Posts Tagged ‘Deus Ex: Human Revolution’

Agent 47 Didn’t Ask For This

By Alec Meer on December 3rd, 2012.

His head is too big

Why distort one beloved franchise when you can do two at once? The latest DLC for Hitman: Ablutions once again fails to add new missions, ideally in a Streets of Hope vein, but instead a new costume and gun which can only be used in the Contracts mode. This new costume is the kevlar’n'metal duds of one Adam Jensen, he of Deus Ex: Human Revolution fame. This happens due to Hitman and Deux Ex being publisher stablemates, of course. As far as I can tell there is no narrative justification for why Baldy McChoke would come to acquire the augmented form of a mopey, bearded cyborg from the future, but hell, if Ridley Scott can contrive to unite the Blade Runner and Alien universes then this is no less silly.

The DXHR togs do make 47 look a bit like Gunther, mind.
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Hollywood’s Finest Vents: Deus Ex To Become A Movie

By Nathan Grayson on July 11th, 2012.

After this, of course, the man then gets back up and says, 'OK then, do I get the role?'

Videogame movies! No one really asked for them, but we’re getting them anyway. I now imagine Ezio and Adam Jensen leaping hand-in-hand off the rooftop that is their medium of choice, but with Jensen engaging the Icarus Landing System while Ezio dies horribly because hay doesn’t work that way. At any rate, Deus Ex‘s film rights have officially fallen into the hands of CBS Films, and Human Revolution – not the original or Invisible War – will be its foundation.

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Hard Graft: The Making Of Deus Ex HR’s Titles

By Craig Pearson on January 30th, 2012.

It's an arm. Cool, huh?
It’s starting to feel like intro day here on RPS. Art Of The Title have just concluded their first gaming title sequence dissection, cracking the chest of the appropriately surgical opening of Deus Ex: Human Revolution. Production company Goldtooth Creative Paul Furminger’s discusses the scene’s grand theme: “The original concept was a descent from the macroscopic to the microscopic and from the organic to the mechanical. We started working on storyboards and animatics that began with the gruesome reality of Adam’s beaten body and ended with the sublime perfection of veins and circuitry combining at a microscopic level.” Man, I regret skipping it now.
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Stealing A Glimpse Of Thief IV

By Alec Meer on January 17th, 2012.

Nonononononononononononononoooooooooo

Right, Deus Ex is back on its feet and looking hale and hearty, whether it asked for this or not. What vintage PC game shall the electro-paddles be applied to next? Why, it’s Thief IV, a game about which we currently know all but nothing other than that Eidos Montreal are pulling the strings again and, I am 99.99% sure, it’ll have some sort of funny subitle rather than a number in the name. Well, anything’s better than ‘Thi4f’, right?

An industrious fellow on Neogaf has done a spot of digging around the quiet info-goldmine that is LinkedIn, and turned up a couple of starting, tantalising facts. Let’s have a look, and then hear what assorted Thief fans want to see from the new game.
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The Games Of Christmas ’11: Day 23

By RPS on December 23rd, 2011.

It's Christmas Eve Eve!

I can already hear Horace’s giant claws tearing away at the fabric of reality, preparing for his grisly entry into our “Earth” on tomorrow’s tomorrow of Horacetide Day. Children will press their noses against the frosted panes, watching as he tears through the fragile frames of any too slow to avoid his infinite arrival. Ah, so lovely. But today there’s this:

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Game Logic vs Choice & Consequence

By RPS on November 21st, 2011.

Gameworlds have become ever-more lavish, but has there been a dark price paid for this? Craig Lager believes so. Production values are up but these worlds don’t seem to react to players’ actions as fulsomely as they once did, he worries – are we allowing games’ strange logic to take us for granted? But there is yet hope. Frowned at: Deus Ex: Human Revolution, Dragon Age II, Skyrim. Smiled at: The Witcher 2, Dwarf Fortress, Outcast. Please note these are Craig’s views, not necessarily those of RPS.

In my version of Human Revolution, the police station should be surrounded. There should be SWAT teams, negotiators, probably even an evacuation zone. Adam Jensen’s face should be being projected from every single screen that litters Detroit’s streets as Eliza explains him as being a more-than-prime-suspect in a new, horiffic incident. An hour ago, she would explain, Jensen asked for access to the police morgue and was declined. Now the back door has been broken into, and a path of corpses and hacked computers lead to the morgue in which a body has been clearly tampered with. Instead, Jensen walks into the main lobby and is greeted with “Hello”.
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Hands On: DXHR: The Missing Link

By Jim Rossignol on October 14th, 2011.

What a shame.
Deus Ex: Human Revolutions’s first piece of expansion DLC turns up on the 18th, for the price of $14.99 USD, €10.99, or £8.99. I’ve been having a bit of a play, and I’ll be able to tell you a bit more – while attempting to dodge spoilers (there are few quite stealthy ones, but nothing fatal) – below.
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For This, Never: Deus Ex HR DLC Packs

By Adam Smith on September 29th, 2011.

Explosions or tactics, explosions or tactics...hmmm
Deus Ex: HR came saddled with a selection of preorder incentives, a phrase that tastes like a little bit of sick in my mouth. The upshot is that if you didn’t buy the game from a grid coordinate during the correct lunar sequence, you may be missing little bits of content. No longer. Now, everything can be yours, provided you’re willing to reach into your digital wallet once more. There are two packs available, neither of which I have any experience with so don’t expect an informed opinion. Personally, I haven’t found the game to be lacking any of the things that are listed below. Have you?
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Deus Ex: The Other Prequel

By Alec Meer on September 28th, 2011.

A Chinese building in Russia, confusingly

Update: new video!

Adam Jensen’s story (which he never asked for) may be the canon prequel to the cyberpunk conspiracy theorising of the original Deus Ex, but the future-world’s a big place – there’s plenty of room to tell new tales from the time before JC Denton trotted across the globe. 2027 is a massively ambitious, Russian-made mega-mod for Deus Ex 1, the English version of which launched last week. It offers a new, apparently highly non-linear story, levels based on real-world locations, amped-up DirectX 9 graphics with stuff like weather effects added and a slew of new abilities, weapons and spider-bots. Also, new fonts. I do so like a font. Haven’t had a chance to give it a spin yet, but the below in-game footage certainly speaks for the visual upgrade.
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OnLive Is Okay

By Alec Meer on September 26th, 2011.

Also good for performance art in front of an amazed/disgusted crowd

Last week, cloud gaming service OnLive launched in the UK. Americans have had it for a while now, and doubtless thus look down on us as some kind of addled-brained backwater cavemen who’ve only just discovered fire, but for this small and governmentally-besieged isle having local services for this ambitious technology could be a game-changer. Or maybe not. Everyone who’s used it has something to say about it, and very often that’s ‘it kind of works but it looks rubbish on my PC.’ I would say the same thing – full-screen play on my 1920×1200 monitor looks like someone threw grey jelly at my screen and like everyone in the game is melting into the scenery. In windowed mode, I can play for a bit without being too bothered, but if I want OnLive to use more than 25% of my monitor I give up within five minutes.

Then I tried out the Micro-console thing they’ve started giving out/selling over here and my tune changed almost immediately.
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Found Footage: DXHR The Missing Link

By Alec Meer on September 26th, 2011.

The ferries I've been on have always been horrendously brightly-lit. This looks far more relaxing

The kerrrrayzeeeee hi-jinks of Adam ‘Elbows’ Jensen are set to continue very soon, with the impending The Missing Link downloaderised content injection. What mad scrapes and hilarious misunderstandings will our man with the facially-implanted sunglasses get into this time? Well, let’s have a little look, as Eidos Montreal’s Lead Narrative Designer Mary DeMarle narrates a five-minute taste of the new, ship-bound corridors, staircases and security control rooms Elbows is due to explore.
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