By Lewie Procter on September 5th, 2011 at 9:53 am.

Scaleform? Dolby Digital? AMD? I didn’t ask for this. Neither did you, probably, so if you fancy a way of disabling all those annoying unskipable splash screens, here it is. Word on the street is that the member of staff at Eidos Montreal responsible for them fully intended to make the splash screens skippable, but as they entered the meeting room to discuss it, a prerendered cutscene took over and forced them to make the splash screens unskippable. What a shame.
Still, thanks to the work of modder extraordinaire “gibbed”, we’ve got a mod to enable debug mode in Deus Ex: Human Revolution, and it lets us fiddle with all sorts of settings. Do you like fiddling with settings?
Here’s an example, just a little sample, of what you can do with Debug mode enabled:
- Instantly spawn any items, like weapons, ammo, weapon mods, and consumables,
- Instantly unlock any augmentations,
- Disable auto health regeneration,
- Auto-hack any terminal,
- Infinite energy,
- Infinite health,
- Turn off all NPCs,
- Hide the HUD,
- Disable intro (this stops all the logos loading, you just see a quick wall of text, and then straight to the main menu).
- And loads, loads, more.
It also sticks a mission selector on the main menu, so you can jump right back into your favourite mission, if you feel like it. I reckon for my next playthrough, I’m going to unlock a host of augmentations from the start, give myself unlimited energy, but switch off health regeneration.
With news that at least three hub areas were cut from the game, it’s hard to not dream that modders might pick up the slack. As recently as last month, Eidos Montreal suggested to Gamespy that they might put out mod tools if enough people want them.
Any mods you’d like to see? Perhaps replacing all the boss fights with air vents to climb through.



05/09/2011 at 09:58 Burning Man says:
Holy fucking hell.
Gibbed is a gift from heaven.
05/09/2011 at 11:02 Nyst says:
Will it allow me to run the game windowed maximized?
I’d even settle for just plain windowed.
05/09/2011 at 11:32 funtard says:
This guy gibbed makes all sorts of useful mods for all sorts of games. He’s such a legend. I love him.
05/09/2011 at 11:34 thristhart says:
Wait, the game doesn’t let you run windowed by default? This is 2011, people! The original half-life had a windowed mode, for fuck’s sake, you should be able to figure it out by now.
05/09/2011 at 11:39 Patches the Hyena says:
gibbed made the Mass Effect 2 save editor, and even though it wasn’t completed it made my experience so much more enjoyable. I have no doubt it’ll be the same for Human Revolution!
05/09/2011 at 12:07 S0N0S says:
Sadly, this does not provide for a windowed mode option. The only method that seems to work reliably is DxWnd(DX9 option).
05/09/2011 at 12:12 DigitalSignalX says:
I’ve used his ME editors quite a bit, I suspect it secretly contributed to Bioware releasing the ME2 Genesis DLC since so many vocal members of the community were using it.
05/09/2011 at 15:56 Urthman says:
I always see people ask about this but I’ve never understood.
What’s the advantage to running the game in a (maximized?) window?
05/09/2011 at 16:01 Rii says:
@Urthman
It allows you to make use of multiple monitors for multitasking without the game spazzing out each time you switch focus away from it.
05/09/2011 at 16:03 LionsPhil says:
Instant alt-tabbing, and it will use your desktop resolution and refresh rate without having to be beaten into doing so, which you have presumably already set to be the best your monitor can do.
The downsides are that you may lose gamma adjustment and theoretically an miniscule amount of performance.
06/09/2011 at 08:55 Saiko Kila says:
Depending on many factors, the loss of performance can be way higher than minuscule. I’m looking at M&B Warband now, or WF&S even more.
02/12/2011 at 16:19 mensch1970 says:
I hate to sound like a total farmer, but where do you get the debug mod? Is it a download? Is it something I change in the config files?
02/12/2011 at 16:29 mensch1970 says:
I hate to sound like a dumbass, but where do you get the debug mod? Is it downloadable, or is it just something I change in the config file or what?
05/09/2011 at 09:58 Sheng-ji says:
I wouldn’t want to avoid the boss fights, just have the tools to take them on in a way that’s more representative of the rest of the game! It should still be tough, but for a starter, we should begin them in cover with access to air vents fairly easily – though the vents should have loads of those grills that enable you to be seen and shot through…… and air vents only for one boss, the others should have different methods to give you stealthy mobility…. Bring on mod tools Eidos and this is what I will create!!!
05/09/2011 at 10:15 John P says:
The funny thing about the bosses in HR is that you could simply erase them from the game entirely, and change nothing else, and a new player would never even notice something missing.
But if you’re going to have bosses, how about a mod that actually tells us something about them? A mod that gives them a reason to be in the game in the first place? A mod that makes them something other than the empty vessels they currently are?
Or just make a mod that turns them into robots. Because functionally that’s what they are right now.
05/09/2011 at 10:26 Sheng-ji says:
Yeah, it’d be nice to have clues in emails building up a picture of what you might be facing and when you may face them, further reward for exploration!
05/09/2011 at 10:38 Jerricho says:
Actually my major issue with the boss fights is that they are just unfair, what is the reasoning for disabling melee attacks? The boss gets to use them. Otherwise they are utterly pointless.
[SPOILER ALERT]
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I didn’t skip them but I did break them. In the first fight I just lobbed an EMP grenade then ran up and stunned him repeatedly until he collapsed. I didn’t fire a single shot. Although the ensuing cutscene has a somewhat different take on my tactic. Actually cutscenes that assume you’ve done something completely the opposite of how you played annoy me first than specifically disabling some of your abilities.
05/09/2011 at 10:42 JackShandy says:
SPOILERS?!
Before every bossfight there’s some kind of sidequest or choice you can make that leads to someone giving you info. I’d like a mod that just makes those things Killswitches.
05/09/2011 at 10:46 Sheng-ji says:
REPLY TO A SPOILER!!!
Ha! I must have missed every one of those
05/09/2011 at 11:06 Gnoupi says:
Note that the last boss (SPOILERS, in case that wasn’t obvious)
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.
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..made me think at first “oh, finally, a boss which uses hacking, sneaking, or even social skills from earlier to defeat”
The three pods are to open by your preferred method, that’s good, and you see obviously people in pain inside it. So my first thought is to free them, but you can’t. So at least, since all we need is to stop the whole thing, and it seems to rely on their consciousness, I thought I could just use tranquilizers on them….. And no, nothing, it seems to do something, but it doesn’t change your objective.
You have to kill them, like there is no other way to play.
I mean, I can understand with the other bosses, they were mercenaries, trained killers. It’s a “You or me” kind of situation. But here? It was a machine to stop, with obviously parts to deactivate, so why I had, once again, to spill blood?
(And then, after all that whining about killing people, he chose the 4th ending).
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END SPOILERS
05/09/2011 at 11:29 Harlander says:
I think you can tranq the individuals in question, it just seems to take several shots.
05/09/2011 at 11:46 Tom De Roeck says:
You can tranq them, it takes only one shot, but you have to be quick about it, or they wake up again. Race against time, sort of. Also, see the forum for my thoughts on that whole business, I dislike this comment system.
05/09/2011 at 12:38 grundus says:
The machine in question can be skipped entirely if you have… Er… That weapon that can shoot through walls. Or is it just glass? Anyway, you can skip it if you have that.
05/09/2011 at 16:20 Gnoupi says:
@Tom – oh, nice. I’ll try that this evening. Thanks for the tip
05/09/2011 at 22:05 FunkyBadger3 says:
Gnoupi – sometimes you have to make hard choices. No problem with the bosses forcing you to “take them out” – their choice, not yours (and wasn’t Simmons the same in DX1?). Big problem was the shitness of the fights.
05/09/2011 at 22:10 LionsPhil says:
Simons is actually a DX1 boss you can simply run away from, and the game will acknowledge this by having him alive to hound you later (when you can again run away).
Navarre and Gunther were written as requiring a fight/killswitch, but emergent gameplay means people found ways around that. Cutscenes deny such possibilities.
05/09/2011 at 10:00 Crimsoneer says:
I want a mod that removes cutscenes that force you to behave like an inconsistent baboon.
05/09/2011 at 10:40 Jerricho says:
This.
05/09/2011 at 14:25 terry says:
In my current playthrough that would be all of them. I’m a contrary bastard, y’see.
05/09/2011 at 10:03 Ashpolt says:
“Word on the street is that the member of staff at Eidos Montreal responsible for them fully intended to make the splash screens skippable, but as they entered the meeting room to discuss it, a prerendered cutscene took over and forced them to make the splash screens unskippable. What a shame.”
Oh RPS, I love you so very, very much.
05/09/2011 at 14:31 LionsPhil says:
Yeah, I was just scrolling down the comments to see if anyone beat me to approving of that bit. These are the kind of delicious sprinkles that make RPS tastier than the average gaming-news-donut.
05/09/2011 at 10:03 The Dark One says:
Gibbed is all kinds of awesome for his modding and tweaking. Tecman is also a cool dude for supplying a copy of DE:HR for the SA phtoshop contest to supplement the official prizes.
05/09/2011 at 10:05 diebroken says:
BF2 had company intro movies that were also unskippable, until you renamed the files…
05/09/2011 at 10:08 jezcentral says:
A mod that stops the NPCs suffering from Supermarionation Syndrome would be good.
05/09/2011 at 12:51 Spakkenkhrist says:
Yes, yes, yes and yes; I hate the over gesticulating from the NPCs; they seem to have attended the same acting classes as those in GTA.
05/09/2011 at 14:41 alh_p says:
It’s the weird sideways-head-bobbing, like the NPCs have really weak necks, or elastic bands instead of tendons.
I think they miss alot of eye movement, which in reality conveys more than head bobbing for emphasis/side ways for empathy or whatever.
05/09/2011 at 14:50 LionsPhil says:
Can they be worse than the NPC gesticulations in Invisible War? I particularly like how in that models seem to have their origin in the pelvis, so where the mo-capped actors were slightly shifting their weight, instead the characters swivel their legs and feet about as if nailed in mid-air and not quite able to reach the floor. It is impressively offputting.
05/09/2011 at 10:10 Squirrelfanatic says:
Turning off health regeneration may sound nice at first, but think about the small amount of healing items you get. Deus Ex 1 had an augmentation for regenerating health. That would be a mod that I would be interested in.
05/09/2011 at 10:33 HermitUK says:
Technically the health regen is an aug (Up there on the top left of the Aug screen), it’s just installed by default. A mod that removed those at the start of the game and gave you a few points to distribute how you wanted as compensation could be cool.
I’m hoping someone can add in a little inidcator, perhaps on the pause screen, telling you if you’ve triggered any alarms or killed anyone yet on a specific playthrough. The No Alarms/Pacifist run sounds like an entertaining challenge, but there’s no way of tracking it.
Rather than unlimited energy, I’d also like a mod that makes all the energy cells recharge over time. Still only one at a time, mind, and each subsequent cell should take longer to charge than the one before, to make energy boost items useful in combat.
Enemy AI that don’t get completely confused by air vents would be nice, too, though maybe that’s supposed to be a throwback to the original.
05/09/2011 at 11:00 Grygus says:
Your suggested tracking system is better, but you do get a bonus called “Smooth Operator” if you triggered no alarms, and one called “Ghost” if you triggered alarms but were never actually seen, so you can tell on a per-mission basis.
05/09/2011 at 11:48 Tom De Roeck says:
Id rather have Jensen (or any other character in an expansion) be “not state of the art” augmented, and actually have others add augmentations. Not like for Jensen, who is fully augmented, just dormant.
And there would be up and downsides to having different kinds of augmentations.
Hold on, Im going to post this in the forum.
05/09/2011 at 14:50 alh_p says:
Grygus, what I think Hermit is saying is that mid-mission you don’t know if you’re still on course for Ghost/Smooth operator. The difference is clear when you look at the mission to retrieve a weapons cash from the gang in the first Detroit hub, you have a specific additional objective to remain undetected, as soon as you are, it fails so you know then and there (to reload you quick save…).
The actual issue is probably regarding the lack of clarity over the different states of alarm/suspicion. From my playthrough, i gather that suspicion from a camera or guard hearing a noise does not count as triggering an alarm. What about the times when you take a goon out and the radar briefly flashes “alarmed” before the guy conks out?
Anyway, a flag to say how you were doing in this respect would still be useful.
05/09/2011 at 17:15 Enso says:
Hermit, that’s exactly what I want from the energy system.
About the vents in DX1, I was playing it the other day and they spotted me a good few times and openned fire. One instance of a higher vent in HR where they spotted me after I missed a tranq shot and they fired on me there too. Floor level vents were safe havens though.
05/09/2011 at 17:45 malkav11 says:
An alarm is an actual, physical alarm. There will be panels to turn it off, and a siren noise if it’s activated. (Well, I’m not sure there’s always panels everywhere there can be an alarm, since an alarm is also triggered if you shoot cameras or are seen by them for too long and not just by NPCs hitting the alarm panel. Siren noise, though.)
You lose the Ghost bonus if the state of alert ever bumps up to Hostile, even for a second, or if a camera sees you for too long. I don’t think the Foxiest of the Hounds achievement has anything to do with Ghosting a level, though. Fortunately.
05/09/2011 at 10:11 Stevostin says:
A mod that remove TPV in a way that still work with the gameplay so I can buy the game !
05/09/2011 at 23:05 Sheng-ji says:
I’d be surprised if this “mod” doesn’t already exist…. try googling Human Revolution Crax0rzzzzz… or something
05/09/2011 at 10:12 The Dark One says:
One point I’d like to add is that cutting hubs doesn’t necessarily mean that much lost content. Well, you’re losing the physical levels and different architectural styles that they would have used, but if the developers were smart enough and make the decision early on, it would just mean packing things in more densely in the remaining hubs.
That’s basically what happened with the droid planet in KOTOR II. Aside from some broadly sketched levels, all the NPCs, quests and little world-building bits were appropriated for the other worlds and used to make the rest of the game more lived-in.
05/09/2011 at 11:02 woodsey says:
And unlike KotOR 2, you don’t walk into half-finished quests and plot-threads all over the place.
05/09/2011 at 10:13 YeOldeSnake says:
Now i can finally spawn that Hot Devil Tish needs.
05/09/2011 at 10:32 godgoo says:
***HOT DEVIL LOCATION SPOILER***
there’s some in the cafeteria near the heli pad in Sarif HQ
05/09/2011 at 12:04 diebroken says:
***HOT DEVIL LOCATION SPOILER***
1 in a trash can outside of the Sarif building
2 in a security locked garage lived in by bums at the west end in detroit near the road closed off by police
IIRC, I think Tish wants 4 in total?
05/09/2011 at 12:13 JackShandy says:
***HOT DEVIL LOCATION SPOILER***
There’s a few of them in the Purity First level. One’s on a desk in the room before you get to Zeke.
05/09/2011 at 10:18 phoenixdk says:
Since this is a mod, and not exactly using a console, are we to take it this wont affect achievements in Steam ala Fallout NV?
Not that I’m a total achievement wh*re or anything but it’d suck to install this then start a pacifist play-through and learn too late it was all for nought :p
05/09/2011 at 20:26 Brumisator says:
As a test, I just unlocked the weapon upgrader (“gun Nut”) achievemtn by spawning upgrades through the debug menu.
05/09/2011 at 10:20 JackShandy says:
Oh fuck shit piss karate yes. I’ve been obsessively imagining Deus Ex: HR mods the whole day.
Absolute must-have: A mod that gets rid of all EXP rewards except those you get for completing missions. Mission complete XP would be doubled. No more would I feel the judging eye of Eidos Montreal as I clumsily slaughter guards.
05/09/2011 at 11:18 Rhygadon says:
This.
As I play I’ve been imagining a second, non-nonviolent playthrough, where I’d actually use the revolvers and rocket launchers and such. But the thought of all those lonely “Man Down: 10XP” notices is just agonizing.
05/09/2011 at 11:38 Magnetude says:
It does make the turret and robot hacking upgrades feel a bit hollow, doesn’t it?
Turn a robot on its masters at just the right time for maximum havoc and you’re rewarded with:
Man Down: 10XP
Man Down: 10XP
Man Down: 10XP
Man Down: 10XP
Smash two dudes’ heads together and you get a glorious 50XP for each and a 25XP bonus for how cleverly you pushed the Q button. A balance mod is needed, I feel.
05/09/2011 at 12:18 JackShandy says:
Tell me what you think of this: A simple XP score multiplier for everyone you kill within a short amount of time. So killing four dudes in quick succession would go:
Man Down: 10XP
Double Kill: 20XP
Multi kill: 40XP
Rampage: 60XP
Very old-school, but it’d give you a reward for setting everything up so you could take out an entire room in two seconds flat.
05/09/2011 at 12:44 Magnetude says:
JackShandy: That would reward well-thought out plans of the kind that I enjoy (using unconscious guards to lure people into gas mines and hacking a turret to mop up the rest), I like it. I think another problem is that they reward the non-lethal approach with XP, when it maybe would have worked better to keep the XP rewards the same, but have a character reward you for non-lethal approaches as in the original. On the other hand, I see why they did it this way – it makes sense in-universe that things that are more difficult to do give greater rewards, e.g. headshots and incapacitating people without killing them. The extent to which they’ve justified a lot of the game mechanics with plausible reasons is to be applauded.
I think I’d like to see all kills/takedowns rewarded with a similar amount of XP, a bonus for headshots and other tricky stuff, and all XP rewards greatly reduced if an alarm is active, to allow for the ‘violent stealth’ that this game is so good at simulating. Add in your combo modifiers and you’ve got a system that rewards a smart assault as much as it rewards a ghost run.
05/09/2011 at 13:04 Magnetude says:
Basically, that part when you have to kill a lot of men in a short space of time to stop something bad happening?That part made me feel like the world’s biggest badass, calmly sprinting around the perimeter stabbing mans with my elbow swords before seamlessly segueing into a double pistol headshot. That felt like the epitome of Deus Ex combat, but I got minimal XP reward for it. A system that rewarded that as much as stealth would be perfect. But, in a way that is smart, not just throwing grenades into rooms or exploiting AI while alarms go off all around you.
05/09/2011 at 17:47 malkav11 says:
While I agree that it’s tough from a min-maxer perspective to let all those exp rewards go by, the simple fact of the matter is that there is an enormous amount of praxis floating around and you don’t need anywhere near as much of it as you can get. Play how you want to play. Don’t worry about it.
05/09/2011 at 10:25 AlexW says:
I… I thought you were cool, Lewie. “all those annoying unskipable [sic] splash screens”? That’s the beginning of the main menu theme music! How could you not enjoy that?
05/09/2011 at 10:31 Lewie Procter says:
That’s what the OST is for.
05/09/2011 at 10:54 Magnetude says:
The OST is mainly for drinking tea/whiskey and staring out into the rain while Icarus plays. And for skipping the Barrett boss fight music.
05/09/2011 at 21:09 Kadayi says:
“And for skipping the Barrett boss fight music.”
o_0
05/09/2011 at 10:39 Pemptus says:
There’s also a stacking mod, for those who find inventory space a bit limiting and therefore annoying: http://www.gamefaqs.com/boards/944090-deus-ex-human-revolution/60163380 (look for the latest mediafire link or something similar)
There’s a version of this mod that also makes most weapons and ammo boxes take less slots.
There’s a version bundled with the debug mod as well.
Applying mods is still a little awkward, as most modify the same one file, and you have to hunt for compilations if you want to use more than one.
05/09/2011 at 10:47 DrazharLn says:
I would like to see mod tools for a bunch of small fixes but also for more missions, extra hubs and stories.
I dearly hope Eidos come through on this.
05/09/2011 at 10:47 Magnetude says:
This fits perfectly with my plans to do a no-augs playthrough next.
- No augmentations (unless one is absolutely required to progress)
- Hardass bastard, maximum profit approach to all quests
- No outlines or markers
- No regen health
A distinctly noir story will unfold, of an Adam forced to rely on his trusty fully upgraded pistol, able to stay alive only by constantly downing whiskey and painkillers. Yes, how excellent.
05/09/2011 at 11:00 Stuart Walton says:
I think you’d at least need some kind of liver augmentation to play like that.
05/09/2011 at 11:00 Lazaruso says:
That sounds like my life.
05/09/2011 at 11:09 JackShandy says:
How Ironic! I was just planning to do a runthrough using no items. Jensen will rely on nothing but his augs and his wits.
(I don’t know what irony means help)
05/09/2011 at 11:25 Magnetude says:
New idea: Ironic playthrough. Killing is only allowed if it can be considered ironic, e.g. turning security systems against their masters, killing the provocateur in Detroit with the crossbow he wanted you to plant, dropping photocopiers on office workers etc. Or the Alanis Morrissette playthrough, where everyone is killed in totally unironic, but unfortunate ways.
05/09/2011 at 11:28 Burning Man says:
@JackShandy
http://www.youtube.com/watch?v=nT1TVSTkAXg
05/09/2011 at 11:29 scardb says:
@ JackShandy How would you beat the boss fights? You can’t melee them. I guess you could use typhoon but that requires picking up typhoon ammo.
05/09/2011 at 11:52 fearghaill says:
@JackShandy hope this helps
http://www.youtube.com/watch?v=a2krXq8fw90
05/09/2011 at 12:07 JackShandy says:
scardb: I know I can throw explosive barrels at Barret, drag a turret into the room with Namir, and just hack out the final boss. Not sure about Fedora.
Fast energy recharge, double takedowns, fast running, long running, silent running, and I will be a TAKEDOWN MACHINE.
05/09/2011 at 12:49 Magnetude says:
JackShandy: If you get the electricity resistance aug, I think you can somehow use electricity to kill Fedorova? I spammed typhoon on all the bosses, but I noticed she was also getting shocked every time I did.
05/09/2011 at 14:44 LionsPhil says:
Maximum hard mode is complete the game with no augs, no skills, no items. It’s been done for DX1. Here’s a rubbish quality video of the first level on Expert, but I’m sure I’ve seen someone sneaking around Area 51 doing it on Realistic.
Games where you can meaningfully have roguelike conducts are great.
05/09/2011 at 16:46 Lazaruso says:
I think my favorite part so far was the mission infiltrating Zhao’s penthouse. After the ridiculous cutscene with her, ten of her guards show up. I cloaked into their midst and set off a Typhoon – all ten went down in one go.
It was amazing. Not that I enjoy horrific displays of violence or anything.
06/09/2011 at 07:03 YeOldeSnake says:
You have reminded me of the “All i have is a candy bar” playthrough.
05/09/2011 at 11:03 godgoo says:
I’d like a mod that replaces all boss fights with one of those woodland-creature- releasing things from the end of a zone in Sonic 2.
05/09/2011 at 11:05 The Sombrero Kid says:
While there’s more than enough gameplay in the game to render any complaints about the cut content affecting the length of the game ludicrous, the story was clearly designed with different pacing in mind, I wouldn’t be surprised if the terrible plot was wholly due to the cut parts of the game.
05/09/2011 at 11:14 IDtenT says:
Infinite energy and health is all good and well, but the list seems to be missing the infinite dragons option. A truly sad day for gaming.
05/09/2011 at 11:48 Patches the Hyena says:
Patience, child, Skyrim shall reward you in grand fashion. If not, an entire army of modders awaits your command.
05/09/2011 at 11:37 trigger_rant says:
A Mod that brings me pizza from the restaurant while Im lazy and play video games. Go do it modders, I demand it! Because modders are there to do my bidding.
05/09/2011 at 12:21 Gundrea says:
I did make such a mod. Unfortunately the pizza was off-model.
05/09/2011 at 11:37 freakoftheuniverse says:
Man, just last night I was thinking to myself “Wouldn’t it be lovely if some strapping young internet fellow/lass/monster put an item mod in, so I could have more than three cocktails?”.
Now, all I want is the full soundtrack.
05/09/2011 at 11:58 povu says:
We need Upper Hengsha modded in. What’s the point of making such a cool layered city if you’re only showing the lower part?
05/09/2011 at 12:08 DevilSShadoW says:
“I reckon for my next playthrough, I’m going to unlock a host of augmentations from the start, give myself unlimited energy, but switch off health regeneration.”
YES. THIS.
I was actually waiting for such a mod that would allow me to to exactly the same thing. AND NOW I CAN!
Gibbed you are a god amongst men.
05/09/2011 at 20:39 Lewie Procter says:
Yeah, I didn’t actually have a problem with the regenerating health, I thought it was implemented quite well, but I bet that this would also be a fun way of playing it.
06/09/2011 at 07:07 YeOldeSnake says:
Health drained too quickly so that pretty much balanced it out.
05/09/2011 at 12:13 Ergates_Antius says:
Of all the silly developer habits, unskippable splash screens make least sense to me.
What, exactly, are they hoping to achieve? I’ve already bought the game, What more do they want from me? WTF is Scaleform, why do I care?
05/09/2011 at 13:27 OrangyTang says:
They’re usually mandatory. Middleware (physics/audio/etc.) libraries usually have a clause in their agreement that says their logo must be visible for at least X seconds at startup. Publishers will have their own terms too.
05/09/2011 at 13:51 JuJuCam says:
I suppose they’re there for a similar reason opening splash screens are on films. To give credit to the companies, investors and technologies that made the following however many minutes of entertainment possible. It’s a nuisance maybe but come on, pre patch the loading screens took more of your times.
And maybe someone will be interested in finding out who or what scaleform is, and learn something new.
05/09/2011 at 14:46 skocznymroczny says:
scaleform is kind of like Flash for games. Most games use it for GUI and stuff. Almost any AAA game uses it.
05/09/2011 at 12:24 Mirqy says:
Can I get a mod to turn off NPCs in real life? They’re starting to annoy me.
05/09/2011 at 12:40 jplayer01 says:
Sweet. Played through the game with this mod, now I really, really want modding tools.
05/09/2011 at 12:57 grundus says:
I’m so on this. I just started a second playthrough but stopped when I realised I just don’t have the ammo to shoot everyone (and I do mean everyone) nor the energy to stab them with my elbows instead. I’d like just one playthrough to use all the guns and augs fully upgraded, then it’ll be back to strictly stealth again. Doesn’t really make sense to do two no-kills PT’s back to back, you’d just end up taking the exact same path through the game twice, which defeats the object of DX, really.
05/09/2011 at 13:28 JKjoker says:
i want an aug that lets Jensen hack computers without exposing himself to everyone in the room (could be called the “crouching hacker” upgrade, apparently ppl in 2037 need lots of training and discipline to plug cables into their head without standing up)
05/09/2011 at 15:27 Radiant says:
The “put the monitor on the floor” augmentation.
05/09/2011 at 13:54 Kadayi says:
One thing I’d like to see is Eidos make available high definition versions of the cut scene videos. I assume for the purposes of getting the game down to a size suitable for the ubiquitous 360 DVD limits they had to compress them down something rotten, but they kind of do themselves a disservice when it comes to PC as the low resolution and muddy colours really show. There must exist some high definition versions.
05/09/2011 at 14:49 frymaster says:
you know you’ve done your cutscenes wrong when the in-game graphics look better
05/09/2011 at 22:43 Matt says:
If it’s any consolation (it’s not), the PS3 version also suffers for the 360′s sins.
05/09/2011 at 15:31 Radiant says:
Is there an option to make the game look better?
05/09/2011 at 18:58 Nathan Wind says:
Excellent work with the Cypress Hill reference.
05/09/2011 at 20:40 Lewie Procter says:
I thought no one had noticed <3
05/09/2011 at 22:09 FunkyBadger3 says:
I noticed… was wondering if it was the Ragey version.
05/09/2011 at 19:16 ABearWithAGun says:
Instantly spawn any item, you say? HAHAHA, DEATH BY MASS BASKETBALLS RETURNS!
05/09/2011 at 19:19 LionsPhil says:
Massspawning cats can also be amusing.