Rock, Paper, Shotgun

Wot I Think: Deus Ex Human Revolution

By John Walker on August 22nd, 2011 at 5:00 pm.

Actual in-game shot, so it looks decent!

There are very few games that all of us at RPS find ourselves all anticipating so hotly, and this week Deus Ex: Human Revolution is finally with us. Copies should unlock in the US at midnight tonight, while other parts of the world (needlessly) have to wait another four days. Are our anticipations met? I’ve finished the game and will do my best to tell you Wot I Think.

It’s an extraordinary relief. Like that moment when your shoulders finally slide down into the hot bathwater, you physically and mentally relax in the knowledge that you’re back to that place. Remember when first-person games were complex, multifarious, and had a quicksave? Remember Thief, Deus Ex, Bloodlines? It’s that place, that brain-massaging, hair-stroking safe place of excellence that it was getting hard to remember ever really happened.

It’s worth noting at this point that I have no intentions of going into the intricacies of the game’s plot, any of the surprises in place, and I’m even going to avoid getting into too many of the mechanics of how it works. Much is about free exploration of ideas, and making decisions based on the limited information available and your own personal agendas. Saying, “It’s so great that feature X eventually lets you…” or “It’s crap that X never really gets powerful enough” could define how you’ll play, which would be robbing you of what I had when I started. At the same time, it is necessary to critique some aspects of the game that will by necessity count as such mechanical spoilers. I’m aiming to be extremely careful.

A gentle opening sets some agendas. Following your scientist companion through the laboratories of Sarif Industries, you as Adam Jensen (with the face you’re given) begin on rails. You meet people, watch conversations, and get a feel for the place you work in. Before everything around you goes to shit. It’s going to be a game about people, about places, and about conflict.

The central conflict in the second half of the next decade lies between the growing popularity of artificial augmentations for humans, and those who believe in the purity of the human form. A subject that is increasingly becoming relevant to us now, and I think that’s the motivation to have things set so near. Augmentation is already a norm in the game’s setting, years before the events of the original, with rival firms around the world competing for dominance in the field, while those left unaugmented fear for their futures. Why would you hire someone who doesn’t have a bionic arm over someone who does? What good is a photographer that requires cameras and equipment when another person can take the shots simply by blinking? And that fear, the sense of a divide and global societal pressure to artificially improve yourself to maintain advantage, is what DXHR aims to explore.

In effect, what this means is going to various parts of the world and sneaking past/stunning/killing lots of people in large buildings, between chatting with locals in the streets. The towns are amazing. Huge locations, without feeling like unwieldy “open city” zombie towns, packed with shops, alleys, sewers and clubs, peopled by individuals with unique attitudes and voices. Although it can sometimes feel like there’s not much to do, there’s always plenty of places to go, and various routes to take. You’re generally looking for someone who’s mentioned in a current quest, whether the main, or something on the side. However, talk elsewhere and you can hit glass walls. Once off the street, the chances are you’re going to be in an elaborate office complex with an atrium centre, huge laboratories, and private offices upstairs. Which is a great place to be the first… three times? It’s certainly a fair argument that some locations get repetitive.

Let’s stress the ‘great places to be’ part. They really are. This is a game that gets stealth so very, very right that you start to get angry about games you previously thought were fine. Cover drops you seamlessly into third-person, somehow without this ever feeling weird, and neatly hugs the world’s features. Features that don’t, by nature of the environments, feel like they were put there purely in case some invading combatants were in need of cover. Office equipment, doorways, street furniture and supply deliveries all feel like they should be there, which in turn means you get to feel like you’re manipulating the world to your advantage, rather than the other way around.

And locations genuinely do have multiple routes through them. It’s often hard to appreciate quite how much choice you had until you accidentally stumble on something later. For instance, if you find your way into a building by avoiding bribing the person at the entrance, and instead climbing carefully stacked crates and bins to reach an open duct, then crawl your way in through the tunnels to a cleaning supplies closet, you might later on take a wrong turning and find yourself on the roof. A roof you’ll realise has a ladder leading to a gap where you could jump to a nearby residential building, which you could have hacked your way into and climbed within.

In the end your style of play is met not by the world changing to suit you, but by your simply never encountering the options others might have gravitated toward. And the same very much counts for how you go about dealing with enemies.

I completed the game without firing a bullet. Let alone killing anyone. (With a massively exceptional caveat we’ll be coming to very soon.) Using a combination of tranq guns, the tasering stun gun, and most of all, hands-on non-lethal take-downs, I made sure that the available enemies were out of commission, but without any loss of life.

There was a motivation to play this way, although it came from me, rather than the game – the opportunity to play any game without the thoughtless murder of strangers is enormously appealing. But there was also the option, should I have taken it, of just sneaking my way past most of them without conflict at all. However, that’s less fun! (Let alone that if you knock a guard out rather than kill him, and his body is found by another, he can be revived. If they’re all sleeping, no one’s going to be reviving them.) So my particular tastes were carefully met by the game.

Then again, if they’re dead they’re equally not getting back up. And so while an encountered body will raise alarms (which is why it’s best to hide them well), if you’re killing people they’re going to be under-staffed when they all come after you.

Those are the choices you make on your own. But of course there are others that involve other people. Let’s take the first mission as an example, because it suits and doesn’t give away anything once the story has gotten going.

Terrorists have entered a Sarif factory, and workers are being held hostage. However, your main goal is to recover some technology that you don’t want to fall into enemy hands. You can deal with this in a great number of ways.

My first time, I knocked out enemies I encountered until I found those hostages, and I saved the life out of them. Then at the end, when encountering the terrorist leader holding a gun to the head of one of the hostages’ wives, I used my judgement (genuinely my judgment rather than Jenson’s) to talk him into letting her go, but also let him go free. For my own reasons I won’t share.

I could have, however (as I did in a second play), kill every terrorist, then find the hostages and brutally murder each of them, one begging for forgiveness for whatever it was he’d done wrong. Reaching the end I shot the terrorist in the head fast enough that he couldn’t get a shot off to kill the captured lady, then killed both the police officers who showed up, and stabbed the hostage lady to death.

It’s fair to say this rather extreme approach wasn’t quite recognised by the game. The reaction of colleagues after was not to my sociopathy, but rather to my having killed the terrorist so he couldn’t be asked questions. It’s reasonable to expect people not to play this stupidly, but it is a bit of a shame that it’s possible to do, if the game isn’t going to react to it. But the key point here is: it’s possible to do. As would have been never finding the hostages and their getting blown up purely through negligence, getting into a firefight that saw the hostage wife killed, capturing the lead terrorist to be questioned (I’m fascinated to know what is learned by this route), and all sorts of other permutations. And that’s the first mission. Which hopefully goes some way to getting across the point that this game is so much more than most.

Which makes stupid mistakes stand out like throbbing pimples on a beautiful pristine face. And the pimpliest of them all are the boss fights.

Yes, indeed. This most inappropriate of places has boss fights. Which would be ignominious enough if they weren’t incredibly lousy boss fights. Feeling as though they were programmed by another team, from another planet, they absolutely, unequivocally do not fit in this game. They’re the sort of inclusion that you can only think, “I can’t wait until enough time has passed that the developers will feel able to tell the miserable story of why this happened.”

It sucks that they’re there at all, and it sucks more that they’re all so boring and tedious, lacking even the grace of a classic Nintendo boss fight that at least contains a logical path. But what goes so far beyond just sucking is the betrayal they represent. Here all illusion of choice is gone. All playing styles are abandoned. Playing as someone killing no one, learning that the first fight at least, early on in the game, forces me to kill a man almost put me off the game entirely. Despite only using stuns, EMPs and tranqs on him, I was still treated to a cutscene of a man covered in bullet wounds and blood, gasping his last words as he died. And my clear response was: Fuck you.

I didn’t play for two days.

In the end, the only sensible response is to pretend they’re not there. They have so little to do with the game, and their inclusion makes so little sense, that it’s oddly easy to pretend they didn’t happen. Bizarrely their impact on the plot is minimal, and in they end they’re not actually that hard, so really you can switch off, angrily get past, and then carry on playing the splendid Deus Ex game you were enjoying.

Much more interesting is the augmentation system. As I mentioned, I’m not going to go far into this here. But with hard-earned Praxis Points you can unlock new abilities that define how you’ll approach situations depending upon the order in which you unlock them. Focus on hacking skills and you’re obviously going to do better by breaking into terminals and cracking your way past electronic door locks. But if you’ve been beefing up your arms, such that you can punch through fractured walls, you’ll be more likely to create your own pathway. Again, it’s more choice.

And there was mentioned hacking. Oh, poor hacking. Every game that does it thinks the only method is a puzzle minigame, and DXHR is no exception. Although I’d say it’s the best one so far. It’s not interesting enough to explain in words, but it serves its purpose of forcing you to be in a panic to get into a computer before alarms are set off or patrols wander by. It certainly could have been more interesting, but it never offends.

There’s an accusation that can be thrown at some projects that they’re not nearly as clever as they think they are. But DXHR feels like a game that’s not nearly as clever as the people making it obviously are. And again, it’s not a case of unrealised ambition, or reaching too far. It’s a genuine shame that your companions’ feedback based on your playing style all but dries up after the very first mission, and I think that certainly was a needlessly missed opportunity to capture something that made the original DX special. Perhaps there they simply bit off too much. But beyond that, I felt like it was holding back.

I’ve not mentioned the original DX until this point because I find comparisons pretty unhelpful. But it’s hard not to recall a few of the game’s more esoteric highlights. The books in the game, a combination of technical and fiction literature, were compelling and mostly went over my head as I reached to understand. In DXHR they’re almost entirely technical documents on various aspects of augmentations, whether how they actually work, or discussion over the debates related to them. None made me think.

The conversations in DXHR are wonderfully voiced and impressively acted, and generally very well written. But none made me realise how little I knew about a subject, nor challenged my philosophy on a matter. And yet it felt like, from the atmosphere and attitude of so much of the game, that those creating it certainly could have achieved this. Wonderful stories are told just by hacking into people’s emails and following the threads of conversations from multiple angles. This is a smartly made game. But I fear it’s not actually a smart game. And as much as I may be otherwise determined to not let my memories of an eleven year old game determine my experience and opinion of this one, I wasn’t able to shake that desire to be playing a game that was demonstrably far brainier than me.

It looks good enough, but it’s hard not to constantly feel the struggle for polygons as they fought against the archaic tech of the Xbox 360. The PC version is certainly prettier, and the port is sublime – everything is optimised and works exquisitely with mouse and keyboard. But it’s undeniable that the engine looks dated. (Which is perhaps only appropriately in keeping with the series.) While Jenson’s face looks decent, many NPCs look almost unfinished in the fight to save polys. The cities are big and dirty and interesting, but don’t look too closely or you’ll see the 2D cheats, missing textures, and weirdly blocky backgrounds. This is definitely not a case of crying “consolitus!”, because this is one of the most PC games in years. But at the same time it’s a shame that it has been so obviously visually restricted.

Come close to real greatness and your defects are illuminated by the heavenly glow.

What you have here is a compellingly entertaining game, with some of the most rewarding stealth I’ve encountered. And most of all, you have choice. Choice about whether you mow down enemies with a machine gun, or tap them on the shoulders and punch them in the face. Choice about whether you sneak in via the roof, through the sewers, or march boldly in through the front door. Choice about whether you hack, smash or learn passwords through information retrieval. Choice about whether people live or die. So in those tiny moments when the game robs you of choice, it rather offends. But mostly it does not, and it’s a fantastic, elaborate, and so rarely today, long game.

The most interesting parts can’t be discussed here, because they’re yours to discover. And really, discover them you should. Despite its obvious visual console shackles, this is a game that remembers what PC games were once all about, and honours them. It’s a refreshing reminder of what games can be in the current swamp of six-hour follow-em-up shooters, and stands shoulders, chest and waist above. When games get close to the glory of Looking Glass, our expectations can rise extremely high. That Deus Ex: Human Revolution meets so many of them is a remarkable feat.

Deus Ex is released at midnight tonight in the US, and then for reasons beyond explanation, midnight first thing Friday in the UK.

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307 Comments »

  1. D4t4v4mP says:

    Sooo happy that i pre-purchased (even thought i have to wait 4 more days ARGHHHHHH)!

    • Zaboomafoozarg says:

      My version is augmented.

    • xavdeman says:

      Why does it take Steam four days to get the game from the USA to Europe, when Bittorrent does it in an hour? [tl;dr: delayed launches will cost publishers sales].

      On topic: I played through the first mission at Gamescom. The XBOX version definitely doesn’t have quicksave, at leas the demo version I played didn’t, On your way to the mission you get to choose if you want an assault rifle or a revolver and after that if you want to play lethal or nonlethal. So you’re dropped off by a helicopter. I proceeded to shoot everyone in sight. Enemies, friendly SWAT team members. But the game didn’t react. It just ignores your actions. No Lambert to Sam Fisher style “man in ear” disproving of your actions and acting as your conscience.

      This didn’t give me an Alpha Protocol / SC: Double Agent / Fallout (1,2,3,NV)-style feeling of freedom of choice. If the consequences don’t matter it’s not really a choice at all.

    • Teddy Leach says:

      It takes longer for the internet to sail over the Atlantic in a commercial trade-vessel than it does in those speedy pirate galleons.

    • goodhegood says:

      Low price, reliable quality, trust shopper’s paradise. Welcome to:
      http://tinyurl.com/3wvabn3

    • CMaster says:

      @Xavdemon

      Different kinds of freedom though. FO’s give you an open world, at least. AP is a really bad example freedom wise though, as there is almost none. In the Fallout series, you can make some impactful decisions long term. However, every single task you take on, every problem you solve or create, you do so in one of a maximum of about three ways that the developers have predetermined. In an immersive sim, the developers ideally build up a semi-real situation (with an eye on how it might be resolved) and let you at it however you want.

    • Magnetude says:

      Xavdeman: The bit you played is half-tutorial mission, it’s much more linear than the rest of the game. Question though – how did you get in to the building?

      Edit: Removed what some may consider very minor spoilers.

    • Danarchist says:

      On the 4 day release delay:

      I work for a big software company and we recently released an updated version of one of our email security products. The release in Europe, Asia, and….Canada? was delayed by two weeks. Normally this isn’t a big issue for us but allot of our customers are international and this caused allot of issues for the early adopters that wanted to deploy it to all there centers internationally at once.
      Since I was so blown away by the delay to Canada (were in the states) I asked my boss. The response I was given was that it was to “Pressure test” our software before it is released into other “less forgiving” markets. Apparently Americans are commonly used at “Post Release beta testers” because we are far more accepting of crap products.
      So if you feel bad about getting to play games later it is just because no one wants to send you partially tested crap…cause you like…dont like that. hehe

    • D4t4v4mP says:

      What made me order is that through the tutorial (hurray for “demo”) i just felt the urge to shoot the kind officer that was briefing me in the face, i then proceeded to take out his squad and every NPC/mob in the level. Dunno why but i felt so… free.

    • Berzee says:

      Danarchist, that’s awesome :D and an enlightening explanation.

    • WildcardUK says:

      @Cmaster

      I get enough ‘impactful’ at work. Don’t start splashing it all over RPS too otherwise the madness will never end and we’ll all be using ‘blue sky thinking’ and taking the ‘helicopter view’! Effective is the word you want.

      /rant

    • Dozer says:

      Danarchist – I’ll be very impressed if Squenix can identify and patch any significant bugs in 4 days…

    • Cinek says:

      Many companies can. Nothing odd in it. Although these patches in most cases include “Day 0 fixes” for bugs that were found after game went gold.

      Teddy Leach – ROTFL. Most epic win ever! ;D ;)

    • Ruffian says:

      rofl, pirate galleons. best quip I’ve heard in a while.

    • AMonkey says:

      Its the publisher that sets the dates not Valve, they can only comply. So blame Square Enix for taking 4 days to get to game to Europe.

    • Teddy Leach says:

      Thank you, thank you. I’m here all week, guys!

    • sg1969 says:

      Well I’m pretty sure the reason why EU (or the UK, at least) gets it 4 days later is simply because games are always released on fridays here. I’m guessing in the US it’s on mondays?
      I guess it kind of makes sense, gives you something to look forward to for the weekend, but also if there’s a huge release people are less likely to miss work the next day due to “sickness”…

  2. El_MUERkO says:

    YAY! and also WOW!

  3. ProfessorBluepad says:

    Cannot wait to play this game, loved the first one, why oh why does it come out later than the almighty Americans? Whyyyyy?

  4. magnus says:

    I won’t able to play it until the middle of next week, so no spoilers anybody!

  5. QualityJeverage says:

    “It’s an extraordinary relief. Like that moment when your shoulders finally slide down into the hot bathwater, you physically and mentally relax in the knowledge that you’re back to that place. Remember when first-person games were complex, multifarious, and had a quicksave? ”

    Can I take this as confirmation that it does have quicksave/quickload functionality? One of my favourite things to do in DX1 was quicksave, try something crazy, and then load. I’d be crushed if I couldn’t do the same in HR.

    • Hyetal says:

      You can quick save all you want.

    • John Walker says:

      Yup, quicksave and quickload are in.

    • jaywalker2309 says:

      @QualityJeverage Yes you can autosave and load :)

    • jaywalker2309 says:

      Heh John beat me to it :)

    • p4warrior says:

      Ever since Call of Duty 2 I’ve been mourning the loss of quicksave. It’s good to see its glorious return.

    • Bilbo says:

      One of the many dewy-eyed nostalgisms in the article, and one I can’t really abide or agree with. Quicksave a) never went away, it’s just missing from a few big releases and the list in the review is deliberately misleading and b) ruins games anyway, particularly roleplaying games, by robbing you of all responsibility for your actions or perception of threat or gravity of situation. But ultimately I guess anyone who feels the way I do about it can simply choose not to use it.

    • LionsPhil says:

      Shut up, Bilbo. It’s not “dewy-eyed nostalgia”, you patronising dullard; it’s the ability to save progress and walk off when real life intervenes, and also the aformentioned ability to try some consequence-free larking about.

      I bet you never even tried tidying Manderly’s office with the GEP gun.

    • Bilbo says:

      Hey Phil, how does get fucked sound dude? :D *block* best you can do is point out the mindnumbingly fucking obvious and call me a dullard? epic fail.

      Anyone wanna actually discuss what I said, I promise to treat you better than that, just btw. Trying to fix my “image” and shit. But our boy Phil be straight hatin’

    • Sui42 says:

      Bilbo: I agree with everything you said, including the last part where you say it’s basically your choice whether to actually use quicksave or not :P

      I think it’s nice to have the option to quicksave, and I use it in most games which are, quite frankly, designed with the function in mind. Now, if someone made a game that was designed around the fact that you COULDN’T save – like a high-budget Roguelike – then I’d be excited.

      I did a feature for my student paper that you might be interested in reading. It’s about playing STALKER without the ability to save, ever (so basically having one life):
      http://4.bp.blogspot.com/_ARpa0zjPb0o/S-Ics5P8H-I/AAAAAAAAAEg/Z0K5bSBnE_E/s1600/Stalker+Feature.jpg

      I think I stole the basic idea from someone who did it in Far Cry 2, but it made for a good article (and was actually very fun to do. I’d recommend trying it if you’re a STALKER fan)

    • Bilbo says:

      Good read, thanks. Pretty comprehensive (and by the way very nicely presented, good show). I agree that there’s more/less of a need for quicksaves dependant on design decisions, but that leads me down the path of feeling like maybe quicksave is as much a crutch for the developer as it is for the gamer – there’s less need to structure an experience fairly, organically, and logically if the player is an omnipotent god-made-man who can look as he leaps and then leap again, and quicksave/load is generally every bit that empowering.

    • LionsPhil says:

      Now, if someone made a game that was designed around the fact that you COULDN’T save – like a high-budget Roguelike – then I’d be excited.

      But roguelikes are that game design (and, to be pedantic, allow arbitrary saving; they just don’t let you use saving as “undo”—the real opposite of saving is the checkpoint or the level code). Roguelikes, or at least Nethack, are designed so that the probability of death is proportional to time invested to avoid being frustrated: character generation is instant, so that first-level gnome with a wand of death isn’t hair-pullingly awful. As you start to build up that character and invest time in it, so does your arsenal of tools to help prevent your death grow. And as somewhat of a result, Nethack is prone to complaints (admittedly from a hardcore fanbase) that beyond a certain point it becomes too much of a certainty that you can win.

      In addition, having to restart Nethack isn’t a slog, because it’s all randomly generated; but that puts constraints on what kind of settings and characters and plot you can have. If you want those things, your levels are going to be more static, and you’re going to end up with the problem of the limited-lives weaning-off-the-arcades 16-ish-bit-era, where death means you’ve got to grind through all the same areas again. That’s not fun, and not being fun is a huge problem for a form of entertainment.

    • Sui42 says:

      Bilbo: Thanks, it was a really fun article to do!

      And yeah, I’d agree that quicksave can be a lazy design decision. Some games are genuinely great for not having them. A few weeks ago I found myself staying in a friend’s spare bedroom that happened to have a Gamecube buried under loads of crap, and I booted up Timesplitters 2, an old favorite of mine. One thing I’d really forgotten is how few checkpoints there are. In the first level, which is about 30 minutes long, there’s only one (I think)! But yet the game’s so well balanced that I didn’t feel frustrated dying and trying again; the game demanded absolute mastery from me, and in my intoxicated state (long story) I gladly accepted its challenge. Quicksave would have ruined that experience, as would have lazy game design / unbalanced gameplay.

      I guess the point is that saves / checkpoints are part of the game experience for any individual game, and neither should be taken as a necessity for a game to be good.

      And LionsPhil: I get what you’re saying (I really love roguelikes myself) but I don’t get how any of that prevents a high-budget one from being a possibility. Minecraft’s already a step in that direction, in that it has randomly generated worlds and content. Imagine a game where each time you play, you’re thrust into a fully randomized 3D world (perhaps a level as big as a large Battlefield 2 map) with areas of varying difficulty and loot. There’s maybe three or four ‘quests’ to complete (similar to Skyrim’s proposed quest system), and completing the main quest beats the level. If you die you start a new one. At most you’d spend a few hours on each level. I’d love that game. Too bad nobody will ever make it!

    • LionsPhil says:

      Ah, right; I got an implicit “like a high-budget Roguelike but not” in there (and I guess making it a FPSRPG is somewhat “but not”). It would indeed be a neat thing, and in fact something I’ve idly contemplated before, but I think we’re going to need another Troika-alike team of overambitious and talented crazies to come along before anyone tries it with a chance of pulling it off. The challenges in making something so dynamic look good (i.e. not Oblivion’s dungeons) and generate fun levels, characters, and plots from what is ultimately some kind of template seem huge enough to likely deter many “sane” developers!

      (tl;dr – I agree.)

    • Dozer says:

      *scratches head for a minute

      I see what you did there, @hivemind – not before time either…

    • Tom OBedlam says:

      Hey! I remember reading the hard copy of that One Life. Awesome

    • Qeyleb says:

      Sui42: quite enjoyed the read. Did Part 2 ever get posted?

  6. Nighthood says:

    Pretty much as I expected, shame about the boss fights, but I doubt they’ll spoil my experience of the game.

    One question I do have: What’s the quality of the DLC mission? You get it free with the Augmented edition, as far as I know, but I’m not wholly sure what it’s like.

    • xavdeman says:

      I, too, want to know about the Augmented Edition.

    • JimK. says:

      Disappointing. It’s not bad but it’s presented like a whole mission while in truth it’s around 2 rooms big and gives you only 15min of gameplay. Basicly it’s more like a main Quest mission get’s one extra objective instead of the Main story get’s one extra mission.

  7. JagRoss says:

    The one good thing about the delayed UK release is the fact that you can wait for the reviews and still pre-order.

    • LionsPhil says:

      But can we wait for the demo? There’s going to be a demo, right?

      (Anyone saying “BitTorrent” will be frowned at.)

  8. GamerOfFreedom says:

    Can we get some high res screenshots by any chance?

  9. Drinking with Skeletons says:

    All he had to do was compare it (favorably) to Bloodlines.

    What DRM does it use?

  10. Thomas says:

    Deus Ex is released at midnight tonight in the US, and then for reasons beyond explanation, midnight first thing Friday in the UK.

    I finally found out the reason for that as well:

    http://en.wikipedia.org/wiki/Series_of_tubes

    Ten movies streaming across that, that Internet, and what happens to your own personal Internet? I just the other day got… an Internet was sent by my staff at 10 o’clock in the morning on Friday. I got it yesterday [Tuesday]. Why? Because it got tangled up with all these things going on the Internet commercially.

    See, 3 workdays for internets to be sent.

  11. Gassalasca says:

    What a sha… no, wait, this is good.

    Yaay!

  12. TsunamiWombat says:

    It’s in italics because it’s VERY IMPORTANT.

    So, i’m going to guess from the article – you liked it, but you wish it was as intellectually challenging as Deus Ex was.

  13. Vinraith says:

    Good enough for me, thanks John. I haven’t got time for it right now, but it’s on the Xmas list.

  14. povu says:

    5:00 exactly, brilliant! :D

    • Alexander Norris says:

      You realise these are posted far in advance and WordPress just has a feature that allows pieces to be published at a specific date/time, right? :P

    • Koozer says:

      Don’t be silly, John was obviously hovering over his enter key all day to make sure it published at exactly the right time.

  15. Hardtarget says:

    on the one hand, woo unlocks tonight t midnight
    on the other hand, i thought it unlocked at midnight eastern and i’d get 3 hours of solid playtime tonight
    in actually it unlocks at midnight pacific

    :( :( :(

  16. McDan says:

    Shame to hear about the boss fights, but apart from that yay! So much time will be spent on so many playthroughs.

    • Drinking with Skeletons says:

      The description provided makes me think that there was some demand from the publisher to include guaranteed combat. You’d think that anyone who wanted to play the game like Gears of War would just do so, but publishers have proven, time and time again, that they think the only way to create a profitable title is to allow only the lowest-common-denominator approach.

    • JackShandy says:

      Maybe they were just following Deus Ex. There were unavoidable boss-fights you were forced to kill in that, after all – and come to think of it, feedback on the way you completed missions dropped off after the first level. Maybe they emulated it TOO well.

    • Hidden_7 says:

      The ones in Deus Ex were slightly different, because while you were forced to have the characters die, you weren’t assumed by the game to have taken them down lethally, regardless of what you actually did, which seems to be John’s problem.

      Also, while feedback for how you complete missions maybe slows as the game goes on, it doesn’t drop off after the first level. Carter comments on how you handle the castle Clinton assault, and gives you different equipment based on it, and then there’s big fallout over what you decide to do at the airport, though I suppose that’s more a big decision point rather than more nuanced rules of engagement.

    • John P says:

      While you had to kill Anna in DX1, there was at least an alternative method: a kill phrase, which rewarded explorers. It didn’t thrust you into a gun fight with her and she wasn’t a bullet sponge like the bosses in HR seem to be.

    • JackShandy says:

      Yeah, that’s fair. Just having a killphrase would’ve made a would of difference.

      After the first bit the game acts as if everyone you’ve knocked out is dead, though. That’s a massive drop in consequences.

    • Erd says:

      The feedback in Deus Ex drops off when you lose your support team who are entitled to provide feedback. I don’t know thing 1 about the plot of HR, so that may also be the case.

  17. airtekh says:

    I’m so glad they pulled it off and made a good job of it.

    This makes me incredibly hopeful for the next Thief game.

    • Balobam says:

      Me too man, I cannot wait for the next Thief, I just hope it’s not going to take a similar gameplay dive as Hitman appears to have taken, and that it’s going to be just as challenging and rewarding as the earlier ones.

      Despite the criticism the game gets, I really like the 3rd and can only hope for the 4th they mix all the best aspects into one glorious game.

    • db1331 says:

      Deadly Shadows was still a good game. The Shalebridge Cradle level is still one of the best video game levels ever designed. I love the series though and am also eagerly awaiting the 4th installment. I maintain that Thief 2 is the best one.

    • karry says:

      “Deadly Shadows was still a good game”

      Good enough, but couldnt they name it Thief Gaiden or something ? Its too bright and colorful and fantasy-ish, too much sillyness, horrible main plot, and…and a sunrise. A sunrise. In THE City. This is simply unacceptable. A sunrise ! *snort*

    • Hidden_7 says:

      The second level in Thief 1 was set during daytime.

  18. cjlr says:

    Someone should just outright buy all the rights to Uplink, and use that as the hacking minigame. T’would be ACE.

    • LionsPhil says:

      Someone should just go back to the one-button-and-wait hacking of Deus Ex 1. If it’s going to be a regular occurence, I don’t really want to be playing the same ’80s arcade game over and over and over.

      Also when people claim it’s “dumbing down” we can point at laugh at them because Deus Ex 1 is about the least dumbed-down game that doesn’t keep all its characters on a tiled grid.

  19. CMaster says:

    Is the 360 really limited to only two colours in this day and age?

    Anyway, glad to hear it (mostly) delivers. A bit of a shame about the intelligence aspect though. I was actually hoping from the marketing that it was going to be a more intelligent games than DX. Which sure, was very high-minded – but very in your face about it. Discussions about political systems and transhumanism with bartenders and the like. I’d thought that DXHR might have wrapped these things up more subtly, put them in more appropriate places – but it sounds like in fact they didn’t have quite the nerve or time to do something on the scale of that script

  20. p4warrior says:

    “Despite its obvious visual console shackles, this is a game that remembers what PC games were once all about, and honours them. It’s a refreshing reminder of what games can be, in the current swamp of six-hour follow-em-up shooters, and despite its faults, it stands shoulders, chest and waist above. When games get close to the glory of Looking Glass, our expectations can rise extremely high. That Deus Ex: Human Revolution meets so many of them is a remarkable feat.”

    I teared up a little.

    • DigitalSignalX says:

      “they fought against the archaic tech of the Xbox 360.”

      I went completely in the opposite direction with that. It’s curious to me how Mr. Walker could blithely dismiss the obvious flaws in graphical assets without calling “consolitus” and then in the same breath also be disappointed at the games failure to provide reasonable responses to different situations and the inclusion of boss battles all without assigning the same blame. It seems logical to me all the flaws he’s listed fall into the same category.

      It’s one thing to merely have poor graphics, writing or scripting. However it’s another to show you can excel with all three in aces, EXCEPT IF YOU LOOK OVER THERE DON’T LOOK OVER THERE and then it becomes clear that there’s a limitation to the number of assets and the scripted directions you can go. It’s readily apparent that this limitation is the disc size and processing spec of a XBOX, not the skill and imagination of these developers.

      I will play this game, and likely enjoy it. But I will also likely be just as disappointed in the lost potential based on the new ground broken with it’s predecessors and it’s corresponding failure to match or surpass. Much I was with Crysis 2, for the very same limitation.

    • soldant says:

      Incidentally, does this mean that the PC hate is directed primarily at the 360, and less so the PS3? Seems to me whenever someone wants to pick on console tech, it’s the 360 that always gets the hit.

    • Joshua says:

      @Soldant

      The PS3 has more power.

  21. Cooper says:

    Any comments on loading times?

    With the -cough- leaked preview -cough- the quicksave function was weclomed, but the loading time for saved games was oddly long.

  22. Jnx says:

    Thank you once again for a great Wot I Think. I’ve been on the fence about this one, but you washed away my concerns. Off to do some prepurchasing ->

  23. Magnetude says:

    Disappointing as the game’s supposed… inflexibility if you decide to slaughter everyone in the factory is, we must remember that if it weren’t for developers underestimating player stupidity we wouldn’t have “What a shame”.

  24. kyrieee says:

    This was a very good piece, thank you John!
    Can’t wait to play it myself though with now slightly tempered expectations.

  25. magnus says:

    The worst thing about this game is that no matter how good it is there very probably will not be a single game that it will influence, the original only managed one or two.

    • CMaster says:

      Depends how well it sells.
      If it goes big, it might well be a wake up call to THQ and maybe 2K.

    • Balobam says:

      Who knows, maybe Activision will see this as a sign and mix up Call of Du…Ahahaha oh God I could not get through that with a straight face.

      Only 4 and a bit days to go! Eagerly awaiting, whilst slightly confused about the time difference, I could’ve sworn America was about 12 hours behind at best, not 4 days.

    • CMaster says:

      Really, while Activision should be careful to not let CoD get stale (though they won’t be), they’ve got the huge-selling modern-scripted manshoot. The lesson that THQ, 2K and EA need to learn (and to their credit, 2K seem to have gotten this better than the rest) is that you don’t get your own billion-dollar franchise by doing everything the same as the one that already exists.

    • Erd says:

      If Activision didn’t get the message after guitar hero tanked on them then I doubt they ever will.

  26. Sardukar says:

    Now, I wonder what the issues with Deus Ex would have been at the time? Joke AI, ugly combat, the meaninglessses of choice as you feel your options narrowing towards end-game? That other than Paul, no one seems to care if you leave targets alive or dead? The loss of open maps and sidequests in favour of more linear shooter-style maps and missions during the last third?

    I ask this as I finish up DX1 today and compare it with the preview build of DXHR as well as this review. I found the boss fight somewhat silly, but apparently plot-important to Montreal? I’m not attached to non-lethal, ( I find it, too, somewhat silly. None-lethal methods vs people trying to kill you is…very game-ish to me), so killing that boss seemed like something Jensen, under the stress of the moment, would do. Plot-wise.

    Guess we’ll see in a day or less.

    • Ultra Superior says:

      +1 Concur

      (But I am glad John makes demands, because the next installment needs to be even better and John’s unfair comparisons with his *love-tainted wishful memories of DX1:John’s Imagination Edition* will help! )

    • Berzee says:

      [SPOILERS IF YOU HAVE NEVER PLAYED DEUS EX 1]
      [HAHA LIKE THAT COULD EVER HAPPEN]
      Lorem ipsum dolor sit amet. Other latin words and such. The funny part about Paul’s “non-violence” is that it isn’t really an objection to killing, it’s just an objection to killing his allies. Once you switch sides he doesn’t care if you take a LAW to the paris police, or anything at all. It’s only Carter who really seems to care about nonviolence in an ideological sense. More latin words are on the way…fake latin words, to be exact. Lorem ipsum zoop a zoop.
      [OK]
      [THE SPOILER IS OVER]

    • LionsPhil says:

      Yeah, Carter is more Paul than Paul. I would say DX1′s very last setting is properly open. And in HR’s slight defence, 1 as designed had a mandatory boss kill in the form of Anna Navarre—it’s just that it a) wasn’t in a blasted cutscene and b) could be a worked around by the fans as a result of that and all the emergent fun the “broken” AI caused.

      That said, ISTR they did claim to design IW with a non-lethal playthrough in mind, so if so it’s a regression there.

  27. Drinking with Skeletons says:

    Very glad to hear that the game allows for multiple approaches. However, how forgiving is it for a player who dabbles in a wide variety of skills? I very rarely make a specialist character in my first playthrough of a single-character RPG, if for no other reason than any decent game will make all of its options sound fun and interesting. However, some games *cough*Oblivion*cough* are structured so that you are inordinately punished for sub-optimal builds.

    • Ultra Superior says:

      Based on the leak, I’d say the problem with AUGs is that the hard earned practice points don’t yield the same value of results when invested…. for example, there are two equally interesting, fun and substantial Aumentations, however one would swallow 8 praxis points to max out, while the other just 3.

      Also based on the leak – I’d say that the jack of all trades would work more than fine, maybe even I’d say it’s the best approach in the beggining and then specialize later only the most used augs.

    • John P says:

      The problem with the augs is that they’re all so boring. There are three aug upgrades just for increasing your inventory size, for example. Almost a third of all the aug upgrades are dedicated to the hacking minigame (like 16 upgrades for a minigame). Most stealth augs are about ‘improving’ your radar, which kinda sucks because I find stealth more interesting without a radar at all.

      Augmentations should be the opportunity to give players amazing powers that allow them to play creatively. But the augs in HR are almost all dull and lifeless.

    • JackShandy says:

      JohnP how can you even say that? I’m literally goggling here. Consider yourself goggled. The augs that don’t have an immediate awesome impact – jumping over streetlamps, seeing through walls, etc – have a marked difference to how you play the game. The inventory aug lets you be a total video-game character and carry 4 rocket launchers and a bike around on your back; if you don’t shell out for it, you’re going to have to restrict yourself to a small amount of the smallest weapons, and clever-sneak your way around the obstacles that your tiny arse(nal) can’t handle.

  28. Zanchito says:

    “When games get close to the glory of Looking Glass, our expectations can rise extremely high”

    That’s all I need to hear, sir. I skipped the whole article and just read the last paragraph, I want absolutely no spoilers on this probable jewel.

  29. Burning Man says:

    It is good then.

    That is a wonderful thing to hear. I am genuinely happy when effort pays off well.

    Also, that screenshot of the white room looks FANTASTIC. I could play the whole game like that and love it.

  30. Demiath says:

    I’m relieved to hear DX:HR is a good game (not the least because it’s one of the few I’ve ever pre-ordered). That said, I’ve come to realize that smart games in general and the “whole choices & consequences” thing in particular is not and have never been as important to me personally as I once pretended it was (simply because it made me feel more intelligent and sophisticated than I actually am).

    And no matter how a good stealth is implemented in a game, I still hate it with all my heart – which means, among other things, that my current strictly non-violent (second) playthrough of the original Deus Ex is driving me absolutely insane. Still can’t wait for Friday, though…

    • Ultra Superior says:

      I love your post. Yes. I don’t like how pacifistic stealth is robbing me of kills.

      And when John wrote about smart games and changing your philosophy I thought – is there any game that is truly like what John describes ?

    • John P says:

      And when John wrote about smart games and changing your philosophy I thought – is there any game that is truly like what John describes ?

      … Deus Ex?

      I won’t have the same effect on everyone, sure, but there’s no question that DX1 is a smart game, written and designed by people who were widely-read and very thoughtful. HR doesn’t have the same feeling based on the leak, and it sounds like that’s what John found in the full game.

  31. Baconberries says:

    So, italics then, eh? On topic: having missed out on the original, and having a brand new gaming machine on its way this week, this does actual sound far more exciting than I had anticipated.

  32. Scilantius says:

    Hmm, John, you mentioned that it’s a long game,… could we get an estimate as to how long that actually is? How long did it take you to complete it, and how many side-quests did you complete?

    Either way though, thanks for the greatly relieving WIT! Greatly appreciated!

    • Tyshalle says:

      I’m 7 hours in, and I haven’t even started the second real mission. I spent probably 20 minutes in the tutorial, and maybe 2 hours in the first mission. The rest of the time has been spent just exploring the streets of Detroit and taking on side-quests.

  33. AdamK117 says:

    I really liked the intelligent conversation in Deus Ex. When I was younger I didn’t understand them (but wanted to), now I’m older I understand them and appreciate them. Surely it’s a win win to keep that kind of dialogue around (without pitching it TOO high, only took me 10 pages of “Being and Nothingness” to use Satres works as a toilet paper alternarive)

    • Berzee says:

      What I like about Deus Ex’s conversations is that they talk about “lofty” ideas but they don’t usually use “lofty” language…it’s average bums and soldiers and augmented agents who aren’t much into books, having these conversations, and even the philosophers in the story generally don’t waste time on unnecessary polysyllables.

      It’s one of the best tests of whether you actually know what you’re talking about — limit your philosophies to one or two syllable words, and you’ll see if you’re talking sense or nonsense. =)

  34. mindlessrant says:

    My System Shock 2 doesnt have Coca-cola ingame ads :/

  35. mandrill says:

    This? Or food shopping?

  36. mod the world says:

    I skipped the WIT and the comments because of spoilerphobia, someone please just tell me, does John give out a 10/10?

    • Sheng-ji says:

      I guess you could boil it down to an 8.5 to 9 out of ten – dependant on how much you value graphics – lower mark if you value them more.

    • Srethron says:

      “I skipped the WIT and the comments because of spoilerphobia, someone please just tell me, does John give out a 10/10?”
      No, but he said it was pretty good. So, you know, 7.5 out of a Half-Life of Hats with a side of scotch.

    • Shih Tzu says:

      Sounds like more of a 9.5 out of 10, with a heavy emphasis on “game gets so close to perfection that the flaws are thrown into sharp relief.” But the flaws (no spoilers) are along the lines of “graphics are maybe not great sometimes and I blame the TV toys” and “once in a long while the game forces you to do X, and X is really stupid and doesn’t fit with the game and just blow through it so you can get back to the wonderful, wonderful stuff.”

      So yeah, makes me happy I preordered. Also, I am sorry Squeenix is being stupid about the EU release date. Go play Xenoblade Chronicles or something while you wait.

    • Bilbo says:

      Sounds like he liked it, just not sure why – he makes reference to a few big, self-face-punchingly annoying problems dirtying up the scene, but then kind of washes over them in the summing up, which is odd. But the other reviewers are all doing the same thing, so it’s probably going to be worth the purchase if it sounds like your thing.

    • Sheng-ji says:

      Heheh, three different opinions, three different scores – Please RPS, never implement scores – this clearly demonstrates that a solid well written piece of text is the best way to help people understand whether and how much they will enjoy a game – trying to give this a numerical rating is an outdated and quite frankly ridiculously dull idea.

      Maybe if game creators carried a “Michelin Star” type rating with them?

    • Jim Rossignol says:

      “Please RPS, never implement scores”

      And we never will. It was one of the reasons for creating the site in the first place.

    • mod the world says:

      Thanks guys, it seems DX 3 got a 8.3/10 from John. That means it’s probably good, preordering NOW!
      The lovely thing about rating numbers is that you can see the verdict at one glance. Something i miss at the WITs.

    • edgeblend says:

      “And we never will. It was one of the reasons for creating the site in the first place.”

      See, nine out of ten. They do give scores they’re just very subtle about it.

    • thegooseking says:

      “And we never will. It was one of the reasons for creating the site in the first place.”

      Out of 10.

  37. MaxMcG says:

    Is this the same studio who will be making Thief 4?

    If so, my fondest wish might actually come true.

    • John P says:

      Your fondest wish is for Thief 4 to be a third person line of sight sneaker rather than a rich simulation like the original games?

      I’m just guessing of course. But a designer at this Eidos studio recently called shadow-based stealth systems ‘weird’. And considering Thief is all about hiding in shadows, I’m pretty concerned.

  38. Ultra Superior says:

    So great to read this. I uh… made some opinions based on the leak and in general I felt extremely happy with the game, pre-ordered etc.

    Question: John, did you play it with the Golden Outlines? It could have been switched off in the options in the leak. I played without them, but the real reason was they looked awful – like plush neon tubes. Do they look awful in the final game?

    Also, I don’t think the hatred towards the first bossfight is entirely deserved. I am no friend to cutscenes, but – to be fair

    *SPOILER*

    he kills himself – it is not a kill forced on you, it is his decision, his suicidal attempt at your life, which you escape by jumping off his grenade rigged hug. Also, the fact that you pumped tranqs and electroshocks into his augmented body does not mean he can’t cough blood, I mean, try it on anyone and I’ll guarantee it would do substantial harm… Also, that bossfight can be dealt with in many different ways (environment hazards, stuns, lots of weapons around, and sneaking too!) So I don’t think invoking “super mario” is in place… in this case.

    *END OF SPOILER*

    That said, are you sure there are no killphrases or similar routes?

  39. wodin says:

    As the review went on it started to sound worse and worse….this review has made up my mind now not to bother…

    I suggest people read the whole review and not just the glowing begining.

    Front what I can read from the previous comments it seems many never ead the whole review…

    The game isn’t smart…but the developers where…graphics are OK but not mind blowing…hacking mediocre…stealth superb…choices there but not followed through enough…levels become boring after awhile…
    Thats what I got from the review.

    • Ultra Superior says:

      Oh come on, that’s so unbelievably dumb of you.

      Yeah, don’t bother when 11 years after DX there is a first worthy successor.

      Bother when Gears of war 4 get ported or whatever…

    • Imbecile says:

      I think thats perhaps a little bit glass half full. John makes it clear that these flaws only stand out because the rest of the game is so good.

      Also he ends “…a game that remembers what PC games were once all about, and honours them. It’s a refreshing reminder of what games can be in the current swamp of six-hour follow-em-up shooters, and stands shoulders, chest and waist above. When games get close to the glory of Looking Glass, our expectations can rise extremely high. That Deus Ex: Human Revolution meets so many of them is a remarkable feat.”

      That sounds positive overall to me.

    • DK says:

      “Yeah, don’t bother when 11 years after DX there is a first worthy successor. ”
      Yeah of course.
      REJOICE BROTHERS! A DECADE AFTER A BRILLIANT GAME WE NOW FINALLY GET A GAME THAT IS ABOVE AVERAGE BUT STILL FALLS SHORT OF A DECADE OLD GAME!

      Truly we live in a blessed time, when it takes ten years to almost reach a highpoint but still not get there.

    • august says:

      Funny coinciedence, with all the elipses in your post I couldn’t be bothered to finish reading it.

    • JackShandy says:

      Guys I suggest you read the entirety of wodin’s comment next time.

      “The game is…superb… Thats what I got from the review.”

  40. Inglourious Badger says:

    I know there were plenty of criticisms in there, John, but somehow all I read was: BRILLIANT! BRILLIANT! BRILLIANT! Cant wait for 4 days time and hoping Steam actually unlocks on time, no Steam-time nonsense please!

    • Ultra Superior says:

      Steam: Price locally – release Globaly !

      Pay double the price and play the day after. Cheers!

    • SuffixTreeMonkey says:

      I think the Steam rule is: pay more for the same bits and get them later! We gamers are suckers, we’ll buy the games anyway.

      And if some famous PC-centric UK-based web server says it’s fed up with the practice? Oh well, it may launch some initiative but it’ll forget about it quite soon.

    • frymaster says:

      actually, the steam rule is “we’re just a middleman, the publisher sets the prices”

  41. salad10203 says:

    Anyone have any idea an average play through would take? 20 hours?

  42. ProfessorBluepad says:

    “I completed the game without firing a bullet. Let alone killing anyone. (With a massively exceptional caveat we’ll be coming to very soon.) Using a combination of tranq guns, the tasering stun gun, and most of all, hands-on non-lethal take-downs, I made sure that the available enemies were out of commission, but without any loss of life.”

    My plans are rather the same.
    I want to play through this like Batman.

  43. hardboiledgregg says:

    ‘if you’re killing people they’re going to be under-staffed when they all come after you.’

    Are there definitely no ‘monster closets’ in the game then? That’s always quite refreshing to see.

    • Ultra Superior says:

      YES it goes so far that I murdered all the people of the Detroit city hub and nothing ever interrupted my quiet evening serenity.

  44. Berzee says:

    edit: all fixed, all y’all

    • Berzee says:

      You did not take one of the offered suggestions. I know you think that the world is a sandbox that you can alter in any way the mechanics allow, but I prefer if you limit your choice to one of the many attractive paths I have presented to you (it’s all in the numbers).

    • JackShandy says:

      I don’t know what happened here, but this post is like the mysterious ruins of a once-great civilization now.

    • Berzee says:

      This post…was not the beginning…but after this post…all things, including all the beginning, was never the same again…

  45. aircool says:

    tl;dr…where’s the score?

  46. LennyLeonardo says:

    Oh yeah, so I keep forgetting to post about this:

    I’m sure loads of people know this already but the first time they printed concept art in a preview in PC Gamer I noticed that all the weapons are manufactured by some company called Steiner Bisley, as in Daisy and Tim.

    Nerdy little in-joke, but I think it’s kinda fun.

  47. enshak says:

    Stackable crates. Looks like Thief 4 is safe in their hands.

  48. Berzee says:

    After reading this article, I will allow myself at last to become excited.

    However, I find the punchy stabby violence rather too visceral for complete enjoyment (based on the trailers and such) so I am not sure what to do about that. Maybe I’ll just go for guns instead of melee takedowns.

    Anyone know if this game is designed to be easily moddable? (Just textures and sound clips and such…)

    • hjarg says:

      Hmm, pretty sure there was an option to turn them off…

    • Berzee says:

      Excellent! That makes me twice as happy about this game =) Thanks for the good news. If it proves to be false I will…well, I just will be a little bit bummed out honestly. Way to go…

      =\

      :D

    • Ultra Superior says:

      Pretty sure there is no option to turn them off…

      however, some of them are very good – silent choking etc. while others are silly – tap on the shoulder+punch in the face (as a silent takedown.)

      but in most cases, they feel great. It’s a very nice reward for previous static minutes crouched behind a crate, biting your lips and waiting for the guards to finally desynchronize their patrol routes…

      + there are those stupid XP rewards, that force you to play with takedowns. I am RPG slave and experience addict so I really don’t have a choice – I NEED those XP.

      Most XP you get for stealthy and ‘expedient’ takedowns, which also speaks volumes about John. Praxis points junkie like all of us.

    • Berzee says:

      Yeah, I do like some of them for their silliness ;)

      Mostly my problem is that the lethal ones really make me wince. I’m kind of a sissy when it comes to seeing things that look like they’d actually hurt, and there are a few of those in the lethal and nonlethal categories both. (I miss out on a lot of supposedly-good T.V. shows and movies because of this same squeamishness too — at least in DXHR I can avoid it with rocket launchers? =)

      Edit: aww, but if rocket launchers give less xp :(

      WELL WE WILL JUST HAVE TO SEE IF I CAN TOUGH IT OUT!!! (either the lack of xp, or the owchie animations)

    • Harlander says:

      Just remember that when you hear the horrible bone-shattering impact of Jensen’s leg on someone’s kneecap, it’s really just someone snapping a bunch of celery stalks right up to the microphone.

    • Berzee says:

      Harlander, you will almost certainly never see this again, but THANKS BUNCHES for mentioning the celery stalk thing. At first I was all like “haha that’s a good joke guy, I knew it was fake sound” but actually being able to imagine what the source of the fake sound might be has made it shockingly easier to bear.

      Now when dude’s arms get snapped I just keeping tellin’ myself, “LOL CELERY?” and I am not squeamish about it much at all! You are a great man, Harlander.

  49. Post-Internet Syndrome says:

    Gnnh, the wait.

  50. FriendlyFire says:

    Reading this WIT (and thank you very much for confirming that I did well preordering), I can’t help but wonder… How much of those odd cognitive dissonances are due to Square’s influence? I can’t shake the feel that they did somewhat interfere, and that maybe such things as mandatory boss fights (when it would have been much more logical for there to be many ways around them, including fighting and discussing and maybe others even) or a less challenging storyline in terms of concept could be due to worries about the game not being mainstream enough, which would cut down on sales.

    Maybe I’m reading too much out of it, but you did make it seem as if the developers held back on some areas, which would fit with meddling from the higher-ups.

    Still incredibly excited about this though!

  51. Vivi says:

    I can understand the desire for boss fights with non-lethal resolutions, and I see how out-of-place they look when every other enemy is avoidable or can be spared, but I really don’t see how they would make much sense in terms of the game.

    If you work your way through one hell of an ordeal, finally meeting the guy or girl who is the source of all your problems, how is giving him a good knock over the head supposed to solve that problem? Why would he not just wake up and keep on going? And on a more real world level, how would the game, and the story, react to something like that? We’re talking The Witcher 2 sized plot branches, for each boss.

    As desired as absolute freedom in a game is, there comes a point where the developers have to make decisions that benefit the story and the overall experience in a positive way.

    • Berzee says:

      “how is giving him a good knock over the head supposed to solve that problem”

      ask that to half of all protagonists ever :(

      Anyhow, must-kills were part of Deus Ex 1 as well; I know you could get around it with creative glitches or excessive knowledge of ways to trap NPCs like Anna Navarre, but on the whole it assumed you would end up killing a few “bosses” too.

    • Ultra Superior says:

      Berzee, good man, you are always right. A pleasure to read your posts.

    • FriendlyFire says:

      There are many ways a boss can end up effectively “dead” without necessarily tasking the player to fight him or her head-on.

      You could fight the boss directly.

      You could sneak up on the boss, avoid detection the entire way (any detection would force you to fight the boss directly), plant explosives, leave and detonate them, killing the boss.

      You could hack a system to frame the boss, perhaps into getting killed or captured by the police, rivals or even his or her subordinates.

      You could enter into a verbal joust with the boss and either make him or her surrender, suicide, or even turn to your side and help you. If anything but death would make the story too branching, the boss could get killed shortly thereafter (maybe even in the same cutscene) by people who don’t want him or her to defect.

      In short, I think in many cases people would be fine with the *illusion* of choice, where you can do the action in many different ways even if the end result is roughly the same. If you have the budget and time to make each choice branch out, all the better, but forcing you into a boss fight that breaks the entire game’s spirit is not terribly effective and could’ve been handled better.

    • Anthile says:

      Alpha Protocol did that. After you reduce a boss to zero HP, you could always decide whether to kill or spare them, will all the consequences.

    • povu says:

      Talking a certain ‘person’ to death with a giant wall of dialogue in Planescape Torment was awesome.

    • John P says:

      Why are people trying to excuse the boss fights by saying they’re justified by the story? Who cares about the story? You can rewrite the story. Gameplay comes first. In a game that’s all about choice, a series that champions non-lethal play, the ability to complete the game without killing anyone (and especially without being forced into combat with bosses) should have been a central design principle from day 1 of pre-production.

      The story does not justify the boss fights. Stop using that as an excuse.

      Yeah, DX1 required you to kill a couple of people. But Anna, for instance, could be handled with a kill phrase. You weren’t forced into combat with her.

      And people conveniently forget that Invisible War did not require you to kill anyone at all. You didn’t need to ever use a weapon of any sort in Invisible War. Yeah it was a worse game in most ways, but in this it was more accommodating. HR is a clear regression from both of the earlier games in this regard.

    • Monkey says:

      Laputan machine anyone?

    • godwin says:

      Huh? Gameplay comes first? Of course story is important, without it (or them) you have no context to the actions you’re performing as the player, let alone choices. They’d be set pieces, a series of scenes, with nothing to tie anything together. Why does the story not justify the bosses? And, have you played the game?

  52. StingingVelvet says:

    This review is not really going to help that reputation RPS sometimes has of being a bit pretentious. That said I agree the original Deus Ex was really smart and if this one is a bit less so that’s a shame. I don’t get the desire to be completely non-lethal though. I never understood the obsession some people had with that in the original either. To me it seems like calling attention to the murder we all do in videogames as a thing to avoid when a game allows for it is to say that virtual murder actually means something, which I firmly believe it doesn’t.

    In any case Deus Ex-like is about 10 times more than you could say about any other recent console port, so the little flaws don’t matter much in the end. This is a seminal release I am sure.

    • Berzee says:

      I think one of the main motivators for non-lethal playthroughs is just because there is a funny kind of pride in saying, Yeah, this game gave me 9000 weapons. I achieved all my goals without using a one of ‘em. I am simultaneously the most fearsome and gentlest of men. *dislocates several appendages, applies taser*

    • Ultra Superior says:

      ^_^

    • zergrush says:

      I don’t care about killing non-people, but playing in a stealthy / non-killy way usually provides a fun challenge. I did that in some MGS games, but got bored in DX1 and started blowing dudes up.

      Also, Batman.

    • StingingVelvet says:

      @ zergrush

      Right, I usually play stealthy too. I just like playing lethal predator stealthy. In any case trying to avoid killing is all well and good, but with the original DX some people seem overly obsessed with the idea.

  53. Donkeyfumbler says:

    I wonder how many days the pirates are going to be playing this for, while those of us who pre-ordered are waiting for it to unlock?

  54. Khemm says:

    OK, I’m convinced. If it really goes back to what made the original so good and forgets about Invisible War, that’s good enough for me. It might not be as great as the original, but if it comes close, that’s awesome in this day and age.

    I’ll have to stomach the atrocious Steam DRM, looks like it… Oh well. I can do that once in a while. Watch and learn, anti-Ubi crowd.

    • Wulf says:

      Uh… actually all that says is that you’re unable to stand by your convictions. It’s not even really a jab, it’s just saying that you’re willing to be weak, which is fine… but, what’s the point? See, I realise this is a joke, but it’s a poor one because it doesn’t actually strike home with anyone.

      - Steam fans don’t think the DRM is obtrusive due to the offline mode.
      - Ubisoft games have an online-only DRM system which is different to Steam in terribly obvious ways.
      - If you were against a form of DRM then you’d simply avoid it even for the games you may want until the publisher learns better habits, as some of us may have done with the Assassin’s Creed games.
      - This ‘joke’ boils down to saying that you have convictions regarding a DRM but that your convictions are pointless and your willpower is piss poor, and that as soon as a ‘good game’ comes along you’re willing to ignore your standing convictions in favour of the game.

      So no matter what angle I try to examine that from, the joke is still a complete failure, and believe me I try to get a chuckle out of every joke. I just don’t understand why you posted it here, though. It’s kind of like if you’d posted to say: Hey, I’m not buying Modern Warfare 2 because it doesn’t have dedicated servers but Modern Warfare 2 is a good game so I’m going to buy it regardless of my convictions not to buy it because of its lack of dedicated servers.

      Admittedly some people did that, as we saw with the Steam protest group, but why would you post proudly about that… ? Even portrayed as a joke? So the joke makes no sense.

      *headtilt.*

      The only thing I can think of is that this is some form of in-joke involving self deprecation that only you and people who know you personally will understand.

    • StingingVelvet says:

      It’s quite easy to dislike Steam but by Steamworks games anyway. The main reason for that is: DRM is irrelevant on an open platform. If I want to play it Steam-less I can, if I want to play it after Steam shuts down I will be able to, if I want to play it and Valve ban my account I still can. Companies saying “you MUST activate and you MUST use Steam and you own NOTHING” on an open platform are basically just yelling at a brick wall.

    • Berzee says:

      And yet when I get on the bus and doubleclick my Deus Ex: GOTY Edition .exe it says

      “Steam not found” unless I previously saved my Steam credentials or started up offline mode.

      am I doing something wrong (perhaps not understanding how to open the platform)?

    • Berzee says:

      @Wulf, in these days where everyone and their grandma are declaring their conviction not to support atrocious DRM, you forget one vital thing…

      This OP never laid claim to such conviction =) He just said it was atrocious.

    • magnus says:

      ‘Atrocious Steam DRM’ I might sigh so hard I’ll turn myself inside out, the Industrial Revolution was really bad thing wasn’t it?

    • Berzee says:

      I purchased this mechano-wondrous device and it turns out that it has “always full of water and coal” activation! Rotters, all!

    • Khemm says:

      @Wulf
      1) There was no “joke”, I have no idea where you got that notion from.
      2) I’m not anti-DRM. I realize companies consider it a must these days and I don’t blame them. What matters to me is treating DRM as DRM, regardless of who shoves it down your throat. Worshipping Valve and bashing Ubisoft reeks of hypocrisy to me, especially when I find Steam’s DRM much more intrusive.
      Does that make me weak? Maybe, maybe not? I don’t care. I never claimed to be boycotting anything out of sheer spite.

      I’m painfully honest when it comes to simple everyday things – when I see games that I like made by devs I feel need support, I might buy their products – in the end, publishers will stick to their dumb DRM like Steamworks, but by voting with my wallet I at least try to ensure more titles I seem to like will be made.
      I still hate Steamworks, don’t get me wrong. But unlike some fantatical anti-Ubi individuals, I refuse to punish DEVS for what their PUBLISHER chose. When given a choice between stealing – something that anti-Ubi crowd finds justifiable – and buying, I choose the latter. Call me weak if you want, my conscience is unscathed, at least.

    • kyrieee says:

      I downloaded a fan-made patch for Super Meat Boy that fixes an issue the devs have said they aren’t going to, and I don’t know if it’s intentional or not but it both fixes the issue and acts as a crack. If something not even advertised as a crack actually is it can’t be too hard breaking the Steam DRM.

    • FriendlyFire says:

      How is Steam worse than UbiDRM? I’m genuinely curious to know.

    • LionsPhil says:

      That is a terrible metaphor. Steam is in no way a technical necessity to make games possible—it is entirely an artificial constraint. (You can bitch over if that’s a business necessity if you want, but chances are everything you have to say has already been said a hundred times on this comment board before.)

    • DarkNoghri says:

      Berzee:

      “And yet when I get on the bus and doubleclick my Deus Ex: GOTY Edition .exe it says

      “Steam not found” unless I previously saved my Steam credentials or started up offline mode.”

      Steam has, as I recall, never let you start Steam in offline mode if you hadn’t saved your login details. However, the recent beta had this in the patch notes: “- Fixed offline mode not working if there was no remembered password”

      I’ve no idea if it actually works, though. *shrugs*

  55. UnravThreads says:

    That’s one hell of an orange game.

    Is orange the new brown?

    • sinister agent says:

      Looks to me like a case of Crap Hollywood Teal & Orange: http://theabyssgazes.blogspot.com/2010/03/teal-and-orange-hollywood-please-stop.html

    • Berzee says:

      I walked out of Walmart a few days ago and there was this awesome sunset that made the entire *atmosphere* golden…I (and everyone else in the lot) just stood staring for 10 minutes…I mean it wasn’t your average beautiful sunset, it was like…it looked *photoshopped*.

      After ten minutes I realized, whoa, this is like Tron except I got loaded into DXHR instead!

    • JackShandy says:

      Did you order lemon-lime?

      Berzee, I was walking how at night the other day and I was amazed by exactly the same thing. Night totally is black and gold.

    • godwin says:

      I know it’s somewhat of a joke, but that blog post is just stupid, verging on trolling. Maybe it’s because I paint, but I don’t think those colours are anywhere as exaggerated as he makes them out to be. He makes no effort to show other ways of grading, but instead creates colourised pictures of well-known paintings. What. Now you get idiots trying to point out complementary colours in every film and equating it to BAD.

    • ankh says:

      I’m a fan of this thread.

      Edit:Thanks to godwin.

  56. sinister agent says:

    Important question:

    When the time comes (which I presume it does) for you to abandon Sarif, does anybody nudge you and make a joke about how you’re now operating sans sarif? Eh? EH?

  57. nootron says:

    Cup of green tea in hand, Nootron set about reading this delectable Wot I Think

  58. Nallen says:

    Yes but what does it get out of 10? ;) lol

  59. Nihil says:

    One thing I’m slightly disappointed didn’t get a mention is the soundtrack.

    I’ve been absolutely blown away by Michael McCann’s work on this project since the sublime ‘Icarus’ which accompanied the E3 2010 trailer. Don’t suppose you could let us know if he managed to nail it over the whole game John?

    • Berzee says:

      You’re not alone; a lot of people on this comment thread have asked about the score.

    • magnus says:

      He did resort to using the Birdy Song over and over when he got composers block towards the end, he even played it backwards during the end credits because he thought nobody would notice.

  60. theloz says:

    RPS can I play and enjoy this game fully if I haven’t played the first two?

  61. JackDandy says:

    Nice review! I had a feeling the rest of the game wouldn’t quite live up to the leak’s quality, but it’s still far better then most current FPS offerings.

    My version is augmented, and I can’t wait to play it!

  62. Mayjori says:

    the jump pack is surprisingly fun to use

  63. Wizlah says:

    Interesting review, in so far as there is much John isn’t talking about at all. I appreciate the effort behind it, and the overall tone of the review made me think I will get this after all (I was pretty much set for leaving it for a long while, but I think I’ll reverse that decision).

    It’s a bit of a shame about not trying the smart stuff of the original, but I think it may be a product of the developers being so concerned about getting the game right, they didn’t want to push their luck. So long as the setting feels like it has depth, a sense of place, and the people within that setting are interesting, I’m not too stressed about the loss of interesting reading material. I do wish more game designers would try it, although it may not always work. (Deus Ex and Morrowind always win out on that front for me, and the witcher does pretty well (dunno how witcher 2 compares))

    The key though, I guess, is that we need more games prepared to try this kind of thing out. I was rereading jims review of precursors at the start of the year (gamersgate have it going cheap right now), and ultimately, we benefit when the game designers go down a more imaginitive route. I really, really enjoyed my time with mass effect and mass effect 2, but I would rather most games and games developers did not try to be bioware. As much as I enjoy the mass effect seriies, I don’t really trust bioware’s instincts, and haven’t since I played KotOR.

    It’s a good day when you get this review and the preview of Dishonoured below. Oh, and now an interview? that’s a fucking great day.

  64. nootron says:

    Wait, looks like its 6AM ET release for the game for NA on Steam, not 12:00. Steam is telling me its not available for 13 hours. Nooooo!

  65. nootron says:

    Is it possible to throw your shoes on top of buildings?

  66. VelvetFistIronGlove says:

    Thanks, John, that was a great review.

  67. Gabbo says:

    Invoking Looking Glass is high praise, and makes the game that extra bit tempting.

  68. LimeWarrior says:

    I hated the boss battles in DX1. So, they are staying true to the Deus Ex legacy (in a bad way).

    My first, naive play through I tried to kill them using conventional means. Horrible idea. Every play after that, I one-shot them with the GEP gun before they can even talk to me.

    With one exception. I actually did a play through where I avoided every single boss and still completed my objectives (I guess you could call that non-lethal). Funny thing is, when you do this they ALL show up at Area 51, looking for blood. Did anyone else try this in DX1?

    • LionsPhil says:

      I’m only aware of Simons reappearing after you run away (which is quite cool in that the developers thought of players doing it); Anna is supposed to block your exit from UNATCO until you get the key off her corpse, and I thought the game assume she’s dead after that point even if you use the scare-her-into-opening-the-door AI trick. Gunther I think is likewise assumed dead after Paris even if you damage him enough that he runs away. (You can handwave this a bit as UNATCO framing JC—IIRC the news always pegs Lebedev’s death on him, even if you tranq Lebedev and carry him all the way to Tracer Tong’s compound (yes, you really can)—but the game never makes that distinction.)

    • Love Albatross says:

      While DX did have unavoidable boss battles there are several key differences.

      First is that you can defeat several of them through sort-of non violent social/hacking means by using killphrases, which is just such a cool idea, especially if it’s something you’ve discovered on a repeat play through.

      Also, the game designers accounted for the player doing something very simple: running away. It only works once or twice but the fact they even thought of it at all is brilliant.

      Also also, DX offers vastly more flexibility about taking down the bosses, not just with the aforementioned kill phrases but the way in which you can take advantage of equipment and the environment. Can kill Anna by booby-trapping the corridor on the plane with a LAM or two before she shows up, for example. DX HR does not, from what I’ve seen, allow anything like this. You’re shoved into a situation with a bad guy where the only choice is to keep shooting until they go down. It’s boring, completely unimaginative and a jarring change from the freedom you’ve been given up until that point.

  69. eclipse mattaru says:

    Is it just me or this sounds like a larger, less-hand-holding-y version of Alpha Protocol? Especially when you read the bad stuff; very very especially those down to the obnoxious, unexplainable boss fights.

    • VelvetFistIronGlove says:

      The first boss fight (which was in the leak) is nowhere near as bad as the boss fights in Alpha Protocol. It’s still not great, but you can at least use a large variety of weapons and environmental attacks to take him down, and sneaking is quite useful.

    • eclipse mattaru says:

      Oh, don’t get me wrong, I preordered this about 4 hype articals ago and I already have it preloaded in my hard disk, waiting for whatever activation date is down here (South America), and also I loved Alpha Protocol even with its awful boss fights. I just thought a coincidence in such a specific, bad decision was at least strange.

      Publisher pressures, maybe? To me, it certainly sounds like the kind of crapp both Sega and Square would push to have in their games.

  70. Alaric says:

    Damn you, John Walker, for writing such a great review. My own review (set to publish at midnight) is not quite so good. The worst part is, we used very similar phrases in a couple of places, and even though I read yours after submitting mine to my editor, now everyone is going to think that I copied you!

  71. Buttless Boy says:

    Hacking minigames are cool! I liked the ones from Bloodlines (kudos for mentioning that sublime game, Walker) and Fallout 3/New Vegas. Texty pseudo-hacking is best.

    • eclipse mattaru says:

      What minigame? Hacking in Bloodlines only involves pressing CTRL+C and hoping your skill is high enough.

      I agree that operating the computers by real-life typing in the keyboard is really cool though.

  72. Kaira- says:

    Sounds good, gonna add it to my “play-when-hits-cheaper-prices-and-have-time”-list.

  73. Hendo says:

    Good review. Glad I’ve got this pre-ordered now.

    Just one thing that’s bugging me about this article (it’s really small and probably just me being a pedantic idiot) and that’s the start:
    “There are very few games that all of us at RPS find ourselves all anticipating so hotly, and this week Deus Ex: Human Revolution is finally with us.”

    Now, I know you wish to IMPLY that Deus Ex: Human Revolution is ONE of those titles you all anticipate but, grammatically speaking, it doesn’t really read like that. Best you can do as a reader is ASSUME that it should. There should be something, somewhere, to say “but Deus Ex: Human Revolition is one” (or something to that effect).

    Sorry – I know it’s very petty. Like I said – I enjoyed reading the article as a whole and am glad it painted enough of a picture for me without spoiling any of the game later.

    • Berzee says:

      Hendo, you’re like Samwise Gamgee and I’m like Frodo Baggins, in that you carry on where I left off. Later when you find out I’m not dead, you can come rescue me and we’ll throw that first sentence into Mt. Doom together. :D

      [.....lotr spoilers, sorry..........]

  74. Flukie says:

    I recon we can just VPN to the US to unlock early, I did that with Brink will probably work here too.

  75. Makariel says:

    Rejoice!

    But still have to wait until Friday *grrrrr*

  76. Mayjori says:

    How long does a single play-through last?

  77. Kleppy says:

    So it’s pretty much Alpha Protocol in the future then? sounds good to me.

    • eclipse mattaru says:

      … but without the ridiculously arbitrary interactive spots (“So you wanna drop down from that platform? OK, but you can only do it at this EXACT corner here. We’re putting this GIGANTIC glowing arrow here so you don’t miss it.”).

  78. Navagon says:

    I wondered why the boss fights in the videos irked me. I think that the ruination of the perception of freedom of choice must be the answer to that.

    Still, it does otherwise sound like it’s the kind of game I want to be playing.

  79. E_FD says:

    What a coincidence, I just finally got into playing Alpha Protocol last week, and the boss fights in there are just as horrendous, and completely at odds with the playstyle of the rest of the game.

    I wonder if this is some sort of new requirement for Deus Ex-like games.

  80. MrTrent says:

    I have two questions before i decide whether or not to buy this game. The second question is split into two parts. This does not make it three questions.

    1. Can you break into the nightclubs?
    2.(a) Is there a basketball?
    (b) If the answer to 2.(a) is YES, can you throw it at stray cats?

    • LimeWarrior says:

      I played the leaked build.

      1. No nightclubs in the leak, so I can’t say for sure.

      2. YES there is a basketball (and a hoop), but I didn’t notice any stray cats.

    • TheTingler says:

      A) Yes, you can break into the nightclub in Hengsha. In several ways.
      B) Yes, basketball, hoop, and if you chuck it at random people some will pull out guns and shoot you.

      Strangely though, there are NO ANIMALS in Human Revolution at all.

    • MrTrent says:

      No animals? Not even green greasy greasels? Oh No!

  81. magnus says:

    And do the toilets make noise when you flush them? Proof positive Invisible War had the best ever toilets in a video game,

  82. Janus says:

    2000-odd words in and not a word about what was absolutely paramount to Deus Ex’s design (and fell by the wayside in Invisible War): the possibility of unscripted emergent interactions. Like, that’s pretty much the axis of Deus Ex’s brilliance, and here you are bloviating about Smart Books and Stealth Runs. I’m almost certain, based on everything that has been said about this game, that the scope for emergence has been significantly curtailed as compared to DX so as to facilitate Square Enix’s propensity towards Engaging Emotional Narratives (more or less the anathema of good game design).

    Yet another casualty of the great Cinematic Gaming kraken.

    (Oh, and anyone who honestly believes Deus Ex had scripted boss fights is a moron.)

    • Berzee says:

      That’s a good point, as was mentioned earlier about “what a shame”…sometimes the best things in a game come from systems that are detailed and slightly wonky. =P

      Asheron’s Call had mage duels that were like this, when people discovered that…for who knows what reason….you could smash like three or four keys at the right time and slide all over the place like an olympic skater while shooting fireballs that were supposed to be fired from a standstill.

      I see how you’d want the same thing in DXHR because it was somewhat present in Deus Ex, although honestly, I’ve been playing through it again and I haven’t managed to get many of those kind of occurences, and have still been loving it. I’m not sure it’s as primary a factor as you say it is, but maybe that’s because I’m playing an explody-direct-assault man this time.

  83. ChiefOfBeef says:

    Everyone knows I’ve had doubts about this game (those that actually bother to read anything I post anyway). I’m tempted, if only so I can write the criticism of it that no one else will; should I buy the game anyway?

    Regardless of my worries about the seriously ‘herpy derp’ development team that had never played the original or any PC RPG before they started on it, based on what I know from the information available so far:

    1. No retarded DRM.

    2. They’re not going flaming mental with the back-stabbing DLC or pre-order bollocks. Mostly sentiment and cosmetic stuff.

    3. It apparently lasts more than fifteen minutes, unlike most triple-A games these days.

    All these are pluses which in a sane world would be standard. They should be encouraged in the vain hope we might return to the golden years of 1998-2001 that spawned the original Deus Ex and many forgotten wonders of gaming. Go find and play Hostile Waters you stupid child.

    • JackShandy says:

      “Stupid child”? Are you talking to me? Everyone reading your comment? It seems like you’re saying “Hey everybody, I would like to be attacked please.”

    • Berzee says:

      Just you, Jack. It’s all in the numbers.

    • eclipse mattaru says:

      “I’m tempted, if only so I can write the criticism of it that no one else will”

      Awwww, aren’t you the last bastion of independent journalism. Well, I for one will be sitting right here on the edge of my seat, eagerly awaiting that relentlessly uncompromising review of yours, believe you me. I’m oh-so-sure you’re gonna teach Walker and all the sellout jackasses like him a lesson. You go, girlfriend!

    • Berzee says:

      The Bastion’s gonna make it all okay.

  84. phenom_x8 says:

    There’s a lot more with this game technically, you can check it here http://hardocp.com/article/2011/08/22/deus_ex_human_revolution_performance_preview

    From this article, we knew that this game brings a lot of change from technical point of view.
    First is shader based Anti Alias with FXAA and MLAA usage(magically, both is works fine at AMD and NVIDIA card) instead of performance hungry traditional AA like MSAA and SSAA.

    The other things is more advanced DX11 tesselation on every polygon with minimal performance hit also occur in this game and we can actually see the differences between DX11 and DX 9 now!
    Minimal performance hit means it wont ruin your gameplay like crysis 2 DX 11 patch already did!

  85. Laurentius says:

    So most game elements are fine ? But i can’t make overall conclusion, at the end it seems boringly repetive, doesn’t it ?

  86. poisonborz says:

    Reading such a review is sober. Somehow I think games like made by Looking Glass, Bullfrog, Shiny will never come back. Developers will have to crave for a much much larger and wider audience, and while the recent rise of indie devs put out some neat titles, they’re mostly one-hit wonders based on some special gameplay feature, as they will never invest the time/money needed for such complexity. The reneissance that was the end of the 90s will not come until… I don’t know.

    Maybe when there is a free, complex multiplatform devkit/engine that is relatively easy to master. Or when the notion of games will reach a certain maturity in the minds of the general population (eg. the watered-up demographics from the early 2000s “evolves” to the then-niche gamer folk of the 90s).

    I don’t know. It’s great that a developer finally tries to match up with a legend, but somehow I fear that in general gaming, something went really wrong past decade.

  87. Chaz says:

    Here’s hoping some one does a System Shock reboot next.

  88. TheTingler says:

    Naughty John, you weren’t supposed to take pictures beyond the Waterfront area.

    Also, every Deus Ex fan out there – DO NOT SKIP THE END CREDITS.

  89. hilllbilllyjoe says:

    A true lengthy game that for some reason is cheaper that MW2 on steam. WIN!

  90. Sparks says:

    The boss battles are fine. Disregard the press anti-hype over them. They’ve missed the point entirely, I fear.

    Consider the alternative – a game where each of these heavily augmented supersoldiers, designed and trained from the ground up to be the perfect counter to Jensen, respond to things like tranq guns and non-lethal takedowns. Sure, from a gameplay standing it might have satisfied those who naively want ‘all freedoms, all the time’.

    But the reality is that by equipping them with the tools to avoid these things was a masterstroke of narrative and design. For a game that has so many options, so much freedom, when all of that is removed you panic. As John said, he felt annoyed, he felt anger. His error was misplacing those emotions at the game and the designers, and not the experience contained therein. It wasn’t Eidos Montreal that Jensen was foiled by, it was [boss name here].

    They work in balance with the wider game, too. Gun-heavy assault builds have an easier time dealing with confined combat scenarios, but miss out on a lot of hidden content and upgrades that require other abilities to access.

    In this sense, the boss battles being purposely easy for gunsmiths is their reward for investing in those paths, just as locked doors and hackable computer codes are the rewards for stealthy, sneakier builds. It makes gameplay sense and narrative sense. The bad guys clearly show from the very opening moments of the game that they are lethal, violent and unrepentant. Their emotions, their methods, their strengths and the most effective ways to counter them were telegraphed from the start. If John missed those hooks, it is not the fault of the game.

    It makes narrative sense that these bosses behave as bosses. In a game so cohesive, so well wrought, it would have been stupid for them to have big red glowy weak points like a Zelda battle, or have ‘phases’ to the fights which would only have been criticized as artificial and ‘gamey’ by the very same people who think that’s what they want.

    • Mman says:

      Even if the game really wants to force you to murder people at points, if you’re playing as a pacifist you should at least get the option to express remorse that that was your only option. The things you’ve said (in a game like this the idea of being forced to kill offends me much more than the forced boss fights in themselves) could be implemented without suddenly showing a cutscene of the bad-guy bleeding to death when you’ve shot them with tranquilliser darts.

      As I haven’t played it yet maybe they did think it out and provide some way to talk about those forced murders if you’re playing a no-kills character (as I plan to), but everything I’ve heard suggests it’s a dumb, glossed-over (story/character role-play wise) blemish on an otherwise well-thought out game.

      To be fair the original DX forced a couple of kills on you if you didn’t use glitches, but then, the sequel should be avoiding flaws from the original (as it apparently mostly has).

    • Janus says:

      Anyone who thinks “narrative” should take precedence over player agency in a Deus Ex game fundamentally misunderstands what Deus Ex is . (Mind you, anyone who thinks “narrative” should take precedence over player agency in any game fundamentally misunderstands what games are, but that’s a broader topic.) Deus Ex managed to cater to a multitude of different approaches at all times, and didn’t need to stick in a stupid boss battle now and then to appease the combat diehards.

      As to the whole using “glitches” to bypass combatants in Deus Ex – Christ. Warren Spector still delights in hearing of the many weird and wonderful and sometimes counter-intuitive ways players are finding to exploit Deus Ex’s various interacting systems to bypass certain situations in interesting ways, and here you mooks are saying, Oh, No, I Don’t Think This Is What The Movie Director Game Designer Wanted Me To Do! Better Reload! I Wouldn’t Want To Miss Out On The ~Streamlined Emotional Narrative Experience~!

    • Kieron Gillen says:

      “In a game so cohesive, so well wrought, it would have been stupid for them to have big red glowy weak points like a Zelda battle, or have ‘phases’ to the fights which would only have been criticized as artificial and ‘gamey’ by the very same people who think that’s what they want.”

      I’ll agree with this.

      KG

  91. suibhne says:

    I thought I was ready for it, but no – I still get a frisson of secret, sinful joy every time I open up the game’s config menu and see an FOV slider. There’s no surer sign of love for the PC.

  92. HelderPinto says:

    What an amazing article man… nuff said.

  93. eclipse mattaru says:

    Just passing by to say it’s already unlocked down here at Uruguay, South America. So I’ll have to ask you British types to keep it down so you don’t disturb me while I play my Deus Ex here at my third world coconut computer, will you? kthxbye.

  94. Optimaximal says:

    http://arstechnica.com/gaming/news/2011/08/in-defense-of-the-boss-battles-of-deus-ex-human-revolution.ars

    Ars has a pretty interesting response to John’s boss grief. I guess anyone playing as a combat heavy character wouldn’t care. Also, all the journos obviously played as a sneaky bastard characters.

  95. Howl says:

    NOTE: This has disappeared from the UK Store’s front page, coming soon and best-sellers list. You can still manually search for it and buy it (I just did minutes ago). It does look like it’s about to disappear from the UK Steam Store though so I would buy it fast. So many games just disappear the day before release and don’t reappear for months on the UK Store.

  96. MajorManiac says:

    Relaxing in a hot bath, Thief (serires), Deus Ex, Bloodlines, a new Deus Ex game that is nearly as good as the original and reading a John Walker review of it. These are some of my favourate things.

  97. kuertee says:

    Any one know if this game is moddable? And if the “boss battles” can “creatively” be skipped with a mod?

  98. subkamran says:

    Did anyone else notice (and it would have been obvious if you were more concerned about exploration) for the very first mission talked about in the review that if you wait too long (I was looking around, hacking into offices, etc.), the terrorists just kill the hostages before you even start the mission?

    That’s when I decided my $45 was totally worth it. I was just assuming, “Hah, screw you I’m not coming right now, I got shit to explore,” like every other RPG that wants you to BE THERE RIGHT NOW but then the game was like, “Oh yah? Well then, I’m going to make you feel really bad about it, see if you do it next time!”

    Everyone just is pissed at you from then on, you lose all your respect with SWAT as they bad mouth you in public. “I got nothing to say to you.” Needless to say, next time I’ll go right away because it made me feel like a bad person.

    My personal observation is that I love Splinter Cell and Thief and DXHR caters perfectly to my mostly stealth, sometimes lethal gameplay style. And like in Fallout 3, it pays to invest in hacking! I got to a side quest and now I can’t go further because I can’t hack past a barrier. Now I either have to level up quick by doing stuff within the location or backtrack and come back later on.

  99. kuran says:

    Honestly I’m shocked at the positive response of HR. I hope it get’s better, but the mouse-lag and lack of any contrast or lighting in the game world, combined with 99% of the decorative items being static and immovable.. and yes, the cutscenes, localization,… blergh.

    Maybe I need to play it with a gamepad and stick with it a bit further? I do hope it gets better, but right now I’m a bit pissed that E.Y.E. is getting overshadowed by Deus Ex:HR by a huge margin. That game needs a proper WIT on RPS. Isn’t this website’s purpose to communicate to the world that there are gems to be found besides the blockbuster releases? Get on it!

  100. d00d3n says:

    The game has much more freedom than I expected. I spent five or so hours yesterday going through the sidestuff in the first hub world outside sarif headquarters in Detroit. I have to take issue with some things, though:

    As a “gotta catch em’ all” power gamer you are very restricted when it comes to your first aug choices. I have spent essentially every available praxis point on somewhat boring augs that are needed to get everything (4 maxes out hacking access, 1 needed to make hacking less quickload dependent, 2 for social enhancements, 1 for larger inventory). The stealth enhancing augs seem more fun gameplay wise but you can compensate in those areas with quickload and repetition which makes them less essential. Passing up hacking to use keycodes is hugely penalized in the game with notably less experience, less hacking items and less credits. When you have used the code any reward you could have gotten by hacking is lost forever. The social enhancement aug is also needed early to get all the benefits in conversations, which I guess is self-explanatory. Inventory size is stupidly under-dimensioned at default which forces you to choose between leaving a lot of stuff behind or getting the augs. A permanent locker or storage area would mitigate this (weapon upgrades and some other stuff take up lots of space but are not really needed on the field) but I have not found one as far as I have played.

    The thing that really annoys me with the game is the ridiculous loading times. This targets people who are trying to “power game” specifically and easily stretched the first primary mission several hours for me. It has also been annoying when hacking in the hub world. I have no idea how the testers for the game could find the loading times acceptable. I can think of no other trial and error-based stealth game with loading times even in the same ballpark as human revolution.

    In conclusion the game is clearly GOTY-material despite everything I said above … I can also confirm that the free-vpn/steam offline-solution worked great for me to get my copy bought for euros to work early.

  101. The Kid says:

    I started playing the game last night. Went through the first mission and did not save the hostages and turned my eyes to the lead terrorists escape while convincing him to release his hostage.

    Here’s my critique:
    The voice acting, and I know its early, I’m already hating: Gruff, monotone and expressionless.
    The graphics: ho-hum at best.
    Augmentation: I can’t touch on because I have one maybe two praxis points, though it seems one of the cooler, more original aspects of the game.
    The combat: I HATE CUTSCENES (for every hand to hand takedown! WTF) ANother FPS forcing us into stealth mode because no one thought of a way to make the other routes as enjoyable.

    Overall:
    The dialogue system is an ersatz copy of the ME franchise and from what I hear the morals don’t come into play in terms of outcome, which ruins it for me. And the combat is somewhere between Metal Gear and Gears of War. What this game makes me crave depending on the situation, the other games’ systems its ripping off or that did it better. When I’m stalking around I keep wanting to run in guns ablazing, running and sliding like a Badass and then I remember it isn’t Crysis 2 and you’re momentum doesn’t exist or is ignored entirely. I pine for the fluidity of Crysis 2 when I play this game. When I am speaking to characters I want the personal flavor of Mass Effect. Sneaking around, I miss the tactical and strategic yet hair raising espionage of Splinter Cell.

    DE-HR is a clutzy pastiche of the stolen, substandard, characteristics of games I’m reminded I rather be playing.

  102. akeso says:

    I finished the game and all I could think was:
    “This is what video games should be.”

  103. Gwilym says:

    @Sui42 That Stalker article of yours was absolutely fantastic, and I want more people to read it. It is probably the most excited I’ve ever been while reading about a game I’ve already played. I’m in a Uni class right now where we have the option of doing a ‘creative non-fiction’ essay, and I feel it only fair to warn you that I will probably steal your idea wholesale. I just need to find a game that can handle it – I tried it with the original Deus Ex, but its ropey mechanics led to too many cheap deaths, so I’m probably going to revise the rules to make it so I can only save in clearly-defined ‘friendly’ areas (this happens to be how I played the Stalker games), which pretty much defangs the concept completely. Have you managed to do this sort of thing in any other games? One of the Elder Scrolls games might work, but I’m stumped for anything else.

    Back on topic, I’m having difficulty reconciling the comments about the game’s less-than-impressive graphics with the fact that I find this article’s thumbnail genuinely upsetting to look at. Assuming it’s in-game graphics, it’s disturbingly convincing, and the first virtual battering that’s troubled me since the torture bit in MGS3.

  104. UK_John says:

    Funny that we have a Wot I think for Deus Ex 3 while we still just have a first impressions of E.Y.E. Divine Cybermancy!

    Would seem if you spend $30 million on a game, the media feel obligated to cover it, even if that $30 million represents 5% of the funds of the publisher. If an smaller company spends 100% of it’s funds, living hand to mouth, and releasing a game that cost $5 million, the media doesn’t feel obligated at all.

    So much for a fair and equal gaming media that represents the gamer rather than the industry. My arse.

    • Machinations says:

      Deus Ex is a legendary franchise for many of us – at least those who played it. Of course it will get coverage.

      E.Y.E., while interesting looking, is essentially a glorified mod, using staple HL2 sound effects etc. Maybe it should have gotten a review, but I don’t think this is an example of some conspiracy against indie devs.

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  106. dellphukof says:

    The character animation and rendering is absolutely horrible. I feel like everyone in 2027 has epilepsy. With engines today that can bring us the incredible facial rendering found in Rockstar’s LA Noir or the smoothness (if somewhat sameness) of Fallout 3 or Rage, why should players have to put up with such terrible character animation in a game where a principle focus is on interacting with other characters? It’s so bad it makes the game almost unplayable. I had to turn on subtitles and read the words so I wouldn’t be forced to watch the NPC’s seizures during the interactions.mat kinh

    • Machinations says:

      Agreed; I could not help, as I was playing, but be reminded of Bloodlines, and how the facial animiations in Bloodlines – a PC only title on the then-new Source engine – were superior to those from DE:HR, a game made nearly a decade later.

      The narrative etc. is quite compelling (so far) but everything feels very ..restricted.

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