Deadlight Director’s Cut Review and Analysis

Deadlight was a strong debut from Tequila Works Studios when it first appeared as part of Xbox Live Arcade’s exclusive line-up back in 2012.

It’s a surprise recepient of a re-release in 2016 on current-gen systems and many have speculated as to why, but having played through we can see the justifications and perks.

Check out the video below for our full analysis and review or read the byte-size notes in brief to get some written impressions of the game.

Deadlight Director’s Cut Byte Size

  • Debut game from Tequila Works who are now working on Rime for PS4
  • 2.5D Side-Scroller similar in style to Another World, Flashback, Prince of Persia and Shadow Complex
  • Climb ladders, jump over barbed wire fences, charge through windows, kick down doors and beat the ever-loving crap out of new-age zombies known as Shadows.
  • Addition of Survival Mode where you build defenses and fight against enemies using machine guns and molotov cocktails with online leaderboard.
  • New Nightmare Difficulty Mode, as well as developer diaries and concept art.
  • Runs at 1080p on all platforms, improved controls and enhanced animations.
  • Looks beautiful on current gen systems. Really great job on redeveloping the visuals.
  • 4-5 hour campaign and very linear, though there is an alternate ending added with new difficulty mode and lots of collectibles which add to the story.
  • Variety of weapons to use and the feel of each is satisfying.

Final Analysis

Deadlight: Director’s Cut may seem like a surprise re-release, but experiencing the game again reminds us of how good it really is and introduces it to a brand new audience who missed it the first time around. Director’s Cut is good for both old and new players.

About the author

Ray Willmott

Ray is the founder and editor of Expansive. He is also a former Community Manager for Steel Media, and has written for a variety of gaming websites over the years. His work can be seen on Pocket Gamer, PG.biz, Gfinity, and the Red Bull Gaming Column. He has also written for VG247, Videogamer, GamesTM, PLAY, and MyM Magazine,