With no ability to save, and limited chances each day, the sense of danger is cranked up in Deathloop. “If the player gets into too much trouble, then they’re done. They die, and they loop back to the beginning of the day,” designer Dana Nightingale says. “So, entering each space, they need to think: what risks am I willing to take on this run? Because if I mess up and I die, I’m starting over.” This, we suggest, sounds an awful lot like a Roguelike – a format Arkane’s Austin team experimented with in Prey’s Mooncrash expansion – but Nightingale, at least, never thought of this game that way. “It’s more a case of convergent evolution. So maybe Roguelikes are birds, and we’re bats,” she says. “We both learned to…