I'm getting close to the end of Deathloop, with 6/8 visionaries sorted, and while I've been having fun... IDK about all those 10/10 reviews.
Early on, I thought the loop was going to incentivize player mastery through repetition... but it hasn't. Any variant of a level will have one (maybe two) densely populated areas. Those areas are interesting, because with enough enemies in a clustered space, alerting them is dangerous. They may be individually weak and have poor AI, but in large numbers they can kill you in seconds. But despite the loop mechanic, you almost never need to revisit these areas, because you can get what you need from them in one pass. So the loop mechanic forces you to repeat areas with low enemy counts, and those aren't interesting.
The loop mechanic seems like set dressing. I think there's only one way to get all 8 visionaries in a single loop, and the game handholds you all the way there. You're not solving some grand puzzle. You're just checking things off a list until the game says you're ready to kill the visionary for realsies. Functionally, it's just a shooter with some mild non-linearity. You choose the order you do missions in, but you have to do all of them, and each mission chain must be done in order. I don't know why Arkane's marketing focused on the loop as a complex mechanic. It barely matters. They could've just called it an FPS with a time-loop story and saved everyone the headache.
It feels disappointing as an immersive sim too. The ability to interact with the world feels scaled back compared to Prey or Dishonored 2. Nonlethal takedowns are gone. Enemy bodies you could move around are gone. Most interactable objects are just ways to distract enemies, which feels unnecessary with how strong you are. Maybe there's more I'm missing, but murdersneaking through dangerous areas and shootbanging through everywhere else seems like the thing to do.
The slab powers feel neutered compared to the ones in Dishonored. There are only 5 powers total, and you can only equip 2 at once (and let's be real, one of them is going to be the teleport). The remaining four are fairly bland. Invisibility lasts such a short time that it feels almost worthless. Havoc, a defense buff, is strong, but also boring. Nexus and Karnesis are both fun, but they're nothing we haven't already seen in Dishonored, and both feel less practical than just shooting.
The invasion mechanic is fun so far, but I suspect that as time passes, it'll get miserable. Most of my invaders haven't understood the game well enough to threaten me, but as people learn spawns and what kind of gear to bring, I think that'll change. The deck is stacked in Colt's favor, since he has 3 lives to Julianna's 1, but invasions usually happen at the start of the level, so a knowledgeable Julianna can find you before you can move away from the spawn point. The real nasty thing about the invasions though, is the Havoc slab. It makes players nigh-invincible for a few seconds, and enables ridiculous rushdown if one player has it and the other doesn't. Havoc Juliannas have been the worst to go against so far, and if more players start using that, I'll probably disable online mode.
In spite of my complaints, I've been having a great time. I'm enjoying the aesthetics and the story reveals, Colt's a fun protag, and teleporting around with Shift is just was fun as it was with Blink in Dishonored. I guess I'm just surprised that after all the talk about the game as some elaborate looping simulation, it feels like just another shooter with light stealth elements.