JC Jensen: DIY DX3 In DX1

By Alec Meer on September 9th, 2011 at 8:56 am.

Jesus Christ, Denton

You there! Remember the parody video in which the likes of DLC references, object highlighting and iron sights from Human Revolution were added to the original Deus Ex, and how even-tempered everyone was about it? Well, now you can recreate that past-meets-present, JC/AJ mash-up yourself, as creator Ceski has released the mod he made to achieve the video.

Also includes instant wristblade takedowns (press use when behind an enemy), regenerating health and a surfeit of black and gold. Grab Deus Ex: Unreal Revolution from here.

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58 Comments »

  1. DevilSShadoW says:

    So did JC hack stuff mentally in DE1? Because he sure as hell wasn’t using fingers on a keyboard… or, on anything for that matter…

    I’m sorry I know I’m being a douche but that’s just horrible. I have this thing with games and fingers (or lack thereof)

    • Longrat says:

      His metasploit is augmented.

    • Dhatz says:

      i guess there should be cathegory for nonsimulative FPS like deus ex series and the rest that miss the point that beings are no camera with hands.

    • suibriel says:

      Yeah man, what the hell were they thinking in the 90′s? Those idiots!

    • HexagonalBolts says:

      That you could just walk up to a security station and hack into it with a few taps on the keyboard I think is sillier, I imagine that his augments wirelessly handled it…

    • Keymonk says:

      Indeed. Considering Deus Ex 1 was further into the future than DXHR(?), it makes perfect sense it’d be wireless.

    • LionsPhil says:

      It is certainly strongly implied to be wireless in DX2, since hacking is a braaaain implant. You look at ATMs and they spit all their money out at you.

  2. Lazaruso says:

    Well done!

  3. Dhatz says:

    seen this yesterday via ddworld.cz and its spot on rotten commercial crap like new games.

  4. Burky says:

    *moves slightly to the right of the path to look at newspaper*

    1000 POINTS EXPLORATION BONUS

  5. Falfa says:

    IF I had my DX1 copy near me I would be reinstalling it already…

    DX magic still exist!

  6. suibriel says:

    Why do you insist on calling this a “parody”? It’s meant to be insulting, and it is.

    • Abundant_Suede says:

      Being a parody doesn’t preclude mocking the source material. You might want to look up the definition of the word.

    • CMaster says:

      In fact, my understanding was that a parody pretty much has to be mocking the source.

    • Abundant_Suede says:

      Not necessarily. Parody is imitation for humorous effect. The definition doesn’t require ridicule, but neither does it exclude it, and most definitions of the word expressly include ridicule as a common usage of parody.

    • John P says:

      Let’s not split hairs. Much about HR deserves to be insulted, so call it whatever you like.

    • Abundant_Suede says:

      Very well. I shall call it “Steve”.

    • Unaco says:

      Pretty f*cking awesome is what I call it. Despite it having its own problems, it’s still an absolutely amazing game. I don’t know how many other games could get away with being so absolutely f*cking brilliant, with something as obnoxious as the Boss Fights in it… But Deus Ex HR manages to still come across as a f*cking excellent game, despite the Boss Fights.

    • CMaster says:

      @Unaco
      I err, think you missed the point of this little thread. It wasn’t about if HR was good or not…

      Oh, and the OED has this to say on Parody (n 2)
      1. a. A literary composition modelled on and imitating another work, esp. a composition in which the characteristic style and themes of a particular author or genre are satirized by being applied to inappropriate or unlikely subjects, or are otherwise exaggerated for comic effect. In later use extended to similar imitations in other artistic fields, as music, painting, film, etc.

      b. Without article: this as a style or genre; the composition or creation of parodies, or of a parody.

      2. In extended use: a poor or feeble imitation of something; a travesty.

      So it does say that the original work should be satirized or exaggerated. Although I also realise that over the past few years, in the US especially, Parody has come to mean “any derivative”, presumably as a result of parody’s exemption from copyright.

    • Grygus says:

      The meaning of parody hasn’t changed in U.S. culture. If someone misuses the word then it’s being misused and that’s the end of it.

    • Abundant_Suede says:

      /puts on unnecessary semantics hat

      Yes, Parody is imitation and exaggeration for comedic effect. But not necessarily ridicule, or belittling the subject matter. This was the OP’s point, as he felt the video was ridiculing the subject matter, and therefore somehow *not* a parody. There are plenty of “parodies” that reverently celebrate the subject matter without ridiculing it (lots of reverent Star Wars parodies, for instance), but ridicule is also a common goal of parody.

      When looking up a definition, I generally start with Oxford, and work my way out. You’ll see that Oxford’s definition is the most distilled and basic definition, and makes no mention of ridicule or satire (although it in no way precludes them), although many other definitions include these common uses of parody.

      I hope this was as edifying and pointless for everyone as it was for me.

    • CMaster says:

      “The meaning of parody hasn’t changed in U.S. culture. If someone misuses the word then it’s being misused and that’s the end of it.”

      Whee, now we can move on from needless pedantry about a word (I just threw in the Oxford English Dictionary definition for completeness, knowing it was a little silly) to the prescriptive/descriptive language argument.

    • suibriel says:

      Well, I don’t think it’s pointless at all. Implying that this mod is a parody is down-playing the entire point of it. I assure you the point of the mod isn’t to lightly make fun of DX:HR – it’s meant to tear it a new augmentation and kick dirt on it.

      Calling it a mere parody suggests that you don’t understand why the gameplay elements it’s making fun of are so bad in the first place.

    • Unaco says:

      “I assure you the point of the mod isn’t to lightly make fun of DX:HR – it’s meant to tear it a new augmentation and kick dirt on it.”

      Then it has failed at it’s objective. It comes across as small nitpicking (“DX had this but DX3 doesn’t, this is heinous!! Even though that feature wasn’t that good” or “DX3 has this feature that wasn’t in DX1 and is horrible for that reason”), complaining that DX3 isn’t just DX1 with nicer graphics, and bitching about things that are entirely optional. If you’re seeing Objective and Object Highlighting, you’re NOT playing on “Give Me Deus Ex” (or you’ve gone into the options and turned them on).

    • PopeBob says:

      It’s really hard to tell if you’re a huge DXHR fan who hates the parody for mocking the game, or if you’re a DX fan who hates DXHR for being too modern.

      Honestly, both ends of this idiot spectrum are insufferable.

    • CMaster says:

      Being merciless and cruel and really disliking the subject matter doesn’t make it not a parody…

    • Abundant_Suede says:

      , I don’t think it’s pointless at all. Implying that this mod is a parody is down-playing the entire point of it. I assure you the point of the mod isn’t to lightly make fun of DX:HR – it’s meant to tear it a new augmentation and kick dirt on it.

      Yes. If only the English language had a word for satire that imitates and exaggerates an existing work for the purpose of criticizing it through humor.

      Seriously, have you read anything that’s been said here?

    • Sarkhan Lol says:

      You guys have got about ten seconds to quit it before I add you to the list of RPS casualties.

    • MD says:

      Easy bro. Just haaavin’ us a conversation.

  7. poop II says:

    i pretty much agree with everything this raises even though I think dxhr is a really good game. also parody videogames rule and people should make more of them

    also its funny to think that this is what I thought dxhr would look like when those horrible first magazine scans came online

  8. John P says:

    The mod even gets the level design dead on: how it leads you from small area to small area, each populated by 2 or 3 enemies (as opposed to the expansive nonlinear maps in the original).

    It’s a very incisive commentary. Anyone who thinks ‘HR does everything the original does (and sometimes better!)’ should be strapped to a chair and forced to play this. It might open some eyes.

    • CMaster says:

      Indeed. Human Revolution does a lot of things very well, but the level design is pretty pants, and destroys any extent that the rest of the game might reach for the immersive sim.

    • 4026 says:

      Hang on, hang on. DX1 had just as much of the “large rooms connected by small corridors and some air vents” level design. That MJ12 base you wake up in without any of your stuff? The hangar you have to wander about because your helicopter gets captured? Heck, Area 51, come to that.

    • Burky says:

      Yeah, playing HR-like level design in a DX setting really drives home what’s missing.

      There’s some other subtle touches here that highlight some of the more jarring elements in HR:

      -the reduced walking speed
      -the strange placing of large groupings of items into singular piles for you to grab, instead of more realistically spread around (who keeps energy bars on a gun shelf? the people of 2027)
      -the mass-dishing out of bonus experience points for such minimal tasks such as straying two meters off the path
      -the non-interactive backdrop items like stepladders and crates that you’d think you could feasibly use to accomplish your goal but you can’t use them because they’re not glowing yellow

    • Burky says:

      “Hang on, hang on. DX1 had just as much of the “large rooms connected by small corridors and some air vents” level design. That MJ12 base you wake up in without any of your stuff? The hangar you have to wander about because your helicopter gets captured? Heck, Area 51, come to that.”

      The key difference is that the DX levels are far more open spaces, and they are one consistent map.

      DXHR has the same problem as IW in that it’s a collection of tiny “zones”, with loading in between them

      they just hide the loading screen part through the use of better streaming technologies, kinda like Halo

      it still has the same problem in that the AI is unable to function beyond the tiny zone it exists in, nor can your actions in one tiny room affect the AI of the next one (beyond a “is the alarm sounded” trigger), because it’s not loaded into the game reality.

    • CMaster says:

      Hang on, hang on. DX1 had just as much of the “large rooms connected by small corridors and some air vents” level design. That MJ12 base you wake up in without any of your stuff? The hangar you have to wander about because your helicopter gets captured? Heck, Area 51, come to that.

      Did DX have some corridor level design? Yes – off the top of my head the Mole People tunnels, The submarine base, the catacombs (the MJ12 base under UNATCO HQ is a bad example actually – while yes, you can’t be outside it (it’s deep underground) it’s a real facility with several rooms of minimal use to you, and laid out reasonably – you don’t follow a corridor path through it). However, Deus Ex also had situations where you were given a whole facility, outside and inside to approach as you wish: the New York Warehouse District, X-51, Vandenberg Air Base, etc. You could choose your approach, sniping or evading as you go. Choose your way into the building. Or indeed bombard the buidling with high explosives. In Human Revolution, you only have the corridor environments. Some of them are quite wide corridors, but nevetheless. This is made all the more obvious by the fact that you never, ever have to exfiltrate in HR. There’s always an exit point after your final objective – often making you scream “Why didn’t I just come in that way”. The only time HR even approaches the more “open” level design is the Omega Ranch.

      I actually really enjoy some of the corridor sections of DX, and I liked HR. However I did find HR’s level design pretty disappointing at the end of the day – it’s the second worst thing about it, after the cutscenes.

    • Grygus says:

      HR’s Detroit Police Station is pretty good and open, with a reasonable floor plan, three entrances, and multiple ways to get to and do everything you need. The apartment buildings are reasonably fun and in design are almost identical to similar structures in DE.

      The biggest difference is that DE gave you vague little snapshot maps instead of dynamic ones that showed you the exact layout. I think people remember level complexity in DE that wasn’t actually there.

      The docks are not all that different from a Vanderberg type environment. I think the two games are pretty close in terms of level design.

    • LionsPhil says:

      Having finished DX2 just a couple of days ago, I laughed bitterly when the finale is set on Liberty Island—which has to be split into two halves by a big wall of plot-side-effect ice that someone thoughtfully installed doors in. And you can’t get up into or onto the statue since that’d let you see both halves at once.

      You know. The same place that DX1 did as a single level. The first level. Plus it had water to swim in and find things, not a sheet of ice because DX2 never implemented swimming.

    • apollyonbob says:

      I don’t know how far you played, but calling the FEMA facility “linear” is objectively incorrect. It is huge, it is very expansive, multi-leveled, not a single loading screen anywhere, and there are a dozen ways to get from point A to point B – including the main path which is, yes, a hallway. In order to just walk down that hallway you have to raise every alarm everywhere. Now the boss fight at the end of the level – THAT’S linear. But everything up to that point? No.

      If you want to play the game exploring every path, every nook and every cranny, you can. I am, and I am constantly amazed at how many different ways there are to get into a room. Is there always at least one obvious way? Yes, of course – that’s how buildings are made.

  9. diebroken says:

    Does the mod allow you to perform “non-lethal cinematic takedowns” (TM)?

    “DLC is a messed up business” – classic

    (Just noticed that I remembered seeing that BioShock: Fact Vs. Fiction video years ago from the same author. Still makes me laugh.)

    • LionsPhil says:

      Some of this guy’s videos are great.
      “WHAT is THIS thing?”

      And this is why Trespasser was the most innovative FPS ever released.

    • MajorManiac says:

      I’m impressed with that Trespasser video. Shooting oneself is something I’ve never considered in an FPS. In hindsight it would seem like an obvious feature for games like Zombie Panic, when death-by-zombie has become inevitable.

  10. poop II says:

    I just realised that this is the same dude who made all those amazing dragon age 2 videos, Ceski’s got a lot of talents

  11. JackDandy says:

    Holy crap! It’s for real?

  12. coldvvvave says:

    Lots of angry internet men here.

  13. googoogjoob says:

    PROTIP: Don’t bother with confusing medkits, you have REGENERATING HEALTH

    • MajorManiac says:

      To be fare, I can’t imagine a medkit would ever be useful for treating gunshot wounds.

    • LionsPhil says:

      IIRC the in-game description of medkits in your inventory screen in DX1 handwaves it as a bit as the nanites breaking them down for raw resources to patch you up.

  14. Theory says:

    It’s amusing how much better this mod makes the combat. If it was transplanted properly into the game itself it would be great. Re-balancing would be a bitch mind you.

  15. suibriel says:

    You now realize how huge the weapons are. You also realize how appallingly brainwashed you’ve been into accepting it.

  16. Kaldor says:

    By the way, isn’t that blade a bit sadistic? Doesn’t look very effective for severing vital functions with as little entry point as possible. It’s like a super sharp (or is it?) axe instead of a sword, and with less force. What’s more, in the trailers it often looks like he rams that thing in the unlikeliest places possible, like your shoulders. Just saying, because there ought to be some thought process behind the design.

    • povu says:

      Because when they’ve spent millions of dollars on turning you into an augmented killer, you might as well kill with style.

  17. Abundant_Suede says:

    Reply fail.

  18. Zaboomafoozarg says:

    OMG JC, a mod!