You might not need to read the entire post, but I think it’s important to see it in a larger context.
The main theme of Deathloop’s new trailer is that there is no limit to how many people can contribute to this thread…
rro layers is a popular game that has been around for years, but has seen a minor resurgence in popularity in the past year. The game is essentially a mix of puzzle solving and horror, with layers representing each section of the game. Some of the layers are simple and easy to solve, but most are pretty tough.
The main theme of Deathloop is that there’s nothing to be done, and there’s no reason to do it! Because the level of difficulty is so incredibly important in Deathloop, you can’t just do the same thing for every page in Deathloop.
Deathloop keeps pushing the limits of what can be done in a video game. It’s not just the puzzles, it’s everything else that’s in the game. I really like the concept of layers, because it adds a new dimension. There are very few games that can make use of this.
But with layers comes the problem of it all, and that is the problem that can keep coming up and coming up again. Because every time you think you are done with the game, it is only the first layer that is left that is left.The other layers are still going on, and they are still going to be there in the future. Layers in gaming, just like layers in life, only makes it so much more difficult when you are already on that layer.
Layer upon layer upon layer is what I have experienced in rro layers and layer upon layer upon layer. I am only going to get more and more frustrated with it until at some point I just give up.
A rro layer is only as good as the last one, and the next layer that is left behind is usually just as bad.
What I find most interesting about rro layers are the layers that I can’t see. I can’t see layers like the one that has just appeared in Blackbriar, the one that is slowly being cut away from the game’s main quest. In fact, I can’t see a single layer in the main game until the final boss is defeated. I have no idea what layer the previous player was on.
The rro layer idea is based off of a theory called the “depth of field” theory. In this theory, if you are in the middle of a building and suddenly an object moves closer or further away, you actually don’t know that it is there. So when you see a rro layer, you know that it is not just a layer that has just appeared. It is part of the overall game world and is in constant motion.