Review Aleosha 4/5 · Oct 9, 2025
I’ve never been a fan of roguelikes—especially not roguelike FPS games—but that’s probably because most of them didn’t have the budget to make the idea work. Deathloop tries to do what Hades did before it: combine the replayability of a roguelike with strong storytelling and striking art direction. This time, it’s all wrapped in a stylish 1960s aesthetic that somehow …
I’ve never been a fan of roguelikes—especially not roguelike FPS games—but that’s probably because most of them didn’t have the budget to make the idea work. Deathloop tries to do what Hades did before it: combine the replayability of a roguelike with strong storytelling and striking art direction. This time, it’s all wrapped in a stylish 1960s aesthetic that somehow still feels fresh.

At its core, Deathloop is a stealth shooter. You can mark enemies, they have alert meters, and you get a silenced nail gun early on. It checks all the boxes. For some reason, though, Arkane decided to skip body disposal entirely—maybe they didn’t want players lugging corpses around. Unlike most stealth shooters, weapons come in different quality tiers, adding a light looter-shooter element to the mix.

As the name suggests, Deathloop is essentially Groundhog Day with guns. Each day is divided into four segments, and every time you die—or reach the end—you wake up on the beach again. You play as Colt, an amnesiac former head of security who’s now trying to break free from the time loop. To do that, he needs to eliminate all eight of his ex-colleagues, known as Visionaries, in a single day.

The shooting feels fantastic. Every weapon looks distinct yet instantly understandable, and the gunplay has real punch. There’s even a jamming mechanic—something I haven’t seen since Far Cry 2—probably included just to stop you from mowing down enemies like it’s Far Cry 6.
What I appreciate most is that Deathloop doesn’t punish you for getting caught. Unlike Dishonored, which heavily encouraged stealth, here you can go loud without feeling like you broke the game. Often, you can fight your way out and keep going, no problem.

That said, Deathloop does make me feel a little dumb sometimes. The idea that I’d be able to craft some perfect, time-bending plan to assassinate all eight Visionaries in one day feels like a bit much.
There’s also a familiar issue with the game’s arsenal. Early on, Julianna drops me an elephant rifle that fires explosive rounds—and honestly, you never need another gun after that. It one-shots enemies from such a distance they don’t even hear it, and it’s still deadly up close. Later, I thought the sniper rifle from the promo art wasn’t in the game, but it shows up in a very Hitman-style mission where snipers ambush you as you collect a package. By that point, I already had a Metal Gear Solid-like invisibility power that lasted indefinitely as long as I stood still—completely broken, but hilarious.
And then there’s the twist: Julianna isn’t Colt’s ex-lover—she’s his daughter. A neat touch, but one that lands softer than it probably should have.

At first, I thought I’d need to experiment to find the perfect order to kill all the Visionaries, but the game eventually hands you the solution. There’s really only one way to do it. Still, pulling off the final sequence is satisfying—except for one thing. Maybe I out-leveled the content, but by the end, most Visionaries stopped dying from a single headshot. What should’ve been clean, elegant kills often turned into messy firefights.
