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. Jul 31, 2012
    Deadlight draws you in with its rich, pervasive atmosphere, but doesn't give you much to do once you're there.
  2. Jul 30, 2012
    So Deadlight can lay claim to being as smart and atmospheric as previous 2D XBLA hits such as Limbo or Shadow Complex. There's one problem, though: Deadlight is an incredibly slight experience. A single play-through comes in at under two hours, and that running time's been bloated by an uncomfortable number of trial-and-error moments.
  3. Aug 1, 2012
    It's obvious that Deadlight is a game that was borne of passion. It's not perfect, but it is by no means a cookie-cutter cash grab. Given the short length, limited replay value and 1,200 MSP ($15 USD) price point, it is difficult to recommend across the board. For genre fans, though, Deadlight is a refreshing take on the zombie trope and an experience that stands on its own.
  4. 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.
  5. Jul 30, 2012
    A charming game with a lot of great ideas, but too short. Its atmosphere is perfect, its gameplay varied and interesting, but its duration is too much of a flaw.
  6. 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.
  7. Jul 31, 2012
    Deadlight tries to do something new with the zombie genre by paying more attention to solving puzzles and using platforming elements to get away from zombies. While I applaud the effort, it just falls flat. Dodging the fast, pack-forming zombies is extremely frustrating, and if caught by one, you are as good as dead. Topped with jumping that requires absolute perfect timing, the result is multiple retries that add frustration and suck the fun out of the game.
  8. Aug 1, 2012
    Yes, Deadlight is a short game, one that feels especially brisk when the puzzles lack challenge.
  9. 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.
  10. Jul 31, 2012
    Tequila Work's debut's confident craftsmanship and considered design more than compensates for its shortfalls with the narrative's impact and the intermittently niggling handling. It's by no means a smooth ride, but this dank and desolate landscape is worth braving.
  11. 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.
  12. Aug 14, 2012
    For all of its shortcomings, its flaws, and its failures, I still enjoyed my time with Deadlight. I wanted to find out what happened to Randall and his family. I was driven, compelled to finish, and I would still recommend that it be played. Fans of side-scrolling platformers, and zombie games in general, will find an original, if imperfect, experience here. And while the price is a bit steep for the content, I think there's a great game to be found in here.
  13. Oct 14, 2012
    Delivers good story with oppressive atmosphere combined with stunning 3D visuals on 2D action spiced with great music, but trips over stiff gameplay and repetitive puzzles. [Sept 2012]
  14. Jul 30, 2012
    Like its original and captivating art-style, Deadlight's gameplay has shadows and lights to share with players, but it's quite a good first-try for Tequila Workd team.
  15. Jul 30, 2012
    In Deadlight you play as an ordinary man instead of an indestructible hero, who just wants to survive in a rotten world. It's one of the graphically prettiest games on Xbox Live Arcade to date, but the gameplay unfortunately doesn't reach the same heights and the length of the game is disappointingly short.
  16. Aug 8, 2012
    Deadlight shows a lot of promise but ultimately falls short.
  17. Aug 4, 2012
    You feel more as if you're performing a repetitive series of tasks rather than surviving by your wits, but there's still a certain satisfaction in overcoming the game's challenge.
  18. 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.
  19. Aug 6, 2012
    Your enjoyment of Deadlight is dependant purely on what you want from the game. The gameplay is a solid compliment too, it is a shame it ends so soon, but it was an experience we could enjoy before moving on to the next game.
  20. Aug 1, 2012
    The game's fleeting moments of atmosphere are occasionally striking, and will be what Deadlight is most remembered for. It's just a shame that there just isn't enough brains to truly sink your teeth into.
  21. Aug 14, 2012
    Deadlight had everything to be the perfect Summer of Arcade killer game. But its Prince of Persia like mechanics seem as dated as their reference, and it comes a little bit short of the expectations we had for it.
  22. 70
    Strong atmosphere in an extremely stylish platformer is spoiled by some frustrating parts and overall shortness but yet Deadlight is definitely worth trying. [Oct 2012]
  23. Aug 18, 2012
    Captures some of the brilliance of its setting, but fails to take advantage of it with gameplay, which is a real shame. [Issue#88, p.84]
  24. 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.
  25. Aug 13, 2012
    The game is a bit high priced; the production value is very good. For some players this may make it well worth the Microsoft points it costs.
  26. Aug 11, 2012
    Deadlight a game is quite interesting to know and to finish, but after that we are left with practically nothing to do.
  27. Aug 29, 2012
    Despite its very short campaign and some other flaws Deadlight is a strong title with great atmosphere. [10/2012, p.73]
  28. Aug 9, 2012
    Deadlight will take you around 3-4 hours to finish. It's not the longest of games, and there's a big chance you probably won't want to play it through again. That said, it must be noted that Tequila Works should be commended for trying to spice up the use of zombies, and while that doesn't make this game great – silly things like that dumb underground lair spoil it - Deadlight is still an enjoyable title to play. When it's at its best, the game is a thrilling experience that tickles nostalgia for the genre it represents.
  29. Aug 19, 2012
    It's full of a unique dark atmosphere and character, but its very short campaign will leave you wanting more.
  30. Aug 8, 2012
    There are elements of the game that are both enjoyable and disappointing and for me I would recommend saving your money until this Summer Arcade title gets put on sale and just enjoy the summer.
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...
    Full Review »
  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 »