The RPS Verdict: Deus Ex Human Revolution

By RPS on August 26th, 2011 at 12:54 pm.


Deus Ex: Human Revolution is out in the UK today! Jim, Kieron, Alec, and John have assembled to pass judgement on it. They like it. They like it a lot. But not without reservation. Read on to hear about why a wall is a man’s best augment, and why Kieron is feeling all dirty after kissing Geralt.

SPOILER WARNING: There are minor plot spoilers within. Endings and plot twists are not discussed, but there are a number of narrative elements mentioned as well as a few mechanical spoilers. Just beware. You know. As usual.


Jim: DEUS EX: HUMAN REVOLUTION Gentlemen, we should discuss this game, which I am going to argue is the third game in the Deus Ex series. I mean, it’s interesting to me that Deus Ex is a series at all.

Kieron: I always made the “It should be like Final Fantasy and reboot the world each time” argument. It’s a game about secrets and conspiracies, after all. What’s true and what isn’t should be up in the air when… oh, let’s get verdicting.

Jim: John, are you pleased that Deus Ex is back for a third game?

John: Am I ever! There should always be a Deus Ex game to look forward to.

Jim: I think there might be, now.

Kieron: Yeah. They’ve done the oddly miraculous thing in making this feel robustly commercial while remaining Deus-Exy. I really didn’t think they’d pull it off.

Alec: Well, we’ll find out next week if it sells or not. I can’t work out how much of the buzz is solely within games journalists circles.

John: I was interested to note that some yoof 17 year old son of some friends of mine had never heard of it.

Jim: It’s been on telly and stuff. The marketing push seems big.

John: He was instead mistakenly looking forward to BF3 and MW3.

Alec: That’s the thing though – basically it’s a new IP but RPS types get the added buzz of it being the best thing ever miraculously reborn.

Jim: This is a game that the Mass Effect crowd should be buying. Because it’s better than Mass Effect in eleven ways.


Kieron: I imagine it’ll get good-ish shelving – which presumably is the reason it’s only coming out on Friday in the UK, etc. As Alec says, I think Bioshock, except with the name remaining the constant and the thing that gets games journos yabbering rather than the developer.

John: Gosh, I liked it much more than BioShock.

Kieron: I liked it more than Bioshock too. At least so far – I’m about 20 hours in. And… oh god. We’re going to turn into one of those horrible “what box-office does it do?” film sites.

Jim: So anyway, we usually begin our Verdicts with a bit a downer. But I don’t think that’s going to be the case here. Are we united in being pleased with the game?

Alec: I believe we are united.

John: I, John Walker, am officially mostly pleased with the game. It was good.

Alec: But just to return to the bioshock thing – the difference there is that this is *so much* like the source game in a ton of ways. While BS wasn’t so much like Sysshock… did people generally get that sense too?

Kieron: …I’ll give a tentative yes.

Jim: Yes, I couldn’t quite believe how much like DXHR is like DX. I mean it’s not exactly like it, but sort of uncannily like it. I mean much of what it does, mechanically, is very different. But it felt similar. It had a similar delivery.

John: In quite a lot of ways, although some missing.

Alec: There are some massive differences. In a way it feels like I remember DX being, rather than like it actually was.

Kieron: Except without being wonky.

Alec: Because obviously it’s lost a lot of the crudity and, in some senses, the complexity.

Jim: But that’s the point about its updatedness. Production values: HIGH.

John: Here’s what I think. I think it was the best stealth action game I’ve played. I say “action” so I don’t include Thief.

Jim: I concur. It’s radically more entertaining than, say, a Splinter Cell game. Although not actually quite as fun to play as Blood Money in terms of being an infiltrate and non-gun-death sort of game.

Kieron: It’s just a different sort of thing. I’m not really comfortable comparing it to a Stealth game, even with stealth. I mean… Arkham Asylum. That’s almost where I file the stealth, and a lot about the game generally. It’s much more robust than I’d expect. Hell – in the words of the dear departed Quinns, it’s tight.


Jim: It is tight. But I think it is a stealth game, even when you consider how shooty and violent it can be, your main power is to hide.

Kieron: A man’s best augment is a wall to hide behind.

Alec: Metal Gear Solid is a comparison I’ve heard a couple of times. Not sure I agree, purely because I didn’t want to kick anyone involved in the making of DXHR in the teeth after playing it. But the stealth yes/no thing is interesting, in that while I approached it that way I wasn’t satisfied by trying to be Garrett. I wanted to do the cool silent takedowns and carefully timed tranquiliser snipes. I felt unsettled if anyone was left standing.

Jim: Ok, so something I wanted to talk about. Is whether it was surprising. John and I were saying how there were a couple of moments where we had to stack up boxes or something to bodge round a problem, but the game doesn’t have any big mechanistic/emergent surprises.

Kieron: Yeah, I was thinking about that. I mean, some of it is just based around how much more robust stuff like the AI is – characters don’t necessarily do crazy shit because they’re coded better. But other stuff is that there’s less ways to actively combine weapons effect or whatever. The choices in the game are much more designed and hard-coded, based around your abilities and the levels.

Alec: It’s sort of… surer of itself than the first game. For good and ill. I never quite knew what the first game was capable of (either in terms of possibility or restriction) when first playing it, but I had a good sense of what you could and couldn’t achieve in DXHR pretty quickly.

John: What did surprise you about the game, Kieron?

Kieron: I’ve just gone blank and started staring. Man! I’M OUT OF PRACTISE. I’ll see how I feel at the end of it – I’m the one who isn’t all that through. But I can certainly see stuff working.

Jim: I think what surprised me was that it’s probably going to be the second best RPG this year.

Kieron: The other interesting comparison to the Witcher is that it’s an RPG with a defined lead. I’ll differ to Alec’s position – I think JCD is a much stronger character here.

Jim: It’s definitive Guns & Conversation, perhaps.

Jim: A stronger character than Geralt?

Kieron: Er… Not JC Denton. Adam Jensen.

John: But I do agree with Alec that I wish Adam would have editorialised a little when reading large revelations about certain things.

Kieron: Not quite, as much as Geralt, but compared to the genuine blank slate of JCD, I was enormously impressed. Sorry – not impressed is the wrong word. I mean “I felt the character’s existence”.

Jim: There is some really good subtle stuff there, like the “ex” relationship with the woman, the slightly ambiguous relationship with Sarif, and so on.

John: Yes.


Alec: Rather importantly, I didn’t say Jensen wasn’t a strong character. I just said that his motivations and my motivations are two very different things.

Kieron:No, totally. Sorry for that. But I’m saying that I felt Jensen’s motivations were mine more often than your piece implied. I was shaped by stuff he gave a toss about. There was certainly times where the character’s movement through the world made me act in a way that I hadn’t been up to that point. There were certain points where I instinctively turned to lethal force when I had been primarily pacifistic up to then.

Jim: I really liked how some of the conversations played out, especially with Sarif.

John: I think Sarif was a brilliant character. Lots of twists and turns, and far more sophisticated than I was expecting.

Alec:: Yeah, he’s the most memorable character by far. Partly because of his narrative arc, partly because his voice and character are fascinatingly at odds with his corporate/science genius nature. He’s not a stereotype, he’s not slick and cold or even especially intellectual in his speech – he almost sounds like a guy who’d threaten to punch you because you looked at his girl (and then apologise afterwards for getting the wrong impression).

Kieron: Adam’s flat is a tour de force. The plotting is much better than the random sprawl of DX, for example.

Jim: Yes, that apartment was a really lavish touch. It could only have been better if he’d been able to sit down and have a smoke.

Kieron: And what most surprised me is… well, it feels a lot more like Invisible War than I was expecting. Some of the choices they’ve made are very IW… but they’ve pulled them off better. I mean, how much they make you imprint on the cast in the opening sequence – compared to the similar sequence that opened IW – says a lot. Even the fact it’s a sci-fi game. DX’s “thing” was real locales. This doesn’t have real locales. This is a sci-fi world again. That’s much more IW.

John: Really? Office complexes and streets?

Jim: I think the world actually suffers with its sci-finess.

Kieron: No, DX’s things was real office complexes and streets. As in, ones which exist in the real world. You can go and visit at least some of them. That’s not true here. It’s all fictional.

Jim: The big hubs are okay, but it’s actually fairly repetitive and closed off. Where The Witcher and the Mass Effect games dwarf it is in the constantly throwing in of new, mad locales. DXHR is a lot of corridors and atria.

John: I think the mistake with hubs was just their underuse. It just doesn’t make sense how infrequently you return to Sarif to touch base.

Jim: Yes, I do agree about the slight misuse of hubs. I was really excited by them , particularly Shanghai, because they’re huge and busy, but they actually don’t get enough of a look in against overall game time.

Alec: The cutscene vision of future-Shanghai versus the reality of the playable section of it was disappointing. I really want to see more of that crazy, two-tier city.

John: Kieron, which way are you playing? Friendly or JIM ROSSIGNOL?

Kieron: I’m playing it pacifist, but not re-loading. So if I get cornered, I turn to violent. I’m basically dealing with the consequences of my decisions and mistakes.

John: Lethal violence?

Kieron: I played like the first five hours without killing anyone, and then got cornered in an office complex. And then it was lock and load time. I’m probably playing it less lethally than I did with my original DX play through – because the stealth is more robust, I can. There I was a sinister sniper sort. Sneaky and lethal.


Jim: I stabbed many dudes. And I think actually the stabber route was a little overpowered. It was probably easier to murder everyone, one-by-one like the Predator, but in beige offices instead of the jungle.

Kieron: It’s funny. The most efficient way to play the game is the non-lethal take-down. Because you get more XP. It’s the powergamer’s choice!

Jim: Yes, but aren’t powergamer routes often less fun?

John: PowerLAMEr more like.

Jim: Haha, that is a kind of joke.

Kieron: Please! You’re a peaceful take-down guy. We all know you’re doing it for the XP.

John: Honestly, I never did anything in the whole game for the XP.

Alec: I did almost everything in the whole game for the XP. Even when I’d already deactivated security systems from the main computers, I’d go and hack every alarm panel, even though no-one could use them and even though anyone who could have done was unconscious by that point, just for the bonus XP. I was obsessed.

Kieron: I was interested in what you didn’t get XP for. As in, opening a gate with the passcode gets no XP. So if you’re a powergamer, you always hack. That said, XP is only for getting Augs, and I was never particularly stressed about NEEDING MORE XP TO GET WHAT I “NEED”. Actually, while we’re on that, thoughts on the AUGs?

Jim: re the augmentations, if you are non violent, does that mean you have not used the Typhoon? Also I think one thing that is really interesting is how keen I am to replay it. I’m already some distance into my second playthrough. I still haven’t got around to my second pass on The Witcher 2.

John: I definitely want to play again to go the other way on THAT decision.

Kieron: That’s one way it’s a lot like DX – it encourages lots of just nosing around by giving XP bonuses for it. It encourages hacking by giving XP. XP for everything.

Jim: Oh yes, THAT decision. I really wonder what happens.

John: I know cos Alec told me.

Alec: Sorry. I am bad.

Jim: Bah. That’s one of my main reasons for replaying, but I can see a load of points where it could have gone very differently, and I want to explore that.

John: What did people learn from the game?

Jim: Not much in real terms, but it learned me to be excited about Thief 4. You?

Kieron: I learned that I like punching dudes out. I’m still not bored of the tap on the shoulder and PUNCH! move.

Jim: (The third-person bits are generally pretty seamless, EXCEPT when there are multiple dudes around. And then they stand and watch. (In my head they are saying “hey, impressive moves!”))

Alec: I learned that I am strangely immune to getting bored of a hacking minigame, as long as there are experience points in it.

John: I mentioned this in my review, but I felt like they could have taught me lots. But really, it didn’t seem to want to talk about philosophy or politics beyond one very focused subject. And then it was quite ambiguous.

Kieron: Is this about the “this is a smartly told game, not a smart game”? position, John?

John: It is, yes.

Kieron: I was thinking about this. And it’s going to make me write a sentence that I don’t think anyone would expect me to write about it. Or anything ever.

John: Eek!

Kieron: I like that it’s less pretentious.

John: / faints

Jim: BUT NO!

Kieron: DX really was a cheery cut and paster of a mass of books. I don’t think anything in DX really explored the ideas. It just cut and pasted them into it. Conversely, while less ambitious, Human Revolution feels a lot more comfortable in its skin. I thought it would be a game which much to desperately prove… but it’s not. It’s very comfortable in itself.

Jim: You fancy it.

Kieron: It knows what it wants to talk about, and delineates that.

Jim: You totally want to kiss it on the lips!

Kieron: My lips are still covered in cold-sores from when I kissed Geralt.

Alec: I’ve muttered about this already, but yeah, it throws out a load of the peripheral ideas to focus on the one core issue, the moral argument around augmentation. It’s got a much clearer and better-written voice for it, and it’s also a lot less dorky for it. It makes sense and it’s more grown-up in big way. Though I still don’t think it explored it anywhere near as much as it could have done. Again, Jensen so rarely editorialises – there’s surprisingly little discussion of the augs’ effects on his thoughts, both in terms of his own self-image and whether having all this crap plugged into his brain and eyes alters how he sees the world.

Jim: I want to write about something about how the game isn’t really about transhumanist issues. It’s about politics and ROBO-ARM issues, which I think is pure sci-fi commentary, rather than futurism in any sense.

John: I think I wanted pretension. I went in absolutely not expecting to play one of the most entertaining sneaky games ever, but expecting to be taught stuff.

Kieron: It’s a cheerfully methodical look through various outcomes of the “what if we could make better humans”. And there’s a lot of stories looking at it from various angles. It doesn’t feel the need to quote anyone else to impress you.

John: After chatting to the developers, I’m very surprised their reams of research into current transhumanist writers didn’t permeate the game at all.

Kieron: Can I use a minor spoiler? That plot about the poor girl borrowing money from the mob to pay for the implants she needs to do her job. That’s a story about class and power. And that’s informed by a lot of transhumanist debate.

Jim: Yes, that’s what it really seems to be about: the Haves and the Have-Nots, which is VERY contemporary.

Kieron: It dramatises rather than quoting. I mean, the stuff about the riots? In the last few weeks? It feels incredibly contemporary.

John: Yes, that did.

Jim: Absolutely.

Kieron: What I’m saying is that I think it’s a smarter game than you’re giving it credit for, John. I also really like how it does some subtle things with how augs effect how you interact with humans. I mean, the fact you’re not actually talking to people, but reading their signals and then dosing them up with pheromones? That makes me feel really genuinely creepy. When your pilot tells you off for trying to use the pheromones on her, for example.


Alec: And then you do anyway. And it’s just your dirty little secret.

Jim: Yeah, that stuff is really interesting.

John: Well, I agree with what you’re saying, but was there anyone who didn’t already think, “Augmentations would wide the the haves/have nots gap”? It was surely the most obvious angle?

Kieron: I think the 21 year old John and the 31 year old John perhaps have different levels of obviousness. I mean, what did DX say that was actually clever?

Jim: OLD MEN.

John: Well, I’m 33, but yes – it’s absolutely the case that I was very much younger and less educated when I played DX.

Kieron: But just as pretty.

John: ! But it’s that same thing I mentioned in the review. The game IS saying stuff, and it IS exploring ideas, which makes it more interesting than the vast majority. So it’s that thing where I get more picky because it’s closer to bestness.

Alec: A small spoiler: there’s a point, outside of the main narrative, where Bob Page makes an audio-only cameo. And he’s quoting literature and philosophy, like he did in the first game. And, in context to everyone else in DXHR, he really does sound like a pretentious pantomime intellectual. Which I think was entirely deliberate. It made me giggle.

Jim: So something a lot of people have been saying about this game is “are immersive sims back?” With this, Dishonored, etc. Does it feel like that?

Kieron: If it sells, sure.

Jim: Assuming it sells, is this a big deal in game design terms?

John: Well, no. Because there are two of them.

Kieron: Bioshock opened the door for this stuff, Fallout pressed the issue. If this does numbers, this stuff is back on the table. That’s an incredibly mixed metaphor.

Jim: I like the metaphor, it implies there’s a table behind the door.

Kieron: We can climb on the table and get to a vent.

Jim: I suppose the issue is where do games have to go, where can they grow? This seems like an area that could be explored pretty seriously.


John: When was this stuff ever on the table? Surely there have only ever been these few rare gems?

Kieron: Basically, this sort of stuff, even when it was in fashion, turned up 2-3 times a year, tops.

John: Bioshock was four years ago. And since then…

Kieron: Takes 2-4 years to make a game. From the hit to the games it inspired is… well, about now, innit?

John: No, because Thief 3 was three years before that, and Deus Ex four years before that.

John: There’s basically only ever two developers in the world willing/capable to make these, and so they come along every two or three years.

Kieron: T3 was a commercial fail was my point. When it was fashion is 2000, which had Shock 2, T2 and Deus Ex. Ish. Bioshock was a hit, and after that, there’s more games like it, etc. (And honestly, I probably have to hand in my PC Gamer card, as I didn’t notice anything about the console conversion which bugged me.)

John: Games don’t take four years! There’s been nothing after it. Now there’s one game. One. And another one coming out in some more years.

Jim: I dunno, four years is about right from pitch to release.

Kieron: Yeah. I’m right John. And I said 2-4 years.

John: Then we should be inundated with the trailers and press releases for the dozens of others that are coming out any day now.

Kieron: “Deus Ex: Human Revolution is the third game in the Deus Ex first-person role-playing video game series, and a prequel to the original game.[11] Announced on May 27, 2007, Human Revolution was developed by Eidos Montreal and published by Square Enix. It was released in August 2011.” (From Wikipedia)

Jim: SO THERE.

John: I can’t wait for all the other four-year projects that were started after BioShock! It’s going to be a bumper Autumn!

Jim: You are missing the point, John. Read what was said: there’s only ever going to be a few of these anyway. It doesn’t mean Bioshock’s influence didn’t help it happen.

Kieron: Since you’re being smug, I want an admission that you were entirely wrong when you said that games don’t take 4 years to make.


John: I am wrong about that.

Kieron: Thank you.

John: But it certainly hasn’t opened the door for a wave of immersive sims, which was the initial point. Because there’s one of them. And another one being revealed now.

Kieron: It made them possible. Hell, that’s exactly what it said in Alec’s interview about it. (The Arkane game)

Jim: Well, I said are “immersive sims back” meaning, do we count this as the next stage in the lineage from Thief/DX. not “will all game studios now make immersive sims”

John: But that’s Looking Glass people again! The Square game is the one-off, because it’s a new team. And yet it’s based on a Looking Glass game. The next possible one is Thief 4. So Looking Glass again.

Jim: You mean the Arkane game?

John: Yes.

Kieron: We’ve forgotten Alpha Protocol, which is kinda like Human Revolution, if it was shit.

John: It’s a lineage, unquestionably. But there’s few forks in that family tree.

Jim: I mean i guess there’s genre boundary blurring here that is just spinning me around. Because DXHR feels comparable to The Witcher 2 and Mass Effect, but the real genetic identity is more in the Looking Glass games, which is the Guns & Conversation genre swelling up.

John: It’s weird. You’ve made that comparison a lot, but for some reason it’s never associated in my head.

Kieron: Okay – sidestepping the lineage/whether Bioshock helped/whatever debate, I think the only thing this proves is that you can make these ideas work in a modern game which seems like it may appeal to more people than it previously has.

John: Yet I can see the logical similarities with Mass Effect. But I just can’t put them in the same box.

Jim: That’s sort of my point.

Kieron: I’m not entirely sure how much it pushes it, except in terms of professionality and polish. It just restates *this is possible*.

John: Agreed.

Kieron: The difference with ME is that this… well, it’s not that it’s not emergent. DXHR is still simulation based. In lots of ways. In a way which ME wasn’t.

Jim: The Witcher 2 also.

Kieron: Yeah. That’s the difference between the Emergent Sim and the Guns & Conversation, I guess. And the RPG. And… OH NO GENRE FASCIST ATTACK.

Jim: But I feel like the sim-ness of DXHR only surfaces occasionally.

Jim: Which is why i am connecting it more with those other games, i suppose.

Kieron: Put it like this – it’s a game whose sound propogation model works like Thief’s – as in, doors open or shut make a difference, material makes a difference, etc. That’s a simulation approach, and it’s still there.

Jim: ANYWAY. Games of the year?

Kieron: But yeah – if this isn’t in the game of the year, I’ll be enormously surprised.

John: Mainstream, yes, so far. And I don’t see what’s going to beat it.

Alec: I’ll struggle to pick between this and Realm of the Mad God for ‘game I was most obsessed with in 2011.’ Not that they’re in any way comparable.

Jim: Skyrim?

Kieron: Bless you.

Jim: (Not that I believe that.) (Especially since I don’t like Bethesda games!)

John: The more I read about it, the more I wonder if it will. I never got on with Oblivion or Morrowind, but maybe this time?

Jim: I think that with EVERY Bethesda game, and it never happens. They should be my ideal game, but I just can’t get along with them.

Kieron: Just thought of something else I like about it: how they pulled off the regenerating health. It’s not intrusive or cheaty or the usual problems. They balance it so it’s fucking hard, basically. And… oh, I could go on a lot.

John: Yes. Every other game needs to copy that.

Jim: Yes, it was amazingly well integrated. And I think it works because you are so vulnerable.

Alec: I felt they could have been a little more generous with the protein bars, however. I spent most of the game with only energy block thing filled, or waiting for it to recharge. Perhaps better that than to be Robocop on-demand, all the damned time, though.

Kieron: Yeah – I did that too, Alec. Doing stuff like throwing objects down corridors to set off proximity mines! If you can pick up a box, it’s an immersive sim (probably). Oh – I was cursing the fucking shotguns. The second wall I punched through there was a guy with a shotgun waiting. Messy.

Jim: Oops.

John: I still don’t know what it’s like to fire a shotgun.

Jim: Right, let’s finish. Recommend this game as a purchase to our readers, men?

Kieron: I WOULD RECOMMEND THIS GAME TO THE PEOPLE WHO PLAY VIDEOGAMES.

Jim: Hooray!

John: If someone asked me if I would recommend that they play Deus Ex: Human Revolution, I would reply to that with the word “yes”.

Alec: I would give the same answer. WE ARE AGREED.

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173 Comments »

  1. Lazaruso says:

    If I’d bought this on disc, I’d be smashing it to pieces with a sledgehammer.

    First boss. Lowest difficulty. I shoot Barrett, in the face, with my sniper rifle six times. With my pistol ten times. And then with my shotgun six times.

    Meanwhile he throws a dozen grenades at me while shooting at me constantly with a damn minigun that never runs out of ammo.
    Never mind the fact that I crumple like a rag doll after five rounds or one grenade…

    Who the fucking hell designs these bosses? I CANNOT KILL THIS CYBORG. WHY WOULD YOU DO THIS.

    Then again, maybe this is purposeful. Maybe they’re making the main antaognists’ little pack of robot-killers so fucking annoying that when you finally get to the end boss, you’re so pissed off you don’t bother messing around with stealth and tranquilisers even if you previously were, you just massacre everything that moves.

    Now if you’ll excuse me, I’m going to load an earlier save and kill everything in the Detroit hub.

    • Srethron says:

      Give Me Deus Ex difficulty. First boss fight begins. The realization hits that the only weapon I have is a stun pistol and some concussion grenades because my playstyle for this run is I drop all my items beyond non-essentials at the beginning of the level and then backtrack. (The item persistence in DXHR is amazing, btw.) I hide behind a nearby concrete barrier (screw the cover system, who needs it?) Boss unloads and begins advancing. Every now and then he pauses to reload. During one of those pauses I jumped out and shot him. Then I shot him again. This pretty much stunlocked the boss. So I zapped the boss and zapped the boss and tried to herd him over towards a conveniently placed explosive barrel, figuring exploding it might kill the boss. Well, the pistol doesn’t set off the barrel, turns out. Well, turns out concussion grenades also do not make explosive barrels explode. What is this world coming to? So I went back to shooting him and giggling, figuring I’d have to reload. Nope, almost ran out of ammo, but stunlocking does eventually kill the first boss.

      In conclusion: First, the stun pistol is apparently overpowered. Second, if there really must be boss fights, in the future make them more like in the first game, please. I basically listened to the big, “come have an epic showdown with me, PLAYER,” speech, then carefully sneaked by the boss, waltzed out the door behind them, and went on my merry way in the first game. I did it to Walton Simons, twice. I remember being disappointed I couldn’t sneak by Anna Navarre the third time she tried to kill me, so I had to tell her her kill phrase. That was worth a single teardrop.

      Compare that with a friend who carefully saved and hoarded the single-shot anti-tank weapon for *hours* because he knew Gunther was coming for him. When Gunther finally showed up, he unloaded the weapon as Gunther was running up to give his, “come have an epic showdown with me, PLAYER,” speech. This was worth a single, different teardrop.

    • Ankheg says:

      And third – you can pick and throw those barrels straight into his face. Barrels with green gas which stuns him. And red barrels which apparently explode. And stun gun isn’t so overpowered. Every type of walkthrough must have it’s way of defeating enemies. In this boss fight – stun gun just serves some time saving for running to next barrel.

      What is really bad about him anyway – too much hit points. It just makes his killing annoying and boring a little.

  2. bong says:

    hmm sounds suspiciously like the final “boss” (which was a helicopter) in Alpha Protocol.

  3. bong says:

    also why have individual bosses for anuses sake

    god

    deus ex had bosses they were called goals and objectives

    tactics were up to you

  4. Burky says:

    Man this is a buggy engine.

    It’ll crash out every 5 minutes in DX11 mod, and frequently lock up your whole system in DX9.

    I think the loading speed patch made the lockups worse.

    • Burky says:

      oh wow

      25 hours in

      lost all my saves

    • Berzee says:

      Ugh, that’s garbage :(
      I will try to make sure to save my saves. o_O Your sacrifice will not be in vain, for you stand as a warning to many.

  5. elnalter says:

    the bosses really remind you of mgs

  6. Ralphomon says:

    DXHR and trying to play through The Witcher so that I can get the sequel and play it while also replaying through Final Fantasy 6 on my PSP are making me seriously worry that I’m not going to get my first year report written so I get kicked off my PhD and an illustrious career in physics will be forever ruined.

  7. Lazaruso says:

    Here’s my verdict on DXHR.

    1. It’s insanely difficult, even on easy. I’ve got dermal plating coming out of my ears, my mouth, and my ass(it only goes up to level 3? wtf?) – and I go down to so few bullets its pathetic. Crazed augment-fearing humans, fear not, the supersoldiers you see in your nightmares are even less of a threat than a normal human.
    Unless their name is Barrett, in which case you’re all just as screwed as I was.

    2. Walking everywhere is such a pain in the ass I’d like to take whoever designed that “feature” and throw them over a cliff. And the best part: why can’t I run for more than five seconds? I CAN RUN FOR FUCKING FIVE HOURS STRAIGHT AT THAT PACE, BUT A METAL SUPER SOLDIER? HELL NO.
    Oh wait, but you can augment your sprinting abilities – one point gets you two more… seconds? FUUUUUU-
    Also: the backtracking in some levels is just – just… teeth-gnashingly horrible. And the elevators! I didn’t see a single mention of the elevators in these reviews, whereas it got trotted out quite a bit with Mass Effect 1, interestingly enough…

    3. The bosses are the worst piece of garbage I’ve ever been forced to fight in my life. “We need to make these suckers difficult – how ’bout we give them skin made out of diamonds, guns that do not require ammunition, and incredibly powerful cloaking devices! That’ll teach people all those people who thought playing games was supposed to be fun, those saps!”

    4. Ammunition is rarer than gold in this world, apparently, because I can barely scrape through each level with enough to kill the hordes of murderous human beings that are thrown at me, who are so completely unconcerned with how many bullets they waste, it makes me cringe. AND YOU’D THINK A GODDAMN CYBORG SUPERSOLDIER WORKING FOR A BILLION DOLLAR TECH INDUSTRY AS THEIR SECURITY MANAGER COULD GET SOME FUCKING AMMUNITION, WOULDN’T YOU? “No, no. You don’t need ammo. Scarf down a candy bar and get back to punching people in the face, you pussy.”

    Speaking of that, every single takedown, lethal or non-lethal, requires an energy cell? And they don’t automatically restore themselves? And I have to constantly eat candy bars to keep them filled? And those candy bars are more rare THAN FUCKING AMMUNITION? FUUUUUUUUUUUUUUUUUUUUUUUUUU-

    And the hacking – it’s not fun. It’s tedious. It’s boring. It just slows me down and makes getting through half the doors in the game a pain in the neck. I’VE GOT MILLION-DOLLAR METAL LEGS, WHY CAN’T I KICK THE DAMN THINGS DOWN FFS?
    Even Michael Thorton from Alpha Protocol could do that, and he wasn’t AUGMENTED, which in this world seems to mean you’re a pussy on metal stilts.

    The weapons, the graphics, and the combat are actually really fun, and I find the story quite interesting as well.
    And I haven’t even experienced any technical issues, aside from the stuttering on my Nvidia, card, which went away when I turned off vsync.
    It’s too bad the rest of the game is so infuriatingly horrible.

    I give it an F for Fucked Up. And an F for Failure. And an F for Fashion, the clothing designer for this game was amazing.

  8. mwoody says:

    I’ve beaten the game, and I have no idea what you guys mean by “THAT decision.”

    • Annexed says:

      I assume “THAT” decision relates to whether or not you opt to get the upgraded biochip at the LIMB clinic to stop the EMP-like freakouts that all augs are suffering around about two-thirds through the game.

  9. gmcleod says:

    Nobody has mentioned (in this thread anyway) DXHR is most similar to Vampire The Masquerade Bloodlines. That was a stealth n conversation game with multiple pathways, similar xp and skill system, large hub areas, branching storyline etc etc.

    This comparison is the first thing that strikes me while playing DXHR, aside from the obvious comparisons to DX. I’m quite surprised that nobody else at RPS got that.

    • kud13 says:

      given how it’s long since been implied that “Bloodlines is the closes we’ve ever gotten to the original DX”, I think that’s why it wasn’t really mentioned.

      although for myself, Bloodlines is the very reason I had no issues with the 3rd person takedowns–because Bloodlines had them, they were cool, and required good sneaking skills.