By Quintin Smith on May 11th, 2011 at 4:00 pm.

Because I am the luckiest man alive, I spent this weekend playing the first ten hours of Deus Ex: Human Revolution, which is starting to look like it’ll be the biggest release of 2011. When I finished those ten hours, I went back and played them again, and have finally managed to compress my thoughts into a handy list of thoughts that’ll occur to you, too, as you play. Five reasons to be hugely excited Deus Ex 3 and five reasons to be knuckle-chewingly nervous await you below.
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“This game isn’t just good, it’s fantastic.”
This is the obvious one. The art design is gorgeous, there’s loads to explore, and the whole package is so polished you can see your grinning face in it.
Better still, while the bugs you’d expect to find in code that hasn’t finished the full gauntlet of quality assurance were present, almost none of them affected how the game plays. No crashes to desktop, no guards being alerted while I was behind cover, no broken quests. Just the camera occasionally placing itself inside an NPC’s mouth, and the wrong text appearing underneath tutorial videos. Eidos Montreal could release this game tomorrow and it it’d still be in a better state than plenty of PC releases.
As for the game proper, after ten hours spent guiding protagonist Adam Jensen through dangerous conversations (his asbestos growl occasionally reveals a Detroit twang), as well as unforgiving infiltrations, a few firefights and an implausible number of air vents, I was left hungry. Both metaphorically – I was having an incredible time, and right on the cusp of fully removing the first layer of Human Revolution’s conspiracy – and literally.
I started playing Human Revolution on Saturday morning. I’d come home with a hangover, having eaten no breakfast. I didn’t stop to eat anything until late in the evening. It’s been a long time since a game’s managed to starve me like that.

“Hmm. Human Revolution seems to be offering what Deus Ex did, but that’s it.”
Deus Ex went down in history not just because it was a great game, but because it was a staggeringly inventive game that has, in a sense, come to define the immersive sim as a genre.
Deus Ex was a game about freedom of choice. Arguably, a true sequel would try and expand on that freedom of choice, in much the same way that Half-Life 2 proved itself as a true sequel to Half-Life by being as inventive as the first game once again.
Instead, Human Revolution hones the more raw mechanics of the original game, improving the action, the implementation of augmentations, the visuals and so forth, without offering a great deal more choice. Buildings still have two or three entry points, you can still talk, hack, sneak or fight your way through obstacles, your decisions as to how to treat a character will still occasionally have repercussions, and you’ll be on the receiving end of different lines of dialogue depending on whether you follow a character’s orders to the letter or not. Talking purely in terms of your freedom of choice, Human Revolution could be an expansion pack for Deus Ex.
Then again, the problem with my only having played the first ten hours of the game is obviously that I don’t know precisely how many of my choices will twist things up further down the line.

“Whoah, this Detroit hub area is huge. And I’m free! Free!”
I gasped a little too loudly when I first opened my map and saw the size the inner city Detroit level, where the game first lets you off the leash. The gasp also went on a little too long, as you can’t zoom out enough to see the whole level at once, so I had to do some scrolling around. It’s bigger than any of the hubs in the first Deus Ex, with more side quests, more incidental detail, more passers by to harass and less loading times.
Do you remember first getting to Hong Kong in the first game, and ignoring the main plot for hours just to explore and get involved in side quests? That’s what this felt like. Except with everybody, everywhere talking about human augmentation and with less rats and pantomime accents.

“Seriously? I have to break into another industrial estate?”
The original Deus Ex had its fair share of offices, sewers, warehouses and plain streets, certainly, but it also had the Statue of Liberty, lime green Greasels, the Illuminati, comic book AIs, monks, energy swords, aliens, a German cyborg lamenting a vending machine that gave him the wrong snack, Men in Black, killswitches, a plague, Parisian catacombs and even Area 51.
Whether all this stuff could make a welcome return in Human Revolution is arguable (I’m sure lots of people remember Deus Ex as being significantly less silly than it was), but Human Revolution’s first ten hours lacks almost any colour at all. It’s a parade of cops, gangsters, mercenaries, revolutionaries, warehouses, offices, hobos, factories, penthouses and the occasional (excellent) robot. About the most colourful thing in it is the world’s dingiest basketball court, complete with a basketball, which – in what has to be a nod to the first game – you can fling at the hoop, but only with the same velocity and angle you’d use to smash a second storey window.
I also get the feeling that the above “crazy” story elements aren’t simply waiting in the wings, ready to pop out further down the line. I’m thinking this noirish and more plausible world is all we’re going to get.

“Wow, I actually care about these people.”
Yes, the world is a bit drab, but it’s also very human, making me suspect that Human Revolution is the more adult game than its predecessor. Yes, the ridiculous arguments about politics with Australian bartenders will be missed, but look what we have instead- a love interest, and old flames. In one early mission, talking your way into a police station involves re-forging ties with Jensen’s old friend, despite Jensen and him having long since fallen out. And there’s one particularly horrible and deeply real bit of imagery the game drops into your path if you fail to save a hostage.
The new conversation battles are the star of these more serious themes. Where before you had to fumble your way through a multiple choice conversation like a blind man going down a water slide, now NPCs will randomly say slightly different lines on each playthrough that give you clues as to what approach might work best on them. It’s a fantastically subtle solution to a part of the game that more often than not was at best a little obscure and at worst meant several quickloads in succession to feel out your options.
It’s funny- not only are Human Revolution’s conversations now more of a game than before, they’re so fair and well written that they also feel more like part of the story. After failing one, I was inclined to face the consequences rather than just try again.
Better still, you have the option of picking up a social enhancement augmentation that gives you vague guidelines as to whether the person you’re talking to is susceptible to orders, praise and so forth, as well as letting you release pheremones along with a killer line once you’ve made your guess as to whether they’re personality type Alpha, Beta or Omega, with an insta-fail if you’re wrong.

“These cutscenes are making me want to take my keyboard and smash my monitor like a piñata.”
While the swap to a 3rd person camera when you’re in cover or performing a takedown doesn’t hinder immersion at all (take my word for it?), Human Revolution’s hateful reliance on pre-rendered cutscenes definitely does. These clips are only ever very short, and only occur during the main story missions about once an hour, but they’re still irritating every single time.
I have no idea why they’re here. I’d rather find a severed testicle in my cup of coffee. Actually, that’s a lie. I do know why they’re here. They crop up during pivotal plot moments to make sure Jensen does the “right” thing, like eavesdropping on a conversation, leaping away from an explosion or walking into a room and going straight up to the person of interest.
Put another way, during the game’s most dramatic moments, the game doesn’t just take control away from you, it abandons the rendering engine for a rolling video that looks completely different. The last game to have this sickness quite as bad was Arkham Asylum.

“I want to spend the rest of my life on this augmentation screen.”
Human Revolution’s handling of your augmentations is masterful. Rather than starting off as something akin to a display model, Adam Jensen is the archetypal billion dollar man from the off, with everything from cloaking technology to crowd control explosives mounted in his body. However, at the beginning of the game almost none of it is active. Instead, as Adam goes about his startling and high-risk life, his body gradually accepts his augmentations, and you’re allowed to activate one after another.
This means that right from the start of the game you can turn on anything that takes your fancy, from improved hacking to being able to punch through walls, with the twist that there are a wealth of choices and you amass the Praxis Points that let you activate this gear agonisingly slowly. Of the ten or so hours I spent playing the game, I think at least eight of them must have been spent in a blissful dilemma as to what I wanted to improve.
Better still, the game’s design constantly rewards you for the choices you’ve made, and never stops making you feel stupid for what you didn’t take. Going crawling through a sewer only to find the end of the tunnel is blocked by a crate too heavy for you to push makes you feel like an imbecile for not taking super strength. Looking down off a roof at your objective, far below, you’ll despise yourself for not taking the Icarus landing hardware that drops you slowly from any height. But you’ll also have that moment where you did take Heightened Reflexes, enabling you to do multi-opponent takedowns, and you’ll go sprinting up to two enemies having a conversation and knock them both out with a display of cyborg-fu that leaves you breathless.

“Wow, did they think of including an autopilot button, too?”
For all of its great environment exploration, Human Revolution’s waypointing system is a little out of control. Almost every objective of your missions and side missions appears on-screen as a large floating arrow, no matter how far away you are. On the one hand it’s extremely helpful, and casually eliminates all the maddening downtime of not quite knowing where to go, especially prominent in a game where you’ll often enter a building via what should have probably been your exit route.
On the other hand, there are plenty of missions which instruct you to “find” something, when that something is right there on both your map and your hud. Thoughtfully, you can both turn these waypoints off completely and toggle missions on and off in your log so their objectives do or don’t show up, but you’d probably be giving yourself a headache. The game’s been designed for use with them, so there will be plenty of cases where the game lacks the necessary signposting. Having no idea which door to knock on in a huge apartment block would be a good example.

“I am SUCH a badass. Watch this!”
Man alive, the action in this game is good. As much as the obvious questions pertaining to a Deus Ex sequel are whether it’ll keep the nonlinear design and interest in human interaction and consequence, a lot of your time in Deus Ex was spent sneaking, shooting, getting shot and thumping guys in the face with an extendable baton, which was fun enough. Here, it’s something to look forward to.
The guns feel great. The close-combat takedowns feel great. The sneaking feels great. My God, the sneaking feels great. Getting through Deus Ex without killing anybody was always an option, but Human Revolution positively encourages you to complete whole levels without being seen. Which, with the new minimap and Jensen’s grace when you attach him to cover, is a totally do-able objective, and even gets you an experience boost towards your next Praxis Point.
Crucially, you never feel weak. In the first Deus Ex, if you were a sneaky type and got caught, or you were a murderous type and took a lot of damage in a fight, there was a sense of failure. Human Revolution gives the sneaky guy tools to correct being located from his very first mission (punching that enemy who just walked into your hiding spot, or activating your camoflage to make your escape), and by swapping numerical health for regenerating health, the murderous type can no longer make mistakes. Now, it’s just a fantastic ride.
On the subject, hacking is now done via an excellent minigame. Not only is the curious arcade Uplink-alike they’ve got in here fun, and fairly deep, and based around risk-reward, you can hold down both mouse buttons to swivel the camera away from the computer terminal, allowing you to keep a lookout. Perfect. I remember reading in an interview that the hacking minigame was the project of one guy at the office, who worked on it obsessively and even scrapped it and started from scratch at one point. True or not, that’s exactly what it feels like.

“Seriously?”
The preview code ends with a boss fight that you can’t escape from. And that’s not the worst of it.
As I found out after four deaths (mine), two concussion grenades, four stun gun zaps, eight potent tranquilizer darts, three point-blank blasts from a Pulse Energy gun and a final, desperate EMP grenade, you can’t incapacitate said boss, Metal Gear Solid style. You have to kill him. Or rather, you have to injure him enough so that the game can take over and show you Jensen being forced to kill in a pre-rendered cutscene. Which struck me as a pretty miserable ending to everything up to that point.
So there you have it! Deus Ex: Human Revolution arrives this August. Be more excited about it than you’ve been for any other game ever made, but also preemptively disappointed. You know it makes sense.



11/05/2011 at 16:06 Mike says:
There are a few really concerning bits in there, huh. The unescapable boss fight and the cutscenes both feel a bit obstructive. But the rest sound great, I’m glad this looks like it’ll turn out fine. Had to hold my hand over the other stuff though. Must preserve radio silence.
11/05/2011 at 17:49 Joshua says:
Hmm. I do remember one boss fight from the original which was unescapable (Anna Navare), unless you used some… weird tricks. But i’d like to see htem mix stuff up a bit. On the other hand, they are not finished yet. Mabye they simply had not implemented the non-lethal ending.
(Or, you could ask them to do it… now that you have that social augmentation implant…
11/05/2011 at 18:29 mantoe says:
They force the cut-scenes down your throat because they paid Square-Enix millions of dollars for them.
11/05/2011 at 18:34 ResonanceCascade says:
@ Joshua
Right, but using weird tricks is part of what made Deus Ex great. Stacking plants in front of the doorway on the 747 and planting a LAM so that Navarre died before she made it to JC and Lebedev was one of the best experiences I’ve ever had in a game.
Non-skippable bosses aren’t a deal breaker, but I HOPE that HR leaves a lot of room for crazy improvising like that in some of the more major confrontations.
11/05/2011 at 21:40 LionsPhil says:
Oh god no.
Tell me she’s not plot-critical. Tell me you can just tell her to scram the first time you meet her and never interact again. Forced love interests with a bunch of polygons are a horrible, horrible thorn in the side of game writing. (Why, yes, I did find Alyx the second-most annoying* part of Half-Life 2. Damnit, woman, stop gabbing about feelings and call the damn elevator before everyone in the city dies. Priorities!)
Also, yes. The cutsceneness is horrible. DX1 certainly forced your hand in many places (e.g. you MUST leave UNATCO), as must any narrative that isn’t going to branch out insanely, but it didn’t do it by wrenching the keyboard out of your hands and pressing JC’s controls for you. Goddamn have people still not learnt HL1′s lessons?
(*First is the clingy resistance fighters, who do not understand the importance of “personal space” in a good ol’ Quake-model FPS that expects you to take cover by actually moving behind some with your legs.)
11/05/2011 at 21:56 Post-Internet Syndrome says:
Stacking plants? Just putting down a LAM by one of the doors inside the jet worked for me every time.
11/05/2011 at 22:07 LionsPhil says:
Sounds like I need to link http://www.it-he.org/deus.htm again.
Ah, the days where games simulated worlds with rules you could do all kinds of fun things with, rather than just being a check list of cutscene triggers.
12/05/2011 at 00:37 ResonanceCascade says:
I don’t know why I’m bothering replying to this, as it’s irrelevant to the broader point I was making, but unless I obstructed her path with a plant or a crate, she would just run right by the LAM and take minimal damage. It works a lot better if you force her into closer proximity to the explosion.
12/05/2011 at 09:13 Lightbulb says:
Funny thing is I laid the LAM’s down because i was convinced that enemies were goingto come from there. I felt so bad…
Less so later on…
12/05/2011 at 21:05 JarinArenos says:
Between the cutscenes and the forced boss fights, I’m getting a very worrying “Alpha Protocol” vibe here. While I did enjoy AP… it was far from its full potential, and far from what I’d hope Human Revolution will be.
11/05/2011 at 16:07 jon_hill987 says:
One thing I will think if I play Deus Ex 3: Why am I looking at the back of Jensen’s head?
11/05/2011 at 16:13 Quintin Smith says:
In third person you’re actually looking at his face, most of the time. And he has such a pretty face.
11/05/2011 at 20:15 SuperNashwanPower says:
Also “can i damage my legs to the point where I am a torso dragging itself along the floor and still complete this game?”. Got through the DX1 demo that way.
11/05/2011 at 16:09 Icarus says:
You
lucky
bastard.
11/05/2011 at 16:13 WASD says:
I was thinking the same. :)
” it abandons the rendering engine for a rolling video that looks completely different.”
Portal 2′s ending did this. Ok it didn’t look that different but you could tell.
11/05/2011 at 21:42 LionsPhil says:
I could tell because my audio kept popping out, despite being fine in things like L4D2′s intro video. Which, given Portal 2′s ending, made me somewhat miffed.
I can only assume it’s some ridiculous console limitation thing. DX1 on the PS2 did the same thing, and both DX3 and Portal 2 are also PS3 games, no?
11/05/2011 at 23:31 FunkyBadger3 says:
I can only assume it’s some ridiculous console limitation thing. DX1 on the PS2 did the same thing, and both DX3 and Portal 2 are also PS3 games, no?
I’m starting to believe the Serpent in the Garden of Eden was holding a fucking Xbox controller…
12/05/2011 at 00:05 Hunam says:
If it’s doing the same thing as Batman the it’s using video to hide a loading/memory freeing phase so it can get you back in the game. But the problem with Batman on the PC was that it used the 360′s crappy BINK videos instead of the masterfully HD videos that the PS3 used that you could barely notice the change. BINK is one of the the worst things to happen in a long time, it looks so fucking horrible.
But I guess by looking different that he might be talking about the CG stuff. Which I don’t think would bother me as I have a bit of a hard on for awesome CG.
12/05/2011 at 08:39 Harlander says:
I always remember Bink from what seem now like the very early days (it seemed to replace the oddly named Smacker video playback thingie) and I always get a surprise when I see it credited in games. “What, they’re still using that?”
I’ll say one thing for Bink, they must have made a mint off it, it’s so widely used.
11/05/2011 at 16:10 simoroth says:
If only they would remove the third person, I would be dancing in the streets. I am however mildly looking forward to it… but I’ve been hurt before.
11/05/2011 at 16:17 Quintin Smith says:
You don’t have to attach yourself to cover or do takedowns. Solved!
11/05/2011 at 17:55 Jharakn says:
Admittedly I’ve never played any of the original deus ex’s but I really don’t get this attitude, it seems to me that there trying to replicate the cover system in rainbow 6 Vegas and it was an outstandingly good cover system.
Ultimately a game has to been fun to look at and i would far rather be looking at my character is he’s hunkered behind cover bullet zipping overhead than staring a blurry wall texture point blank which everyone else seems to be wanting?
Maybe I’m just weird like that…
11/05/2011 at 18:46 Jahkaivah says:
@Jharakn
One of the best ways of building tension in stealth is being denied the benefit of knowing what is around the corner without risking being seen yourself.
11/05/2011 at 19:23 Wilson says:
@Jahkaivah – Eh, I always just find it annoying. I mean, what can you do in that situation. It’s not cool or heroic to stumble out in front of a guard and set off all the alarms just because you couldn’t tell the guard was there standing still a few meters away. Or to lean out slightly too far and have everyone spot you. I can see where you’re coming from, but I personally would much rather have the mystical ability to see round corners without being seen at all (like many film heroes) than have to be quick loading and quick saving to get the same affect.
11/05/2011 at 19:35 jon_hill987 says:
This is why evolution gave us ears, so we can hear if the guard is just around the corner..
11/05/2011 at 19:46 AndrewC says:
And if God had meant for stealth mechanics to be purely auditory, he would have bought me a surround sound system for Christmas.
11/05/2011 at 21:45 LionsPhil says:
Objection! Is it practical to play a stealth character without these, doing regular old-fashioned crouching and leaning (oh, wait, no leaning—we’re off to a great start) and clicking on people’s heads with the baton or backs with the riot prod?
If someone wants DX1-style stealth, saying “you can play as an aggressive fighter instead” is not a helpful answer.
12/05/2011 at 00:15 Jahkaivah says:
You don’t really need surround sound, just hearing footsteps and random grunts and sighs is all you need to warn you to stay on your toes and take quick peaks around corners, those moments of suddenly seeing a guard looking in your direction and darting back does so much to make stealth more exciting.
Also the comparison to cool film heroes does illustrate what I think may be a differance between Deus Ex and Human Revolution, something people really liked about the original was how, despite being this advanced super soldier, you were made to feel more human than most shooters did at the time.
12/05/2011 at 11:23 AndrewC says:
The point being that, while it may be more realistic to not see anything while hiding, the way we get information about the world from a game is not remotely realistic. Abstractions and ‘cheats’ like going into 3rd person are not tragic compromises, but exactly the same as most other game design choices, like pause-y menus, inventories, talkative baddies, HUDs and so on and so on.
Still, you should complain about it if you don’t like it. The less fun you have, the more there’s left for me to enjoy.
12/05/2011 at 16:27 Jahkaivah says:
It’s not a problem because it is unrealistic. A better analogy would be Fog of War in strategy games since they are both about denying the knowledge of whereabouts of the enemies in the game. And as such there are games where the removal of Fog of War would make for a largely worse game, and not because it would be less realistic, but because it would be less fun.
As such there are strategy games where Fog of War is not appropriate and to that extent stealth series like Splinter Cell and Assassins Creed justify being third-person due to their climbing mechanics. But third person stealth games being more common means less overall variety.
11/05/2011 at 16:15 DK says:
Because we all know that putting a “non-lethal” infront of the takedown button means the never-waking-up-no-matter-how-long-you-wait enemy is totally not dead. No siree, he’s just incapacitated and you’re still just as stealthy with a dea….I mean unconcious guard who won’t report in lying there.
11/05/2011 at 16:42 kikito says:
If you stare at them carefully you will notice that the not-dead guards still breathe.
11/05/2011 at 17:11 HermitUK says:
It’s also been confirmed that if another guard finds an unconscious friend, he’ll wake him up and they’ll start looking for you and setting off alarms and suchlike.
As opposed to DX1 where, yeah, unconscious meant dead for all intents and purposes.
11/05/2011 at 17:50 Joshua says:
Don’t you regain conciousness all by yourself too? I’d expect the gaurds would after a few minutes or so. If you want to knock out someone for a longer time you are going to do serious brain damage…
11/05/2011 at 18:25 HermitUK says:
http://tvtropes.org/pmwiki/pmwiki.php/Main/TapOnTheHead
11/05/2011 at 20:29 Kaira- says:
@Hermit
Jeez, thanks for linking to TvTropes. It’s not like I had any plans tonight.
11/05/2011 at 16:16 Vinraith says:
Ugh, I do hate boss fights.
Still, when I first heard this announced I frankly thought it was going to be complete shit. For the most part, this report is very encouraging, as most of the positives are very positive and most of the negatives aren’t a huge deal to my mind. For a game I initially expected to pass by completely, I find myself surprisingly excited about this.
11/05/2011 at 17:22 Brumisator says:
I think i’ll climb into that same boat you’re in.
11/05/2011 at 17:48 The Innocent says:
This seems the right attitude.
11/05/2011 at 18:18 PearlChoco says:
Exactly.
But still, I’m worried about a) the autopilot waypointing system and b) the health regen…
11/05/2011 at 19:20 Bhazor says:
Reply to Pearlchoco
It’s already been confirmed that the objective markers are optional.
http://www.rockpapershotgun.com/2011/04/19/deaugmented-deus-ex-3-highlighting-optional/
“We have made object highlights alterable. Moreover, we also allowed disable the floating objective markers. So you can play without any augmented reality features.”
Perhaps its execution sounds a bit too excessive (hate when your told exactly where to find something a la Arkham) but Quintin really should have mentioned that it isn’t mandatory.
11/05/2011 at 21:51 LionsPhil says:
While I can see that it would be deleterious to other games, that seems a little of an odd complaint for DX. DX1 was hardly short on things to heal or inventory space for them, even at higher difficulties, so having to make do with one arm and one leg was only because you were in the middle of combat and didn’t feel cheaty enough to abuse the paused nature of the inventory screen—in which case a rest-to-heal mechanism should be identical except for not carrying around everyone’s packed lunches and thirty medkits (a resource you never run out of isn’t entirely worth tracking).
(DX1 also had a during-combat regen aug, but you had to “pay” for that as an aug slot, and with bioenergy. Maybe that particular boon will be an upgrade in DX3? *shrug*)
11/05/2011 at 23:30 gritz says:
Except tying healing (and other things) to items was part of what fueled exploration, which was one of the core elements of the game.
11/05/2011 at 23:53 LionsPhil says:
As long as there is still ammo, passcodes, and general background world-building interest like notes between random NPCs from the mundane to the personal to the surprisingly insightful into the high-level plot, and simply interesting scenery to be found from snooping, I don’t think removing “hoovering up health kits” is really going to hurt the drive to explore that badly. Chances are you remember the flooded tunnel in Hong Kong (and its aug canister) better than some random cubby-hole with another damn medkit you can’t even carry because you’re maxed out and can’t form multiple stacks of them.
Of all the horrible modern trends, I honestly think regenerating health while resting is probably a bitter pill DX can swallow without too much damage. (If they smear the screen with jam, however, rant away.)
11/05/2011 at 16:16 Ertard says:
Ugh, pre-rendered cutscenes. Terrible. Oh well, sounds like the rest of it is pretty great.
11/05/2011 at 16:18 clockler says:
The pre-rendered cutscenes were a given when I remembered Square is doing it.
11/05/2011 at 16:20 ZIGS says:
What a sh*gets shot*
11/05/2011 at 16:21 Teddy Leach says:
I am not concerned in the slightest and am looking forward to this so much that it isn’t funny any more. Oh, and don’t I remember that you can turn the waypointing and hi-lighting off?
11/05/2011 at 16:24 CMaster says:
@Teddy
If you read that bit of the article again, you’ll see that you can’t turn off waypoining, but you can simply not select any objectives to track. Apparently however, the game doesn’t give you any other ways of finding your objectives. Quinns mentions having to go to an apartment, but you’re never told the number, so without the waypoints you’ll be trying a lot of the wrong doors.
11/05/2011 at 16:41 Teddy Leach says:
Ah, so it does! Even so, it doesn’t seem like the most horrible thing in the world. The waypointing can be turned off, and we should be used to objective markers by now.
EDIT: So this video probably refers to the waypoint markers, not the mission markers? http://www.youtube.com/watch?v=c31PhzVwnfc&feature=player_embedded#at=190
11/05/2011 at 17:11 P7uen says:
To me it sounds saddeningly lazy. I vaguely remember reading a great article probably by an RPS chap, possibly regarding Valve, about the use of level design, lighting, etc to guide the player subconsciously to their objective.
That the game was designed to be played with a giant arrow is, well I’m still going to buy it, but… what a shame.
11/05/2011 at 18:55 Jesse L says:
Subconscious signposting is fine, but let’s not forget that straight-up directions work as well. What’s wrong with “look for the door with John Smith’s name on it” or “first alley on the left”? Waypoints are often very useful and even irreplaceable, but when possible it’s more satisfying if I can find my own way.
Anyway, no game is perfect. Deus Ex certainly wasn’t, but it was great fun, and this sounds like it will be too. In fact, with all the previews I’ve seen and read I feel like the actual reviews will be redundant when published.
12/05/2011 at 11:01 P7uen says:
@Jesse
Exactly, if you design the game properly quizzing the tenants about the local cyborg will tell you which door to knock on or something. It’s Deus Ex, maybe a schematic or some intel.
I mean yeah a yellow arrow on a Ghost Recon style hub may even be more fitting with the story since he is a roboman with augmented eyes. I’d implement it if I was creating a super-soldier. I suppose I just feel it takes away the joy of discovery and accomplishment that I feel when I run around investigating things in games.
14/05/2011 at 06:30 JackShandy says:
P7uen: I’d have to say that using the cleversneak valve way of guiding people to objectives would simply be impossible to do in a Deus Ex game. Valve relies on the fact that there’s only one way to go through a level, so that you’ll always be in the perfect position to see the subtle light source to guide you to the objective. What happens to that when there’s multiple paths to it, or if you don’t even know what objective the player is going after?
11/05/2011 at 16:22 airtekh says:
I’m liking everything I’ve heard about Human Revolution so far.
It probably won’t top Deus Ex, but I think it will come damn close.
11/05/2011 at 17:11 Blackseraph says:
It really can’t top Deus Ex. It just can’t.
But if it gets even close it will be great.
This year is just great for rpgs, Witcher and Deus EX I am so excited about those both, can’t remember when was the last time I was excited about two games in a year.
Arguably ME3 might also get in to that list, but I have doubts if it is an actual rpg since ME2 really weren’t.
11/05/2011 at 18:36 noodlecake says:
who care’s if anything is an RPG? The best games don’t conform to traditional genres. If you make a game from the approach of “lets make an FPS” or “lets make an RPG” rather than “lets make something innovative and good” then you’re gonna end up with bland. That’s why Mass Effect 2 was so fantastic.
11/05/2011 at 21:36 kyrieee says:
I agree completely noodlecake, and the same thing was of course true of Deus Ex as well.
11/05/2011 at 23:58 matrices says:
ME3 is delayed to Q1 2012 anyway.
(And no, not another dumb fucking declaration that ME2 isn’t an RPG because you don’t have the privilege of scrolling past 256 useless types of armor.)
11/05/2011 at 16:23 CMaster says:
It does sound like the promises of “Squaresoft are only doing the intro/trailer cutscene” haven’t held true, and they have gone and added stupid pre-rendered cut scenes in.
These things are annoying enough in most games, especially when they show you doing something that you could easily have done yourself. In a game where player choice and approach is supposed to really matter, like Deus Ex or Alpha Protocol, they’re screaming-with-rage time. (AP pissed me off all the times it had my stealthy character hit a cutscene point during which he would walk out and say “hi there” to the fucking enemy)
11/05/2011 at 16:24 futage says:
What a unshame.
11/05/2011 at 16:52 westyfield says:
Not a shame.
11/05/2011 at 18:02 Icarus says:
What a game!
11/05/2011 at 18:48 lethu says:
What a mustache!
11/05/2011 at 20:53 stahlwerk says:
My opinion is augmented.
11/05/2011 at 22:57 BeamSplashX says:
MySQL is augmented.
12/05/2011 at 18:42 Bingo Bango says:
Stick with the prequel. Prequel with the prequel.
11/05/2011 at 16:26 PatrickSwayze says:
Internet bandwaggon campaign to get the cutscenes rerendered anyone?
The studio seems pretty good at listening to people so far.
11/05/2011 at 17:06 DrazharLn says:
I don’t imagine them being super flexible this close to release, they’d have to make content for everything that is currently cutscened and they’d piss off whoever it was at the company who wanted cutscenes in the first place.
As for “forcing you to do the right thing” either the right thing should be obvious (run from the explosion, punish the player with death/failure and a pithy message if they do the wrong thing) or optional.
11/05/2011 at 16:26 slick_101 says:
I never played the first one and have only realised about this game a few days ago, reading this review has helped me. it seems like my kinda game. being able to be all sneaky and then if the poo hits the fan I can blow people to dust….. another one for my list of games to own and play this summer :D
11/05/2011 at 17:15 Blackseraph says:
You should play first one it is one of the best rpgs ever, along with planescape:torment and vampire the masquarade:bloodlines.
You get it free if you prepurchase human revolution from steam. It is old game though so be warned, but still oh so marvelous.
11/05/2011 at 19:28 televizor says:
You can run it in DX 11 with some tweaks for some extra HDR and other effects, I think it still holds up.
11/05/2011 at 16:28 Defiant Badger says:
This is all actually a hunger induced hallucination.
11/05/2011 at 16:29 PatrickSwayze says:
Was this play through on PC or Console-toy?
11/05/2011 at 16:31 Quintin Smith says:
PC device.
11/05/2011 at 16:32 Defiant Badger says:
I’m not sure if I want to answer this because of the PC elitism but I will anyway: he claims there haven’t been any crashes to desktop so I think that’s quite a good indication.
Edit: Damn.
11/05/2011 at 16:50 Reefpirate says:
“These cutscenes are making me want to take my keyboard and smash my monitor like a piñata.”
Another clue…
11/05/2011 at 17:12 Mario Figueiredo says:
This is RPS.
Another clue.
11/05/2011 at 17:21 PatrickSwayze says:
Not slating RPS but on other ‘reputable’ sites previews billed as PC-Device (I like that) have often been based on console code.
And I should LRN 2 REED, it was pretty bloody clear.
And I’m not elitist, but I shall be playing this one on the rig, unlike most FPS games I buy.
12/05/2011 at 13:48 MycoRunner says:
PC-Device, as in controller ?!
11/05/2011 at 16:30 AndrewC says:
Masterful juggling of the rage/joy nerd-buttons Quinns! How are we supposed to unthinkingly react now?
11/05/2011 at 16:32 Turin Turambar says:
Lots of nice stuff in this preview. But… minimap? praising regenerating health? Saying it’s good to not have a sense of failure if you are damaged or got caught stealthting???
Quintin, What. A. Shame.
11/05/2011 at 20:20 Red_Avatar says:
Not to mention dull and colourless locations :s Deus Ex was MADE by its great settings – One of the reasons I replayed it several times, is because the locations are so well made. If they’re going the lazy route to warehouses and other dull crap, they can count me out.
11/05/2011 at 20:27 AndrewC says:
Funny how all those amazing locations all looked liked dull grey corridors. And were often warehouses.
12/05/2011 at 01:28 nil says:
Warehouses owned by the Illuminati, and full of green greasy greasels.
12/05/2011 at 01:34 JackShandy says:
Aaah, but who can forget the subtle parisian delights of grey corridor #5? Or the delicious aroma of the bitter yet eloquent corridor #13?
11/05/2011 at 16:36 A-Scale says:
What in the name of God is a Detroit twang? Answer me you limey git.
11/05/2011 at 16:44 Harlander says:
It’s the subtle colouration to an accent which suggests an upbringing in Detroit.
11/05/2011 at 16:47 A-Scale says:
SPECIFICS, sir, specifics.
11/05/2011 at 16:57 Teddy Leach says:
It’s a twang in the accent of a person from Detroit.
11/05/2011 at 17:07 Quintin Smith says:
I’ll admit to some guesswork there! There’s precisely one line in the preview build where Jensen stops sounding like Government Agent and gets a bit worked up, and his voice takes on a strange kind of inner-city cop note. You might know it when you hear it.
11/05/2011 at 17:28 green_genes says:
Ha! I’m curious about this as well. Growing up an hour outside of Detroit may have rendered my ears unable to notice this, though.
11/05/2011 at 18:34 bildo says:
Twang is a southern thing :X
11/05/2011 at 18:48 ResonanceCascade says:
I don’t know if twang is the right word for a Michigan accent, but I do know that most of the voice actors I’ve heard from this game sounded aboot as Canadian as can be.
11/05/2011 at 18:56 A-Scale says:
As a resident of metro-Detroit I will tell you that we have some of the cleanest accents around. American newscasters are trained in to use a midwestern accent because there is so little distortion to it. I wonder whether you’ve confused Canadian accents with Detroit accents. It also seems weird that you would be able to identify a Detroit accent. I think it would be like me claiming to know a Sunderland accent when I hear it (I wouldn’t be able to).
11/05/2011 at 18:59 Vinraith says:
When I think “inner city cop” it more strongly connotes New York or New Jersey. I think Quinns may just be misidentifying the city associated with a common television accent.
11/05/2011 at 20:20 KingCathcart says:
I believe there is an inner-city cop from Detriot that we all know and recognise.
11/05/2011 at 23:08 Gassalasca says:
Detroit is in the heart of the Northern Cities Vowel Shift area, and is very typical of the accent.
You can find the rest of the details here:
http://en.wikipedia.org/wiki/Northern_cities_shift
12/05/2011 at 01:31 Gabe McGrath says:
It’s quite obvious, when Jensen says “Thankyou for your co-operation” after each takedown.
11/05/2011 at 16:37 Tyrone Slothrop. says:
The criticisms seem quite minor in comparison to the praise, while I would like all boss-fights to be resolved non-lethally, the first game did have some mandatory murder (glitches and pseudo-game breaking notwithstanding). The exploration, detail and writing are all immensely promising.
I haven’t been this excited for a game in years, ever really. I’ve waited ten years for a proper sequel to Deus Ex and finally after the failure of Invisible War, it finally appears that such a game is being released soon and it looks fucking beautiful.
Detroit as Hong Kong-esque playground in scope but with modern production values to rival the most refined corridor shooter? Four more such hubs in the game? August can’t come soon enough.
11/05/2011 at 16:38 TheApologist says:
Hmmm…happy-joy positives seem significantly bigger than naughty-boy negatives.
Excited!
11/05/2011 at 16:38 Zwebbie says:
I’d like to mention that I appreciate that RPS dares name negatives even during the hype phase – that normally only tends to happen when the game is out. Not that I’ll be getting DX3, but still.
11/05/2011 at 16:40 Olivaw says:
Some of those concerns don’t bother me, and some of them do. Removing objective markers being an option is great, but learning that they’re kind of necessary is bad. It sucks that there’s no easy way to please everyone for them.
That being said, I didn’t give a shit about the pre-rendered cutscenes in Arkham Asylum, and I probably won’t give a shit about them here. Not being able to incapacitate a boss or skip past him or being able to go through the entire story without killing anyone is too bad, but let’s not forget:
In Deus Ex you had to kill Anna, unless you did a really lame exploit. And the story didn’t recognize it anyway. And you had to fight Gunther at some point, and kill him. There was no way out of that either.
And yes, a sequel this many years after Deus Ex 1 should probably have fixed these issues, but considering that Deus Ex still sort of exists in a genre of it’s own, and there’s no other game since that even tries to be Deus Ex, just having another game even attempt to live up to it is awesome.
I’m tempering my expectations, but I’m still very excited. If that makes sense.
11/05/2011 at 16:45 Teddy Leach says:
Let’s be honest, most of us would kill the boss anyway.
As I remember, it made very little difference if you beat a boss unconscious or let said boss live (apart from the two you mentioned), so it seems a little nitpicky to say it here, given that it had no effect in the original.
Of course, it could have made a difference. It was a while ago since I last played it.
11/05/2011 at 17:01 CMaster says:
Avoiding Gunther was quite possible actually. Made him a little angry mind.
11/05/2011 at 17:20 Blackseraph says:
It is not nitpicky at all. Original was made ten years ago. They really shouldn’t force us to kill anyone these days in a deus ex game. This is one thing that will most likely annoy me most in human revolutions, but we’ll see.
Pacifist run is one of the best and most fun ways to get through games when that is possible.
11/05/2011 at 18:30 Eschatos says:
I suppose saying “Laputan Machine” breaks pacifist conduct?
11/05/2011 at 18:45 TeraTelnet says:
I get the feeling Quinns was being careful with his wording there; the way he has phrased it makes it sound to me like Jensen was himself being forced to kill the boss, in a plot-twist kind of way, rather than the player’s character being shown killing the character automatically. I’m not sure I’ve differentiated that sufficiently in my explanation mind you.
11/05/2011 at 21:08 FunkyBadger3 says:
You didn’t *have* to fight Anna – you could have walked the path of Gandhi and Martin Luther King. She would have killed your ass, but you had the option.
11/05/2011 at 16:40 Linfosoma says:
My current spectations are: “I want a pretty looking cyber punk action game with RPG elements and some stealth”. Im thinking I wont be disappointed.
Anyway, I took the plunge and pre-ordered.
My biggest concern now is, Brink is unlocking on Thursday where I live, Im still on time to cancel my pre-order and Im getting so many mixed comments about it. Im sure I’ll like the game but I fear the MP will die within a month, what should I do?
11/05/2011 at 16:41 Tatourmi says:
“Crucially, you never feel weak. In the first Deus Ex, if you were a sneaky type and got caught, or you were a murderous type and took a lot of damage in a fight, there was a sense of failure. Human Revolution gives the sneaky guy tools to correct being located from his very first mission (punching that enemy who just walked into your hiding spot, or activating your camoflage to make your escape), and by swapping numerical health for regenerating health, the murderous type can no longer make mistakes. Now, it’s just a fantastic ride.”
Wait… That is a good thing? That alongside with the waypoints, the cutscenes and the kill da boss fight I think that I will be waiting for a sale.
11/05/2011 at 16:57 The Pink Ninja says:
As far as fighting goes one thing I wouldn’t mind them changing is the fighting.
In short I want to kill people as coolly as they do in the videos of DX3
Like a better Crysis, cool custom guns and stealth to launch fast blitzes without getting hit much
I just hope the enemies in this don’t take ridiculous Korean level damage ¬_¬
Basically for me DX wasn’t about about a weak little pune but having the options to fight and play how I liked. And I liked the story.
11/05/2011 at 18:52 Tatourmi says:
Koreans are tough as hell.
11/05/2011 at 23:54 RCGT says:
You kidding me? It’s a great thing. It’s the reason I couldn’t get into the first game at all. You’re supposed to be this super-duper augmented robo-agent and you die to every Tom, Dick and Harry with a stun baton. All of a sudden I’m interested in this game.
11/05/2011 at 16:52 Vegas says:
Really happy that we live in a world in which we can talk about “the first ten hours” of a video game
11/05/2011 at 16:52 icupnimpn2 says:
What other games fit into the genre of the immersive sim that has come to be defined by Deus Ex the first?
11/05/2011 at 16:57 Olivaw says:
The only other one I can even think of is Bloodlines, but I haven’t played it myself.
11/05/2011 at 17:02 Linfosoma says:
@ Olivaw: Awww yes, Bloodlines, now there’s a fantastic little game.
11/05/2011 at 17:04 The Pink Ninja says:
If was a billionaire what I’d spend my money on would be to start a games company to turn the New World of Darkness settings into DX/Bloodlines-esk games.
But yes, the only game like DX is Bloodlines and maybe the Elder Scroll games and Fallout 3. If there are any more I’ve either forgotten them or they were so poor I never bought them.
11/05/2011 at 17:12 Jad says:
STALKER is at least a close cousin of this genre. Most problems are solved by shooting them, yes, but it’s got the RPG bits and dialogue choices and simulation elements and such.
11/05/2011 at 17:23 CMaster says:
System Shock 2 is an immersive sim. Hard to think of any others that really count.
Read more about immersive sims here and indeed here, with a look at how Deus Ex in particular relates and defines the genre in this massive pile of post here
11/05/2011 at 17:40 Blackseraph says:
System shock is great game, but little hard to call it immersive sim.
It is almost pure shooter. There is not even anyone alive in there for you to talk to.
11/05/2011 at 17:52 Jim Rossignol says:
It’s “guns and conversation”.
Inventory.
Dialogue.
Equipment-based RPG-style stats without actual stat fiddling.
11/05/2011 at 18:31 PearlChoco says:
Alpha Protocol.
11/05/2011 at 20:28 CMaster says:
@ Jim
“It” = STALKER?
11/05/2011 at 22:32 CMaster says:
@PearlChoco
Alpha Protocol is more a dungeon-crawling RPG, than an immersive sim.
11/05/2011 at 23:40 gritz says:
I very strongly disgree with Jim’s definition of what makes an immersive sim. Stats and dialogue have very little to do with it. Even inventory isn’t that big of a factor.
For me, the genre is defined by its world building and the prioritization of environmental realism over “gaminess”. When you feel like you’re in a real space and not just a “level”, that’s when the genre has succeeded.
11/05/2011 at 23:59 Jad says:
Far Cry 2 was far more like a “real world” space than Deus Ex, at least from a simply graphical and world building standpoint, with heaps of environmental realism and nothing you would refer to as “levels” (everyone says “remember the Hong Kong level?” when talking about Deus Ex), but I would not call it an immersive sim.
Actual dialog with people, being able to hold stuff and look at the stuff you have, choices on what you want to do and the impact of those choices, those are all very important towards making a game feel more like what it feels like to be a human in the actual world, and not a player in a shooter.
12/05/2011 at 04:29 gritz says:
Dialogue, stats and inventory are qualities of plenty of non-immersive sim games, going back as far as the earliest RPG’s. The big difference is the way immersive sims portray your character’s relation to the environment in a way that is as un-gamey and un-abstracted as possible.
11/05/2011 at 17:01 Liquidben says:
# 11: “I wonder if I have a cyber-wang”
11/05/2011 at 17:05 mwoody says:
After the Brink fiasco (namely: very positive previews became very negative reviews), I’m very pleased to see such an honest take on the sneak peek code; thank you. I’m more excited by this than I am a blissed-out splotch of PR-speech, as reading here I see a real game that will be actually fun, rather than a can’t-possibly-exist thing that the ad people want me to think it is.
11/05/2011 at 17:40 Walsh says:
10000000000% agreed.
I don’t feel really burned by Brink but seriously what the fuck games journalists?
I like that you are pointing out the negatives RPS.
Also, pretty sure the golden rule of cutscenes is if it includes action, the player should be in control. I will brook no argument.
11/05/2011 at 17:54 Kaira- says:
Brink is a fiasco? I mean, I haven’t played it myself, but I’ve seen 2 or three below 7/10 or 70/100-reviews, most have been somewhere around 75-90. I wouldn’t consider that as a fiasco.
11/05/2011 at 17:56 heretic says:
Sounds to me like Brink is suffering from broken 360 preview code apparently, I believe Ars refused to review it at first but are now reviewing the PC version and are saying it’s a completely different world, not without it’s flaws no doubt.
Still it sounds fun but maybe it’s one of those hate/love it games.
Btw, is RPS doing a Wot They Think on Brink any time soon?
@Kaira
I believe there was a 2/5 somewhere :/
11/05/2011 at 18:06 Quintin Smith says:
We’re all playing Brink at the moment, yeah. You can expect something from us this Friday.
11/05/2011 at 17:08 Brumisator says:
you had me at “explore”
11/05/2011 at 17:15 Kolchak says:
“Delightfully, if you find a password or a pinpad code during your explorations, the game will bring it up when you get to the appropriate door. You have to type it in manually or use the numeric keypad on your keyboard, an utterly unnecessary but delightful nod to the PC lineage of the old Deus Ex.” – games.on.net
How often do you get to in type passwords during Human Revolution? Because I always got a nerdy thrill off logging into Gunther Hermann’s email account. I especially love using the Numpad when typing into Keypads, it just feels surreal.
Great preview. Just pre-ordered the game. Every other developer needs to look at Eidos and learn that this is how you treat PC Gamers.
11/05/2011 at 17:21 Quintin Smith says:
Heh. You get to/have to type in codes and passwords all the time. Unless you’re a hacking type.
11/05/2011 at 17:15 ColOfNature says:
I bought the first two on Steam months ago but never got round to playing them. I ought to rectify this.
11/05/2011 at 17:16 frenz0rz says:
“The last game to have this sickness quite as bad was Arkham Asylum.”
Any chance of elaborating on that? I cant off the top of my head think of many moments where the control was completely wrestled away from you. In fact, the only instance I can think of was that excellent bit [SPOILER] where the Joker wheels Batman down the corridor in first person, and shoots you in the head. But that was not pre-rendered, was excellently done, and you still maintained a very slight amount of control (“dodge the bullet by moving your head!”). Am I forgetting something here?
Other than that, you’ve made me jolly excited about getting this, despite the brief hints of disappointment. The question I kept thinking throughout, however, was – Is there any option to “Stick with the prod”? Or is my favourite shin-zapping stick gone for good?
11/05/2011 at 17:25 Quintin Smith says:
I’m afraid you can’t “stick with the prod”, but there’s a scene before the first mission where somebody asks which of FIVE weapons you’d like, as opposed to three. And you can stick with a taser, which is like a long-distance prod!
On the subject of Arkham Asylum, my main memories are of the game dispatching Harley Quinn and Bane for me after I put in all the hard work.
11/05/2011 at 17:30 Nick says:
It was briming with cutscenes where control was taken from you.. like every boss you met for example.
11/05/2011 at 17:36 frenz0rz says:
An extendo-prod? Excellent stuff! And probably a little more practical than creeping up directly behind someone and zapping them in the knees until they fall over.
As for Arkham Asylum, I’d actually forgotten about those two ‘fights’. Oddly enough, I found the whole ‘batarang, dodge, punch’ mechanic with Bane and his smaller uglier cousins particularly tiresome, and was quite pleased to see the end of that fight in any way possible. With Harley, on the other hand, I really enjoyed the repeated waves of man-punching whilst backflipping across an electro-dancefloor, and probably would have enjoyed a similarly-styled boss fight. Although, in all honestly, it would have been pretty short; the only time Batman goes one-on-one with a classic villain in Arkham, it seems his opponent has to be the size of several medium-sized bungalows and surrounded by lesser minions to ensure a fair fight.
11/05/2011 at 21:27 FunkyBadger3 says:
The worst, for me, were the two big panoramic reveals when you come into the open the first time – game didn’t trust to look in the right direction I guess.
Gits.
11/05/2011 at 17:25 smi1ey says:
UGH. Pre-rendered cutscenes? Really?
11/05/2011 at 17:31 kyrieee says:
It sounds like it does a lot of things right, but a few critical missteps can bring a game down from being a classic to simply being very good. I hope they can sort some of it out before release
11/05/2011 at 17:32 green_genes says:
This sounds fantastic! Can’t wait!
Why must games insist on taking control away from the player for cutscenes, though?
11/05/2011 at 17:41 heretic says:
Want!
I imagine you were playing this on a top-notch rig?
11/05/2011 at 17:42 Po0py says:
So, at ten hours in, the assumption is you’ve played roughly half of the game?
11/05/2011 at 17:43 ran93r says:
I don’t really know what’s wrong with me, I’m not all that excited about this and I still haven’t picked up Portal 2. I’m turning into some kind of curmudgeonly old bugger.
11/05/2011 at 17:47 heretic says:
Haven’t picked up Portal 2 either, but that’s just cos I’m in exam period and I want to buy a new rig before playing all these nice games :3
Still, I kinda understand what you mean, there was a time when exams or no exams I’d have finished Portal 2 already…
11/05/2011 at 17:45 felisc says:
Dear mr Smith, any word on the sound design and music ?
I’m expecting a lot (A LOT LOT LOT actually) from the sound in this game, how are things so far ? The trailers had a nice blade runneresque music going on, how is the atmosphere outside ? are the guns souding yummy ? do doors slide with fantastic futuristic notes ?
thanks
11/05/2011 at 17:56 Olivaw says:
Yes yes, I too desire to know how the music is!
That first track they released, from the trailer, was quite good! Is it all like that?
11/05/2011 at 18:08 Quintin Smith says:
SFX are great, if not amazing. Music is great, but subtle. Voice acting is awesome.
11/05/2011 at 18:12 felisc says:
thanks !
now if you will excuse me, i hear the pre-order bell ringing.
11/05/2011 at 18:18 Zwebbie says:
Awesome voice acting? That isn’t like Deus Ex at all!
15/05/2011 at 19:41 Zaboomafoozarg says:
JC Denton, in the freshhhh.
11/05/2011 at 17:54 DarkFenix says:
Ok, now I’m actually starting to get quite excited about this. I’ve been cautiously keeping an eye on it, mindful of just how awful DE:IW was and how easy it is to completely miss the point following up a legendary game after so long. My doubts are slowly but surely being erased as more information comes out.
Potential game of the decade?
11/05/2011 at 18:22 Petethegoat says:
Invisible War was a great game! I don’t know why so many people insist on prefixing it with Deus Ex, though.
12/05/2011 at 06:48 FunkyJ says:
I’m with Pete… I really enjoyed Invisible War.
11/05/2011 at 18:09 DariusK says:
Wow. Awesome.
The pheromone thing sounds batshit. I love it.
11/05/2011 at 18:11 Edrisch says:
I read some previews and i’m fucking hyped, need this game !
11/05/2011 at 18:12 Doomsayer says:
Dooooooom!
11/05/2011 at 18:26 VelvetFistIronGlove says:
I’m afraid I can’t trust Quinns’s opinions on DX:HR. We all know he wasn’t even born when Deus Ex was released.
But he puts his opinions into such lovely words I enjoy reading them regardless. ;)
08/06/2011 at 00:45 VelvetFistIronGlove says:
Many moons later: I have now played the leaked preview build. It is fabulous. Also, I am sorry, Quinns, that I doubted you—I agree with every single one of your points now.
11/05/2011 at 18:32 Zenicetus says:
Speaking of unescapable boss fights… is this one of those games where you can change the difficulty setting at any time, to get past a frustrating difficulty spike? Or is the difficulty setting locked-in at the start of the game? There’s a fine line between fun and frustration, when a game includes mandatory boss fights.
11/05/2011 at 18:34 Marshall Stele says:
Thanks for this. I am now sufficiently let down that I think my first run through the game will be highly enjoyable. I am going to get this at launch.
11/05/2011 at 18:41 Muzman says:
“its predecessor”…
Amusing how there is no acknowledgement of Invisible War at all in there.
I know it’s a bit “Don’t mention the war”, but Keiron liked it!
11/05/2011 at 19:06 Robin says:
I know I shouldn’t but … I’m skeptical.
11/05/2011 at 19:09 Zepposlav says:
Twitcher 2 will be better.
11/05/2011 at 22:52 Ultra Superior says:
So are you the apples guy or the oranges guy?
11/05/2011 at 19:12 LaserShark says:
Since you’re playing on the PC version I’d like to know what the specs of your system are.
I would love to play this on PC, but I have a 2010 Macbook Pro with i7 dual core processer, nVidia 330m gt graphics card, and 4 gigs of RAM. Do you think the game optimized enough to be playable on my system?
11/05/2011 at 19:24 heretic says:
troll?
pcl33tism: lol, getouttahere a mac aint a PC.
In all seriousness, I doubt your laptop would give you a nice experience, certainly not high settings – though min should do ok?
12/05/2011 at 04:03 Nick says:
but how will you play it with only one mouse button?
11/05/2011 at 19:16 Sparvy says:
Quinns, how lost would someone who has not played any other Deus Ex game be?
You make this game sound quite excellent, and of course the earlier installments have their reputation. Somehow I just never got around to them, will this game treat me nice anyway?
11/05/2011 at 22:24 Quintin Smith says:
It’ll treat you just fine.
11/05/2011 at 23:14 Primar says:
If you preorder DX3 on Steam, you’ll get a free copy of DX1 that you can play in the meantime!
Or just pick up DX1 for £6 on Steam (may be cheaper somewhere else).
11/05/2011 at 19:26 Yosharian says:
Ahhhh the controlling cutscenes, I fucking knew it. Godamn Square Enix, fuck.
11/05/2011 at 20:01 Dominic White says:
I hear they bought out Valve, which explains a lot.
Seriously though, I’ve seen a lot of ridiculous PC purist paranoid bullshit around here, but ‘SQUARE WILL FORCE CUTSCENES ON US ALL!’ is the absolute lowest and stupidest yet. It’s far, far more likely that the developers just found themselves with a couple of scenes which would have been too hard to pull off effectively in full gameplay, so went for an easier route out.
11/05/2011 at 21:42 Teddy Leach says:
What Dominic said. All the way. You’re all being very childish about this.
12/05/2011 at 01:06 Stellar Duck says:
In a way I would agree the argument against paranoia. But good grief, the cut scene at the end of Portal 2 threw me. I’ve been playing Valve games since ’98 or when ever the first HL game was released. That god damn cut scene was awful and a sad way to end an otherwise good game.
I mean, I couldn’t even look around. Talk about being confused and frustrated.
Not to mention the crappier graphics. Or maybe I just noticed the graphics, what with having control torn away.
A shame Valve decided to end it like that, on a low note.
12/05/2011 at 01:14 Azradesh says:
If the cutscenes are the quality of that first trailer for Deus Ex HR, then I think I shall enjoy them. And Quinns did say that they aren’t too long and don’t happen too often, I really don’t know why there’s so much hate.
12/05/2011 at 01:45 JackShandy says:
It seems mainly like they’re using these cutscenes to force the players to act in a certain way when people could just fuck around Deus Exing everything(Piling boxes up at the doorways Key NPC’s are meant to go through, blowing everyone up mid-sentence, whatever).
I wish they’d let us fuck their story up, but I can see why they wouldn’t.
11/05/2011 at 19:39 Outright Villainy says:
Well, as someone who only got around to playing the original Deus Ex lately, I’m quite looking forward to this one, since Deus Ex has not aged well. I’m looking forward to seeing what it would be like with a dose of the ol’ modernity. The fact that the combat is slick is incredibly encouraging. Stat tweaking in Fallout 3 or Mass Effect seemed utterly pointless when the combat was total ass, and just a chore more than anything. I dumped everything into charisma/hacking and whatnot. In this one, I can actually see battle augmentations being fun and a worthwhile focus of my abilities.
Also, pre rendered cutscenes do suck, but I managed to get through Metal Gear Solid 4, and even enjoy it. I have honed my skills.
11/05/2011 at 20:16 Rii says:
It reads like I should be excited about this game. And it does sound very impressive. The reason I’ve all but ignored it to date goes back to the setting and tone. “A parade of cops, gangsters, [and] mercenaries” is about as appealing to me as a punch in the face. I don’t know if I can get past that.
11/05/2011 at 21:58 Zenicetus says:
I think if you combine those elements in a future (but not too far future ) noir setting a la Blade Runner, it can be appealing enough. I’m mildly interested because I like games with a stealth option, but not (yet) cream-my-pants interested. Maybe because I didn’t play the original? It must have been pretty good, for all the excitement about it here.
11/05/2011 at 23:21 Rii says:
Thing is, I like Blade Runner as a film, but I wouldn’t want to play it. I guess on account of the greater degree of involvement. Obviously a good film is one which engages and draws you in, but ultimately you’re merely an observer, not a participant.
11/05/2011 at 23:40 Kaira- says:
“Thing is, I like Blade Runner as a film, but I wouldn’t want to play it”
Shame, Blade Runner was also a great game.
11/05/2011 at 23:49 Rii says:
Yeah, I saw that one coming. ;)
11/05/2011 at 20:21 Very Real Talker says:
I’m incredibly excited, I don’t know I will be able to sleep this night, from all the excitement from the first screenshot. Hiding behind a crate- my heart is fucking exploding and it can’t take it. Let’s get ready for a new crusade against videogames after all the kids who are going to die from heart failure after the incredible excitement of hiding behind a crate, and taking a shot every once in a while.
11/05/2011 at 22:29 Ultra Superior says:
I do understand.
Very much.
11/05/2011 at 20:24 Very Real Talker says:
I loved deus ex with a passion when I was 13.
In retrospect I think it’s an excessively boring, ugly slow game with some neat idea and some great parts.
I think vampire bloodlines is a similar but more interesting game, but sadly even it descended into shitty gameplay (I am talking about the corridors full of monsters you have to travel from mid game forward)
11/05/2011 at 20:57 MiniTrue says:
Since when was “slow” a pejorative? Not all of us appreciate shit flying in our face every five seconds, so that a game can put “fast-paced!” on the back of its box. If anything, JC Denton encountered shit to shoot at a rather alarmingly frequent rate for a secret agent.
11/05/2011 at 20:47 Rii says:
Re: the shooty side of things apparently being quite good. I’m reminded of an interview with Ken Levine a couple years back in which he emphasised the importance of getting the ‘bread and butter’ basics of combat right, which (he suggested) games like System Shock 2 and Deus Ex had failed to do. Of course whether Bioshock – with its awkward juggling of plasmids and guns – did a whole lot better in this respect is open to debate; certainly Bioshock 2 was a better shooter than its predecessor. Be that as it may, it does seem that this is something that often slips by the wayside for many creatively ambitious games, perhaps most infamously of late APB and TDU2. So it’s nice to hear that DXHR has its shit together on that score.
11/05/2011 at 20:58 MiniTrue says:
I’m so glad that Bioshock fixed Deus Ex. Oh wait…
11/05/2011 at 21:07 Rii says:
Not sure what your problem is. That Deus Ex was a bit naff when it came to certain fundamentals of the FPS genre such as shooting things and not being ugly is hardly a controversial opinion. Or is the man simply not allowed to have any thoughts regarding games he didn’t work on?
11/05/2011 at 21:20 MiniTrue says:
However, it could be cogently argued that DX was never intended to be played as a straight shooter in the first place, and that criticising is it for its (very RPG-like) shooting mechanics would be akin to me criticising Bioshock for its lack of decent RPG elements and excessive linearity. (In other words, to do so would be to miss the point.)
I’m not going to argue about the graphics, but I think that DX’s graphical problems for the time of its release are overblown with hindsight. I remember PC gaming back in 2000 very well, and DX was not significantly behind run-of-the mill competitors in any way, even if it was not up to the very highest standard of games from 2000. Sure, it’s ugly *now*, but it was perfectly acceptable at the time of its release.
Of course the guy is allowed to have an opinion, I just don’t have to agree with it. I’m also allowed to have my opinion, and that is that Ken Levine should back up his grandiose bluster with genuinely groundbreaking games, something he has failed to do for years.
11/05/2011 at 21:50 Lilliput King says:
Mini: Are you really saying there is no conceivable way DX could have improved upon it’s shooter mechanics without making it less of an RPG?
11/05/2011 at 21:52 Rii says:
I think those are all legitimate criticisms so long as they’re appropriately contextualised (i.e. in Bioshock’s case, with reference to Irrational’s previous work on SS2). In fact I’d be very interested to read a no-holds-barred retrospective teardown of Bioshock from Ken Levine. I suspect it wouldn’t be nearly as self-congratulatory as you would apparently imagine.
Incidentally, I found the interview, conducted by one Kieron Gillen for PC Gamer a few months prior to Bioshock’s release: http://www.computerandvideogames.com/171104/interviews/irrationals-big-daddy-ken-levine/?site=pcg
Here’s the bit in question:
KG: One of the things people have been wrestling with about these more complicated first-person games, since Underworld 1, really… is how can we can keep all these mechanisms and sell enough to be viable?
Levine: The big mistake people have made before – myself included – is that if it’s a first-person game, I don’t think they ever decided it has to be a great first-person shooter to start with. Whether it’s System Shock or Deus Ex, they’re not amazing first-person shooters. They’re amazing, awesome games… but they don’t scratch that itch.
We really wanted to hit that, and that’s what having time and resources allows you to do: to have your cake and eat it. In the same way that Gran Turismo introduced tuning your car… it was still a great racer. They didn’t have a crappy racer and include tuning your car.
I think a lot of the problems in terms of people who want to change things and increase players’ expectations of what they want out of a game is that they forget to deliver on the bread and butter.
11/05/2011 at 21:57 MiniTrue says:
Rii: Yeah, that sounds a lot less dickish when taken in its full context. I apologise to Ken Levine. Whilst he does have a tendency to be rather too proud of his supposed advances to gaming, in this particular case his humility is refreshing.
Lilliput: Hmmm. Maybe, but I can’t think of any. As a disclaimer, I also really liked the widely-reviled Morrowind system, as well. I don’t see a problem with stat-driven combat. If DX had had Half-Life’s (excellent) shooter mechanics, then why on earth would anyone bother with the other creative solutions and emergent gameplay available? If my shooting accuracy was as-per Gordon Freeman from the get-go, then I very much doubt that I would have engaged in the kind of epic sofa-throwing massacres that I ended up in, to name but one example. Don’t forget that if you really wanted to have DX behave like a real shooter, getting rifles/pistols up to master would have the weapons behave in just that way.
With hindsight, I suppose that bullet drop and other accurate bullet physics, as well as a visibly shaking gun at lower levels MIGHT have gone some way to improving immersion. I really do not understand what is meant by “improve”, though. Until we come up with a universal definition of what was wrong, it’s impossible to say how it could be improved. I, for one, would have been implacably opposed to any kind of straight-shooter mechanics getting anywhere near it. That is perhaps one of the (many, many) reasons why I loathe Mass Effect with such an unbridled fury.
11/05/2011 at 22:24 Lilliput King says:
Mini: Yeah, I wasn’t trying to say there was anything wrong with stat-driven combat. I was saying that by arguing that DX’s implementation of stat-driven combat can’t be criticised because it is stat-driven implies that it achieves everything a stat-driven shooter can achieve to be a good shooter, and that any further criticism is only a criticism of its genre and thus unfair. I apologise for that mess of a sentence.
If DX’s shooting was Half Life on a sliding scale of accuracy, I’d probably feel it’d got closer to that ideal. See, in the perfect stat-driven game every possible gameplay avenue would be fun. Making the shooting less fun so that players attempt different things is actually pulling away from that ideal.
As for things which DX could have improved upon to be a better shooter without forsaking stat-driven combat – they could’ve started by improving the godawful ai.
11/05/2011 at 22:30 MiniTrue says:
Lilliput: Yes indeed, Warren Spector has admitted as much. Apparently, all the major gameplay systems were coded in early, with the intention of being gradually refined over time. AI, however, was not, and due to crunch-time restrictions only the basic Unreal AI was used, with a few botched modifications. WS himself admits that they had intended to write a bespoke AI, but failed to do so. It was indeed a major, major failing, and I could unreservedly get behind a statement that “the AI of DX was terrible”, because it’s difficult to suggest otherwise. On the other hand, I don’t see how the AI quality and shooting system are intrinsically linked.
As to true freedom of choice, you speak the truth. Sadly, humans do have a natural “path of least resistance” mentality. Even now, in Human Revolution, many journalists are quick to point out how quickly one dies in combat, and how inaccurate. At the end of the day, I think it’s hard to fathom a system of emergent gameplay without making the obvious “path of least resistance” the reverse.
11/05/2011 at 23:55 Nick says:
But Bioshock was crap as a shooter.. equally as bad as Deus Ex for different reasons.
I never found the shooting in SS2 to be bad, it functioned well for the sort of game it was, but DX combat was generally naff.
11/05/2011 at 21:20 MiniTrue says:
delete, reply fail from me there.
11/05/2011 at 21:30 Stevostin says:
“While the swap to a 3rd person camera when you’re in cover or performing a takedown doesn’t hinder immersion at all (take my word for it?)”
I stopped reading at that point. They didn’t remove it, I am not interested in the game.
11/05/2011 at 21:34 MiniTrue says:
Various games journalists (some of them as implacably opposed to third person cover as you and I) are adamant that it is a perfectly legitimate strategy to simply crouch in FP behind cover, as you would have in the original DX. Despite the lack of lean keys, I feel that TP cover is unlikely to be a problem with this in mind.
I for one will be unbinding the cover button ASAP. ;)
11/05/2011 at 21:45 Teddy Leach says:
You could just NOT BLOODY USE IT. I fail to comprehend how a single feature that you are under no obligation to use will stop you buying a game.
11/05/2011 at 22:45 Ultra Superior says:
:-D
I just don’t believe you, Stevostin.
August 2011: everyone around you is talking about DX:HR, all the reviews are favorable enough and your friends ask – hey, Stevo, you were such a fan of DX1 how do you like HR?
Stevostin: I don’t play… I… the third person… FUUUUUUUUUUUUUUU!!!!!
11/05/2011 at 23:24 FunkyBadger3 says:
Wow, we’ve got a live one here.
11/05/2011 at 21:47 zarla says:
Holy hell your registration system is annoying.
Anyway, the ’ in the article url is a UTF-8 character, U+2019 RIGHT SINGLE QUOTATION MARK, not ‘, U+0027 APOSTROPHE, which is basic ASCII. Since you can’t type ’ on a keyboard without alt-code trickery, presumably the title was composed in a word processor that (incorrectly) uses smart quotes, then pasted into the CMS.
This makes the URL impossible to encode in anything that chokes on non-ASCII URLs, such as Steam instant messenger.
EDIT: I see your CMS, in comments, invisibly converts from apostrophes to single quotes for display, while actually storing them in their un-munged form. While I must applaud your vendor’s efforts regarding internationalization, I have to say that it’s kind of annoying, especially when it converts what is actually the correct character to something incorrect.
11/05/2011 at 21:51 Teddy Leach says:
Uh…
11/05/2011 at 22:16 Donjonson says:
What is this sorcery?
11/05/2011 at 22:17 Teddy Leach says:
I think he’s a robot.
12/05/2011 at 00:05 Medo says:
I think you will find that the Unicode Consortium actually says that U+2019 is “the preferred character to use for apostrophe.”
As for the URL being impossible to encode, just use actual URL encoding if you have to use software that does not understand unicode in this day and age:
http://www.rockpapershotgun.com/2011/05/11/ten-things-you%E2%80%99ll-think-playing-deus-ex-3/
scnr
12/05/2011 at 10:46 HelderPinto says:
I loled, but he’s right! :P
11/05/2011 at 22:04 Sinnorfin says:
Lack of colour does not sound good! I hoped it was going to be a ride around the colourful pre-dx world.
They are making the same mistake as with Invisible War ( or should dragon age 2 be mentioned?)…
This review made DX:HR sound really boring for me…
A ‘playable’ version of Alpha protocol would’ve sounded more like DX than this..
11/05/2011 at 22:26 Ultra Superior says:
No.
11/05/2011 at 22:33 Teddy Leach says:
What Ultra Superior said. I’d also like to know what part of AP is apparently ‘unplayable’.
11/05/2011 at 22:23 Sinnorfin says:
“there is no conceivable way DX could have improved upon it’s shooter mechanics without making it less of an RPG?”
I think not.. It perfectly blended the player’s skills with the character’s skills..
Which should be the goal of a good Computer Role Playing Game.
IMO Combat in DX is great..
11/05/2011 at 22:26 Lilliput King says:
As I said above, how about improving the AI? Would that have made it less of an RPG?
11/05/2011 at 22:24 Iskariot says:
What a great preview. No game is perfect, neither is this one, obviously, but I am now confident this game is a winner. I hope the guys who build Human Revolution use this honest criticism, of someone who obviously is an honest Deus Ex fan, to improve the next sequel. All in all this sounds like my number one game of this year. I will be running to the store the day it is released.
I hope this game will sell like mad and that a few sequels will see the light of day. I love cyberpunk.
11/05/2011 at 22:36 Rii says:
Indeed. An honest, warts-and-all preview like this is, paradoxically, as a buyer, far more convincing than the handjobs which constitute most previews in the industry.
11/05/2011 at 22:25 Ultra Superior says:
Awesome article. I love you, Quintin.
11/05/2011 at 23:20 Azradesh says:
Does everyone here hate cutscenes? I quite like them.
11/05/2011 at 23:35 Pinky G says:
I am surprised by the number of comments focusing on the cutscenes as a huge negative. I like cutscenes in some games alot. Giants:Citizen Kabuto cutscenes were a delight for example. Human Revolution has other issues that I am concerned about more.
Overall, the game went up a few notches for me after this article.
12/05/2011 at 01:14 John P says:
It’s not really about liking or hating cutscenes. The issue is their suitability in a Deus Ex game, considering that the series has always championed putting the player in control. Having a cutscene showing Jensen fail to defuse a bomb and then jumping out a window is anathema to Deus Ex. In the original we wouldn’t watch a cutscene, we’d actually do it ourselves.
Surely no one would prefer to watch cutscenes rather than do things themselves? Video games have a certain defining characteristic — and it ain’t their cinematic potential.
12/05/2011 at 18:16 Pinky G says:
Yes I think I agree with you. Cutscenes have their place but this game may not be one of those places. I guess we will just have to wait and see exactly what choices have been made and to grin and bear it if the rest of the game is still worth our time because they arent going to change anything now though. We will be able to criticise the design choices at a later date aswell and hope the feedback is taken onboard for future releases!
11/05/2011 at 23:30 Anonymediscret says:
Am I dreaming or is he taking cover from heavy fire behind a wooden crate ? (first screenshot)
And what year is this supposed to be again ?
11/05/2011 at 23:46 Rii says:
Clearly this is a futuristic crate constructed of carbon nanofibre-reinforced wood.
12/05/2011 at 00:25 kament says:
Wooden crates are destructible in the game.
12/05/2011 at 00:24 kament says:
Great article. Gotta say—lucky you. Ten DXHR hours in May while game is due in August seem to me like time travel. Sort of.
Unavoidable boss fights? Well, devs did warn us about these, didn’t they. And prerendered cutscenes? I don’t like the idea (is it just cheaper solution than scripting?), but I think I can live with that. Not that I have much choice.
And what about AI? Devs claim they improved it for PC version. In preview for the PS3 version on Gamersyde there is a vid in which AI does not seem very bright, to put it mildly.
Sorry for my English, just in case. I’m Russian.
12/05/2011 at 01:21 Azradesh says:
In game cutscenes and scripting is much easier/cheaper to do. The prerendered cuscenes are likely a selling point for some if they are done by Squenix.
12/05/2011 at 02:04 Rii says:
Pre-rendered cutscenes = TV advert material.
12/05/2011 at 01:22 Stellar Duck says:
I just wish that I could stop getting Deus Ex, one of my favourite games, and Direct X confused when people write DX.
*sigh*
12/05/2011 at 01:53 Nick says:
More importantly, will there be mod tools? Cassandra Project pls.
12/05/2011 at 01:55 JackShandy says:
I’m interested in the comment about it being a more realistic, noirish world. If you look at the trailers, there’s the prominent image of a massive hole in the ocean, with Adam Jensen shooting to it in a rocket. To me, this suggests that there will still be crazy techno-conspiracy bits and levels in unbelievable locations, but they’ll be more grounded in realistic regular stuff. Which seems fantastic.
12/05/2011 at 15:03 Shazbut says:
Good point. Hope so
12/05/2011 at 02:13 Zelnick says:
I thought the developers assured us there would be no pre-rendered videos during the game. This is not a good sign. Let’s hope at the very least the endings aren’t pre-rendered as well.
12/05/2011 at 04:15 edit says:
Well, a “modern, polished game doing what Deus Ex 1 did” is certainly welcome, and probably a solid rehabilitation of the series. Quintin is right though, about the role of a ‘true sequel’. Hopefully after this game is successful the team can play with how to really expand the series in a future installment. Abandonment of cutscenes and loading screens and anything third-person, and opening the world up to have less of a linear “missions” structure would be a great start.
The recent fallout games are interesting examples of where the immersive sim can go. Continuing to model Deus Ex games on the first one (which I have no problem with for now, in a way we’re just catching up to having a sequel which even lives up to the first, let alone exceeds it) would be a waste of potential. I really, really, really, really really want to see “immersive sim” be embraced as a concept more and more. I want to live in worlds and freely interact rather than be propelled down a path or shown my character talking to someone else.
12/05/2011 at 04:31 TsunamiWombat says:
I find these complaints tiresome, my nerd erection is now prominent.
12/05/2011 at 04:49 Sardukar says:
Excellent preview. Very enthusiastic, hit notes I’ve not seen anywhere else. One question: did you have to struggle to find equal worry issues in the face of your blinding happiness, or were they really in your face?
I can’t say I found your negatives quite so balls-in-my-drink offensive as your positives made my heart bounce a bit, but perhaps I’m more forgiving of cutscenes and boss fights?
12/05/2011 at 08:20 Dhatz says:
prerendered fatalities are like QTEs where your butonmashing isnt logical for the action, but without requirement to catch a QTE.
12/05/2011 at 09:35 lunarplasma says:
“I have no idea why they’re here. I’d rather find a severed testicle in my cup of coffee. Actually, that’s a lie. I do know why they’re here. ”
- What, the severed testicle?
12/05/2011 at 09:48 CitizenDickbag says:
“(I’m sure lots of people remember Deus Ex as being significantly less silly than it was)”
I dunno, I remember it being pretty silly.
12/05/2011 at 10:06 serioustiger says:
“I have no idea why they’re here. I’d rather find a severed testicle in my cup of coffee. Actually, that’s a lie. I do know why they’re here.”
Quinns, you rock.
12/05/2011 at 10:10 bill says:
Sounds surprisingly good.
But, as the Hydrophobia article points out, waypoints tend to make everything feel much more shallow. You are no longer exploring, you’re getting past things that are between you and your goal. And those things become unimportant.
12/05/2011 at 10:44 HelderPinto says:
This game can’t come soon enough!
When you said it lacks from being a little bit too “dx1″ and doesn’t innovate… well, that’s EXACTLY what we all wanted!
12/05/2011 at 18:30 Pinky G says:
edit
12/05/2011 at 11:27 kenoxite says:
Why does this post have comments only visible for logged in users?
Anyway, glad to see you enjoyed it. *Maybe* it’ll live up to the hype.
12/05/2011 at 11:34 Sinnorfin says:
” What Ultra Superior said. I’d also like to know what part of AP is apparently ‘unplayable’. ”
Dont get me wrong i think AP is a great game, but i think its a bit like Alone in the dark 5. Lots of great ideas, nice gameplay elements, but chaotic like hell..
1. The part where savegames are just pure chaos for example..You want to play a mission stealthed but fuck up and it turns into firefight..You have your fun but then ..you want to start over and do it proper..Now if i remember correctly there are two ways to do this..reload the whole mission starting over from the hub..Or load the checkpoint..But that checkpoint will have the soldiers you took down in the firefight still dead. Meaning you cant play it again how you wanted..
2. Is the syncronisation bug, which makes the mouse lag..Even after the patch and fan.guided tweaks, it remained.. The worst with this is that even when you fail because of this the first problem pops in..
12/05/2011 at 11:46 Sinnorfin says:
“As I said above, how about improving the AI? Would that have made it less of an RPG?”
Improve like what? use of cover, team tactics, roll away from bullets jump around obstacles?
No, it wouldnt have made it less of an RPG but less of a fun RPG.
Combat on realistic dif setting is the most fitting in orig dx..
By the way, by all this i didnt meant they should not go forward and make something different..
Its just that Dx had that laid back combat..which some would call slow..
but then some people hate Morrowind for how slow it is and prefer Oblivion.. And i think there is a huge difference in experiencing one over the other..
12/05/2011 at 13:00 Uthred says:
It’s amusing seeing people complain about a fucking cybernetic super spy using AR to help him with his missions, considering the move towards AR in the present it would be jarringly unrealistic to not see it heavily implemented in a near future setting. Never mind inappropriate for the genre. Oh wait, I forgot, narrative realism and genre appropriateness dont matter if they violate the sacred tenants laid out by Deus Ex. Gamers in general are pretty fucking ridiculous when it comes to their sacred cows but PC gamers are certainly the worst.
12/05/2011 at 16:34 MiniTrue says:
You’ve thrown a mind-blowing number of tropes in there…
12/05/2011 at 22:42 Shazbut says:
On a related note, I bumped into someone who worked in finance for Square Enix on the train literally a few hours ago. We chatted for a minute, she was lovely….and when I got up she emptied her Deus Ex HR bag and GAVE IT TO ME! :D
So basically, this game can’t fail since it has really nice people working on it.
13/05/2011 at 04:36 rockpaper rocket propelled grenade says:
Looks amazing!!!
Finally a good sci-fi game with some freedom.
So sick and tired of the endless amounts of medieval, fantasy, dragon slaying magic CRAP.
SCI-FI FTW!!
24/05/2011 at 02:53 Fumarole says:
I find this the only way to play RPGs. Otherwise why even have choices?