Deadlight Xbox 360


Mixed or average reviews - based on 79 Critics

Critic score distribution:
  1. Positive: 25 out of 79
  2. Negative: 5 out of 79
  1. Aug 1, 2012
    Deadlight shines in its detailed world-building: The art direction, IDs, diary entries and pieces of hidden lore are glorious. It's the gameplay that fails to live up to the standard of these beautiful fragments, with unresponsive controls and frustrating scenarios that can't decide if they want to be puzzles or action sequences.
  2. Jul 31, 2012
    You could finish Deadlight in a single sitting and forget about it completely by the next day. Not because the game is actually bad – it's mostly quite enjoyable – but it's too slight and unimaginative to make a lasting impression. It has some nice ideas and sections, but more than anything else it made us want to go back and finish Shadow Complex for a sixth time.
  3. Jul 31, 2012
    There are sparks of inspiration here and a beautifully realised setting, but beneath that veneer of intrigue lies gameplay that just doesn't cut it with the best. There's just about enough to enjoy in this broken version of 80's Seattle, just expect to be frustrated in digging out the treats.
  4. Jul 31, 2012
    For the game's opening third, this all works brilliantly as you move through claustrophobic, yet forgiving, urban environments. But a trip to the city sewers further down the line places platforming over survival and reveals that Deadlight's controls just aren't up to the task.
  5. Jul 31, 2012
    There aren't many action games in this particular mold to begin with these days, so those with fond memories of Deadlight's spiritual predecessors will likely have a reasonably fulfilling few hours here. Without an existing sense of nostalgia for the source material, though, you may find Deadlight's minor flaws collectively outweigh all the things it does right.
  6. Jul 30, 2012
    It's a game in which an early sense of delight and intrigue soon turns to weariness, the standout scenes and ideas failing to compensate for an increasing sense of deja vu with each new wall run and puzzle, wrapped in a tired storyline that does little to propel you forward. In the end, it's the zombies that make you flee to the conclusion, rather than the design that draws you towards it – a subtle distinction perhaps, but a crucial one.
  7. Jul 30, 2012
    Even with this lack of focus Deadlight is a fun game with wonderful fast platforming segments and magnificent art direction. But in the end the style stands tall, and the substance is but a shadow of what it could have been.
  8. 60
    While the game itself is never diffi cult or badly designed, it consistently contrives to point out its restrictions: neither controls nor narrative are ever slick enough that you ever feel immersed.
  9. Jul 30, 2012
    The visual design is absolutely sublime, but these cinematic influences create a wonky gameplay experience much too afraid to do anything but guide the player through tedious chunks of unwanted script. Deadlight does not create a compelling narration no matter how hard it tries, and it's galling to see Tequila Works choose to sacrifice an entertaining game in the process.
  10. Aug 8, 2012
    Full of unrealised potential, Deadlight is a passable game that's as bland as the cookie-cutter zombies it presents.
  11. Aug 2, 2012
    Outsmarting zombies, rather than facing them head on with whatever weapon is handy, is a great idea, but the game's environmental puzzles feel too samey after just a short while. The story has its own share of clever seeds, but it's presented so poorly that you probably won't bother to find them. Without satisfying mechanics or narrative, there's nothing pushing you forward towards Deadlight's conclusion.
  12. Jul 31, 2012
    Deadlight isn't a poor game, just average. Mediocre. Inoffensive. If Deadlight developers Tequila Works developed another game with some more original ideas, I'd like to play it.
  13. Jul 30, 2012
    Deadlight has all the style, substance, and gameplay you could want, with none of the originality you need. The word "cliche" never left my mind, even for an instant. If you loved Limbo and want to recreate that experience, you could spend $15 on this, or you could just play the game you already own and have a much better time.
  14. Jul 30, 2012
    Deadlight, on the other hand, has an entire one third of the game that feels like it could have been utterly discarded. What's even more jarring is that the third act can also invoke that same feeling of redundancy. The game starts off as a bang, then descends into this fairly uninteresting second act, before presenting a largely uninteresting on the nose finale.
  15. 45
    The environments and the reasonably compelling flashback atmosphere lend what would otherwise be a pretty poor game a glimmer of hope.
  16. Aug 7, 2012
    Deadlight begins well with a lot of atmosphere. But soon the illusion is shattered by clunky controls and a frustrating amount of trial and error.
  17. Aug 1, 2012
    Deadlight could have been something great. Unfortunately, it's as mindless as the zombies it features.
  18. 40
    The cinematic atmosphere is highly impressive throughout, but that's about the only thing that is in this weirdly inconsistent 2D survival horror.
  19. Jul 30, 2012
    A beautiful intro does not a great game make, and the full product is a disappointment to say the absolute least. Tequila clearly has a lot of talent and an ability to craft genuinely intimidating, memorable environments -- Deadlight demonstrates the wealth of inventiveness the studio possesses. Yet it feels squandered on lazy design in the second chapter and mistreatment of player trust in the third.
User Score

Generally favorable reviews- based on 201 Ratings

User score distribution:
  1. Positive: 20 out of 42
  2. Negative: 10 out of 42
  1. Aug 7, 2012
    I will keep this short.
    Amazing graphics.
    Amazing atmosphere. Shocking length of gameplay. Shocking length of story (It ends abruptly. I
    I will keep this short.
    Amazing graphics.
    Amazing atmosphere.
    Shocking length of gameplay.
    Shocking length of story (It ends abruptly. I thought I still had hours up my sleeve.)
    Voice acting is terrible sucks the believability out of the situation.
    The dialogue is shocking beyond belief.
    The control scheme is clunky. (It just doesn't quite work the way you want it to...intuitively)
    A large portion of the level design at one particular point is jarring by comparison to the rest of the game and, as a result, becomes a struggle to enjoy.
    Shocking story in general. This game probably boasts the worst closing moments of a video game. Badly written. Nonsensical. And whole bunch of other bad words are all that can describe it.
    The achievements are not achievements...they are gifts.
    No replayability, you will collect everything on the first try because the game is that linear. There might be a couple of items you miss, (if you aren't a curious gamer) but a quick scene select at the end of the game sees you find 'said item' in a matter of minutes.
    1200 MP is over-priced for something that is under-delivered - This game needed to be twice as long at least.
    Puzzles are lame and easily solved...I'm not actually sure if, by definition, they can be called puzzles.

    Overall, this game is disappointing. I had such a big smile on my face when I started the opening levels. I even boasted it to my friends and showed them some of what I had already done.
    Within 20 minutes of actually playing the game properly I realised my mistake and the fact that arcade games on xbox live a non-refundable. Don't make the same mistake I did. Wait for this game to drop in price, or, better yet, wait for shadow complex 2...if it ever comes out.
    Full Review »
  2. Aug 2, 2012
    Honestly....wait for a price drop. Things start out good with a very L4D feeling to the world and characters. Voice acting is decent althoughHonestly....wait for a price drop. Things start out good with a very L4D feeling to the world and characters. Voice acting is decent although the main character, Randall Wayne, reactions randomly alternates between realistic and just plain bored. Gameplay is mostly solid with some light platforming and puzzle solving despite the sometimes wonky controls.

    Sadly, and perhaps fittingly, everything goes downhill as soon as you enter the sewers. Now as any fan of Spoony knows, sewer levels always suck...but apparently nobody told the folks at Tequila Works that info. Whoever at that studio thought it would be fun to send players through a gauntlet of trial-and-error death traps deserves a swift kick to the junk. There is simply no way to get through them your first time because they give zero margin for error, and you will have no way of knowing whats coming before it happens. Even if you happen to have the clairvoyance to know that the dual wall blades will come together instead of going in the same direction (like the previous visually identical pair you encountered!) you will still die constantly because Wayne only does what you want half the time. You have to be be perfect with timing your jumps or he will fall just short of a ledge he needed to grab. Oh and did I mention that Wayne can't all...instantly drowning in any body of water deeper than chest high. Even after you manage to drag yourself back to the surface these problems will hound you the entire remainder of the game. And that is what kills any enjoyment to be had here. What was a simple but fun zombie platformer action game just becomes a slog. You will die so often because of something you had no way of knowing would happen and given no time to react. It's not the good kind of challenge that comes from skill and mastery, it's just cheap deaths over and over until eventually figure out the one vague solution to move on. It really just starts to feel like artificial difficulty to pad the game out.

    As for the story the fact that its set in the mid 80's is barely touched on and hardly noticeable. The hidden collectibles offer some vague hints as to what caused the outbreak but its never really explained nor matters. And finally the ending was as predictable and stupid as the final segment leading up to it was frustrating.

    The ideas and beginning are pretty dang good, but is it worth paying $15? No. Wait for it to drop to $10 or (preferably) less. Or just play the free demo and leave it at that...
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  3. Aug 5, 2012
    I'll start off by saying that it's not a terrible game, and a 5 by my standards is only moderately below average. I often enjoy games that II'll start off by saying that it's not a terrible game, and a 5 by my standards is only moderately below average. I often enjoy games that I would call a 7, or even a 6. There is some enjoyment to be had in this game, but not much in my opinion. First off, the I didn't find the story compelling in the slightest. This is for several reasons. The whole zombie apocalypse has been done to death, and the "spin" they put on it just didn't do it for me (i.e. calling zombies "shadows" doesn't add much). While the art itself was solid, I didn't care for the cutscenes. The comic book-esque, still-frame visual style clashed with the straightforward dialogue and it came off as a little cheesy. Also, I just didn't care for the main character; it couldn't sympathize with his plight, and his constant whining about his family annoyed me more than it instilled sympathy. The secondary villains weren't explained; they just seemed to be there for no real reason other than to give some variety to the enemy types and set pieces. A lot of the story felt like filler; it didn't really feel like a logical string of a events (save a few). Much of the game just seemed like a series of placeholders that the developers filled in hopes to change up the gameplay. And the story element suffered for it. Finally, I thought that the twist ending was laughable, but I'll spare the spoilers. I could live with that, though. I've enjoyed plenty of games where I didn't care about the story; my biggest qualm is the gameplay and design. For starters, I didn't care for the controls. They weren't necessarily broken; they were just unintuitive. For instance dropping down from a ledge in pretty much every game that I've ever played has been down and jump... not this game. That, by itself, doesn't seem like a huge issue, I know, but many things like that began to compound. Another thing is that ledge-grabbing was treated more like a prompt, rather than actually jumping and grabbing a ledge. In some instances, I would end up jumping underneath a ledge because I pressing a direction instead of standing right below it and just pressing jump. When you are hanging on a wall, you press jump to climb up, unless you are just switching to the other side, then you press right (or left). Again, this may seem benign, however there are parts in the game where that distinction is not always clear, and your life literally depends on knowing that. There are countless instances where I didn't feel my deaths were my fault, but rather because of an unintuitive, and slightly sluggish control scheme. I would like to preface this next section by saying there are a few clever puzzles and design choices, but it seems like for every one thing they did right, they did two things wrong. Something that annoyed me until the end of the game was the prompts and indicators. Everything from ledges, to doors, to almost everything you could interact with was highlighted in some way, even in some areas where they didn Full Review »