loop that tests both free will and patience.

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Deathloop

Deathloop plays out like a murderous Groundhog Day, with Colt caught between memory loss and the curse of being the only one who remembers what’s happening. An existential paradox dressed up as an action game.

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Disclaimer: Apropos Magazine received access or a review copy. As always, we share our own impressions — unfiltered.

Six stars

There will always be something thrilling about exploring how events might unfold if time shifts by just a fraction. Butterfly effects, sliding doors, currents of time. Small actions can quickly disprove determinism. Or can they? Deathloop takes those sleepless "what if" scenarios seriously. Not just as a story, but as a system.

You wake up confused on a beach, and the tone is set from the start. A long, carefully built tutorial stages everything with surgical precision. You are confused, defenseless — and when you die, the day starts over. Encouraging, in its own way. There is nothing comforting about the beginning, and Colt is clearly uneasy about everything around him. It recalls the same unsettling panic as in Majora’s Mask, where you desperately try to save the world while the moon slowly comes crashing down on you. The kind of frustration that almost becomes existential. It sounds like a loop, but it feels like a prison. Not because it is unfair, but because it is endless.

Gradually, you learn how to navigate the loop. You gather information, find patterns, and try to understand how to break out. Colt can remember what happened before, and you can save notes on characters, routes, and mysteries for the loops ahead. You have to take down your enemies one by one, again and again. Repetition is both punishment and revelation.

The time system is elegant. There are four phases — morning, noon, afternoon, and evening — and time actually stands still until you choose to move on. Each area changes depending on the hour: the weapons, enemy behavior, the soundscape, even the architecture. And there are consequences. Things you do in the morning will create small ripple effects later in the day.

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You will replay the same areas ad nauseam, and yet with constant variation. Along the way, you can collect weapons and Slabs, which you can carry over to the next day. The Slabs are reminiscent of the powers in Dishonored — which makes sense, since it’s the same studio — but where Dishonored punished brutality with rat infestations, none of that matters here. Everything is forgotten the next day anyway. It creates an almost liberating space to experiment with your abilities and combine them into new, absurd setups. Where you were once punished for killing too many, here you are rewarded for trying again. The consequences are gone — and it feels astonishingly freeing.

The game actively encourages you to find your favorite kit. To perfect a plan, break it, and start over. There is an almost meditative rhythm to the cycle. Because there are no consequences, the urge to experiment becomes enormous. The Slabs can also be upgraded by carrying out the same assassinations, creating a constant sense of momentum — you become stronger, more efficient, and more determined with every passing day.

The goal becomes to complete the perfect day. To plan the ideal loop, where everything happens in one fluid motion. It feels like a reverse Cluedo puzzle: who has to die, when, and how do you gather all the pieces in a single day? But you do have to account for Juliana.

Juliana is the only other character who knows the truth. She breaks the system. She appears when you least expect it — arrogant, unpredictable, and armed with her own Slabs. Sometimes she sneaks in, other times she attacks head-on, and her arrival feels like having a chessboard dumped over your head. She ruins plans, and that is exactly why she works. Her presence makes Deathloop feel alive. Colt and Juliana’s conversations are flirtatious, manipulative, and full of a kind of mutual respect. Their relationship becomes a psychological chess match, where every move counts.

Visually, the game is a delight. A strange mix of 1960s futurism and Bond parody, caricatured villains, and absurd interiors. It could be a Tarantino version of Austin Powers — only with far more murder and existential dread.

And the gameplay? Balanced, sharp, and flexible. The weapons feel right, the movement is smooth, and the whole experience feels like an uncompromising laboratory for ideas.

That is the paradox that makes Deathloop so brilliant: you want to break the loop, but you also want to stay in it. With every run, you become wiser — not just about the game, but about yourself. You feel the frustration, the compulsion, the small thrill of doing something differently, even when the world is trying to keep you pinned in place. Each time you wake up on the beach, you understand a little more. About the world, about Juliana, about yourself. You start thinking in patterns, in loops, in habits. You notice how often you repeat things yourself — in everyday life, in relationships, at work. Deathloop becomes a mirror. It feels like assembling a puzzle whose pieces change shape every time you look away. A game that reveals how little free will actually feels like freedom.

Deathloop is one of the best and most original games ever made. A perfect balance of mechanics, narrative, and philosophy. A game that makes you think about choice, time, free will — and why we keep repeating the same mistakes when we could finally choose differently. All of it disguised as a stylish FPS.

This is not a recommendation. It is a necessity. You think you’re playing to win. But really, you’re playing to understand why you keep going. A loop you have to enter before you understand why you don’t want to leave it again.

Peter Milo

Editor

Peter Milo er redaktør på Apropos Magazine — typen, der aldrig siger nej til et arrangement, uanset om det foregår inde i et modemagasin eller i en mudret skov i udkanten af Helsinki. Han har et næsten irriterende skarpt blik for detaljer — og for det, der stikker ud i en verden, hvor alt prøver at ligne hinanden.