Deus Ex: HR, Illicit E3 WobbleCam

This is a bit naughty, but it’s sure interesting to watch. Via this Deus Ex: Human Revolution fansite is footage that was taken from the behind-closed-doors demo at E3, and is now hosted on ScrewAttack. It might not stay online for long. It features loads of game footage, and the back of some guy’s head. And my, it looks a lot like Deus Ex (except the bits that don’t, obviously.)

And part two:


  1. Daniel Rivas says:

    This excites me.

    • monkeybreadman says:

      Time for a tantrum, I WANT TO PLAY THIS NOW!!!!! Its bad to wish my life away but 2011 cannot come soon enough for this

    • 12kill4 says:

      Not as excitement inducing as the Half-Life 2 E3 Demostration videos from back in the day (cue “Will this run of my 486?” jokes…), but it does make me confident that they have at least captured the feel of Deus Ex’s environments.

  2. Chris says:

    Great scoop, and this really does look like the real 20-mins into the future deal. It has air vents and everything! Colour me excited.

    So what is going to provoke more Grar from the fans if they screw up: this or XCOM?

    – Chris.

  3. Alec Meer says:

    Jensen even sounds like JC.

    • Meat Circus says:

      What a shame.

    • CMaster says:

      Is that really a good thing though, Alec?
      JC’s voice acting in the first one was pretty horrific, although at least they had the excuse of an almost entirely socially stunted character.

    • Snidely says:

      It sounds like a mix of JC and Walton Simons to me. Which is a good thing. Certainly more emotive than JC’s was.

    • Grunt says:

      Poor old JC gets no love. I miss his dulcet monotone too, Alec.

    • Auspex says:

      It’s possible for a character to have an excellent voice without having excellent voice /acting/.

      JC had an amazing voice…

    • bob_d says:

      The voice work in the original was really memorable… although for me it was primarily because of the use of what were clearly the developers’ family members as voice actors. I actually thought the clumsy line readings were charming, though.

  4. DrazharLn says:

    Oh, the colours! When I loaded the video, the buttons changed from a lime green to an electric blue, sexy.

    Yeah, looks good. I’ve never played Deus Ex, but this looks like an interesting RPG. The outside environments in particular look beautiful.

  5. John says:

    There’s a part 2 to this video, which is embedded here along with part 1: link to

    For me, it confirms DX:HR will be a high quality game. There’s a few things I’m not happy about though. The frequent switches to 3rd person and cutscenes look pretty jarring. I don’t just mean takedowns, I mean cutting away to a cutscene of Tong and muscle man talking, which really isn’t necessary. And the cutscene at the end of part 2 when the bomb explodes. It’s certainly a departure from traditional Deus Ex gameplay, where the player is always in control and things happen around you. This ‘cinematic’ approach that Eidos keeps pimping is almost anti Deus Ex, to be honest.

    But still, it’s nice that a high quality DX game is getting made, reservations notwithstanding. I love Adam’s voice.

    • DrazharLn says:

      Hmm, you have a point. I did think it was a little confusing, especially for the takedown. I think I’d have preferred to be in control (and in first person) for the discussion with Tong too.

      For hiding behind the wall… Yeah, that too could work well in first person. I thought Mirror’s Edge worked well with the relentlessly first person camera. It was quite immersive.

  6. groovychainsaw says:

    Stop making me excited for this game! I don’t think I could handle the disappointment if this turns out to be not as good as deus ex… :-(

  7. Muzman says:

    As much as it looks great and detailed and everything (conversations et al) I do have to echo the DX agro-sphere:
    What is going on with that stunt cam/takedown third-person business? It seemed vaguely tolerable if it was for special moves knocking someone out etc. Then he starts ripping holes in walls and breaking necks or full scripted sequences of diving through skylights and blowing dudes up. W to the T to the F.

    • Jim Rossignol says:

      Lots of Splinter Cell devs on the team, maybe?

      DX did have its own problems with cutscenes and third-personess, of course.

    • Muzman says:

      It actually reminds me most of the first Hitman game (there being some large gaps in my game experience), where doing certain things would trigger cutscenes. Only you could actually do things wrong in those and I think they figured “cutscene must equal success in order not to confuse people” and dropped it.
      As someone of little console experience it seems awfully elaborate. I wonder if you can turn it off. I kinda like actually doing the cool stuff myself.

    • 12kill4 says:

      Complete the quicktime event to sidestep the ludo-narrative dissonance…

  8. WTF says:

    Jesus…I’m honestly impressed. So impressed that I just went from “not that interested” to “looking into pre-orders”.

    That was really quite awesome.

    • mootpoint says:

      This is a bit OT, but I’m trying to inderstand all this pre-order business, only out of curiosity. Why does one pre-order? Because of the goodies they throw in? I mean it’s not like games go out of stock these days, or do they? As I said, just honestly curious.

    • WTF says:

      If it is a game that I am confident I will buy then pre-orders can be very worthwhile as, at least in the UK, they are normally a hell of a lot cheaper and I get them sent to me for release day without having to go out and buy the thing.

      The bonus gumph that normally gets used to peddle pre-orders actively turns me off.

    • Heliocentric says:

      Sometimes its cheaper to buy a pre ordered game than on the day of release due to prices varying.

    • Alexander Norris says:

      @mootpoint – A lot of online stores offer significant preorder discounts, which you obviously don’t get if you order after release (sort of the point of them being preorder discounts). For example, if you preorder something on, you’ll usually get at least 40% off.

    • WTF says:

      Though in this instance I notice that there is no discount…annoyingly…

    • mootpoint says:

      Aah, that explains it, that’s what I get for always having a computer only able to play 2 year old games I guess :)

  9. Dan Lawrence says:

    Looks much more expensive graphically than I was expecting, lets hope the gameplay across the whole game ends up being as or more freeform than the original.

    Tiny bit excited.

  10. Christian O. says:

    I like it. I miss city-based RPG first-person shooter.

  11. Alexander Norris says:

    You’re crazy, Jim. This looks nothing like Deus Ex.

    The graphics and voice acting aren’t nearly terrible enough.

    • Alexander Norris says:

      The most exciting part of that video was the barkeeper with the augmented arm. They missed a golden opportunity by not making him Russian, though. :(

    • Alexander Norris says:

      Actually, I take part of that back: the Cockney black guy in this part and the Texan guy in the second part have absolutely horrid accents, so I guess the terrible voice acting is still there. It’s just bad-terrible instead of hilarious-terrible.

  12. Mitza says:

    I was disappointed by the first conversation in that video, the one with the bouncer. Such poor animations :( But the bartender talk was awesome. If they match that for every other conversation in the game, I’m sold!

  13. whalleywhat says:

    Apart from misguided fan rage, is there any reason not to make the entire thing 3rd person? Switching into 3rd person every time you take cover strikes me as awkward. I also assume the character was fully powered up for the purposes of the demo, and you won’t be able to do double takedowns, through wall kills and stay invisible for long periods of time with that much ease. Anyways, looks awesome.

    • Phill Cameron says:

      If you’ve played Rainbow Six Vegas, it’s apparently very similar to that. And in that, it worked perfectly, much better than a lot of third person games that make cover a central mechanic. Honestly, of all the things to get antsy about, the cover system is probably the least likely to get on your nerves.

      That said, this looks bloody brilliant. That takedown made me wince.

    • Shazbut says:

      Yeah, he had infinite energy or whatever for that demo. I think I read that on the PCG blog

    • Alexander Norris says:

      I really wish games that give you thermoptic camo would just make it unlimited and build the game around that. Thermoptic camo is the best part of near-future sci-fi; limiting it to a few seconds is always a huge copout (looking at you, Crysis). Admittedly, for all we know, the energy costs will be set up so you can use it for a fair while, or whatever, but still.

  14. drewski says:

    Well that was pretty damn awesome.

  15. Guy says:

    A BOMB!

  16. Larington says:

    I have no doubt that I will disagree with some of the design decisions made for this, I still expect to really enjoy the game when I get it. In any case, I saw enough without seeing the end of the bartender sequence, information lockdown from now on, don’t want any spoilers if they can be avoided.

  17. hollywooda says:

    How many times will the art direction of Blade Runner be used!?… anyway the environments & lighting look amazing NPCs look horrible, stiff & awkward. Hate when FPS keep switching from 1st person to 3rd it destroys the immersive experience & pulls you out the game, plus it makes your game look like Perfect dark Zero… & no one wants that.

  18. Rich says:

    Facial animations are a bit rubbish. Really obvious if (like me) your first viewing was without sound.

  19. Qazi says:

    Ooh, it seems to be the thing Francis saw: link to

  20. Anthony says:

    That reminded me enough of Hong Kong from the original that I’m officially properly excited.

  21. Mike says:

    Take downs are awesome.

    He says they arent scripted sequences but they kind of are by level design. If those 2 guys between the crates werent placed just so…no takedown opportunity.
    Same with crashing thru the roof of the warehouse and happy slapping 4 guys at the same time. Or am i missing the point?

  22. NukeLord says:

    Looking pretty damn good, the only thing I don’t like is the constant switching to 3rd person for takedowns, wall punching and skylight breaking, I don’t mind the cover system being 3rd person much. Hopefully they’ll have options to turn them on/off, but I’m doubtful.

  23. Gary W says:

    Looks like Splinter Cell with some ‘awesome’ takedown moves. Can’t wait to try the rest of the ‘cool shit’ demonstrated in that video.

    The writing will be inferior, but hey, there’s plenty of ‘Choices & Consequences’ to make up for it. For example: which route into this dark warehouse do I pick?

    Fuck the fans – – I don’t want a bad facsimile of Deus Ex 1 with updated graphics. Either build on the original or fuck off.

    Metacritic: 80-85%
    IGN: GOTY 93%

  24. Shazbut says:

    Seems like about 75% YES!!! to 25% NO!!!. When he picked up that box and during the conversation with the bartender, I could have cried with joy. The first time it cut away to a scene with out Alex in it and when our hero kills two guys simultaneously by dropping in and pressing a button, I felt like crying with sorrow.

  25. Cynic says:

    Close guys, close. I hope they didn’t make EVERY entry code a variant of 0451.

    Looks good, I’d say it most resembles a combination of Deus Ex and Metal Gear Solid.

  26. panik says:

    I hope he was playing on easy because it looked too um easy.
    Also cloak should only be an aid in certain conditions…not making you invisible when standing right in front of someone.

    • jalf says:

      No one wants to see an E3 demo where the player just gets killed repeatedly and instantly.

      of course they’re playing with invincibility, infinite ammo and all the other things that allow them to showcase the game as well as possible. Virtually every game does that in their pre-release footage. Because doing otherwise would be silly.

    • KingCathcart says:

      Reading some of the interview with the HR team it seems that the character was max’d out for the demo will all the upgrades and full modified weapons.

  27. whaleloever says:

    Is the head to the left a weapon? It looks very realistic. I hope you can throw it at people.

  28. Crane says:

    I was expecting DX3 to be a complete waste, and when I heard about “Third person cover! Regenerating Health!” I was only more certain of that.
    After watching this though, I’m… gobsmacked.
    They’ve brought back interactive keypads.
    That’s the kind of touch that I think shows just how much they’re trying for the Deus Ex feel.

    Moreover, from what’s been said about how they’ve implemented the cover system, it sounds as though they have stuck new mechanics in, and actually gone to the effort of making them work properly, which is where far too many sequels fall down – they add a new mechanic without bothering to refine its design or implementation to work with the structure of the original game.

  29. Nickless_One says:

    Gee… and still nobody complained about the augmented barman in the first deus ex (even when she had both hand robotic) :-P

  30. Sidorovich says:

    Who’d thought the near-future would look so, erm…luminous? Whilst I applaud the art-direction I too really hope they have a re-think over those scripted takedown sequences. I just hope their inclusion was there to show off the nifty graphics engine, and is not part of actual play.

    NPC’s using urinals. That’s also a first.

    • Jeeva says:

      My delightful memories of strangling chaps in bathrooms, then stealing their clothes, in the Hitman series beg to differ. =)

  31. jalf says:

    Didn’t they say in an earlier interview that the violent takedowns were specifically to emphasize that “you’re going the violent route now” You do have more conventional tools available to you”.

    In which case I don’t really think it’s such a big deal. It looks good, and it’s optional. You have the option of being violent as hell, but you’re never forced to.

    Just like Deus Ex 1 allowed you to blow people to hell with strategically placed explosives. But you didn’t have to.

    • Mad Hamish says:

      Yeah it looks optional alright. I’m a masochistic gamer anyway, I will completly ignore certain game mechanics if it makes the game too easy. Two quick silenced shots to each head would have taken those two guys down.
      However the temptation is always there, especially when the game gets tough.

    • skyturnedred says:

      From what I have understood, you can do a non-lethal takedown (press button) or a lethal takedown (hold button down or something).

  32. toni says:

    looks amazing. gameplay looks like no gameplay at all. canned animations, constant perpective switching, auto-PRESS BUTTON TO WIN-features, takedowns without rangelimit or interrupts – pretty much everyting you could do WRONG about gameplay. this will be AssassinsCreed all over where they promise one thing and then you get one-button-parkour-slaughterfest. I know now why this is a “closed” demo.

    • jalf says:

      Assassins Creed was a “one-button” parkour-slaughterfest? I seem to recall using a lot more than one button. In fact, I seem to recall having difficulty remembering which button was mapped to what action.

      And this is hardly what I’d call one-button anything.

      But don’t let reality intrude on your ranting. I’m sure you’re right, and DX3 will have no gameplay whatsoever.

    • toni says:

      in combat all you needed was the counterbutton. actually, I always just used fists and disarms because they were instant kills, just like knives. you are right, it doesn’t get any deeper than that. geez

    • Stijn says:

      All I used in Deus Ex 1 during combat was my left mouse button. Geez.

    • toni says:

      so you are one of the console players we fear ? ;)
      I used pretty much all keys I could map…..crouch to cover, lean to assess situation, activate a few augs, go forward, electro-prod from behind (LEFT MOUSE BUTTON), escape to vent. if you mean with combat: play on easy and stand in plain sight while unloading the napalm launcher, yeah, you only need the left mouse for that.

    • Stijn says:

      Newsflash: console controllers don’t have mouse buttons.

    • whalleywhat says:

      However many buttons AC2 had, it was easy as hell, which is generally what people are referring to when they say “pres win butan.” An annoying thing about the parkour is that it really has to tailor the way the player moves so as not to be janky. The end result is that you can always do something cool, but you can rarely do exactly the cool thing you wanted to do.

  33. televizor says:

    Second video, 2: 40 mark
    See the guy looking back while walking forward? This is the single innovation in the stealth genre in a decade.

    • John says:

      Actually NPCs in Thief 3 did that too. Well, the didn’t look a full 180 degrees around, so … maybe it is an innovation.

    • jeremypeel says:

      They also carried torches! That threw me more than I care to admit.

  34. Mad Hamish says:

    Looks fantastic. Thought the atmosphere and general feel of it was very Deus Ex-y. I could live with the third person cover thing, it didn’t seem that jarring and the cinematic cut scenes I don’t see as a problem, the first one had plenty of these.
    But…..the take downs. Damn. Just this one thing removes a lot of gameplay. Taking out a bunch of guys with one button is way two easy. Thinking up of a strategy to do it youself would be much more satisfying. Less flashy though. Giving the play less control I generally see as a bad thing. It really does just seem like an excuse to show off the nice models, animation, effects.
    Still definitly getting it though, because it looks amazing and a lot of fun and the only game that’s like Deus Ex since Deus Ex.

  35. Theory says:

    The only thing I didn’t like was the cutting away from first person when watching Tong talk to heat-sink man. It’s not even third person, it’s just a floating camera!

  36. Pat says:

    I love the atmosphere but it just looks so easy. There’s no AI. Most NPCs seem to be waiting for the player to kill them. Even while in combat they just stay in cover. The game is still in pre-alpha stage though.

  37. Jog says:

    Well I think Ghost Recon Future Soldier or Warrior (or something like that) will have unlimited camo. At least from what I’ve seen in the gameplay video.

  38. Irish Al says:

    As long as the main character is as camp as JC Denton I’ll be happy.

  39. Sulkdodds says:

    Looks quite lovely, but I don’t understand why a developer would 1) set their game in a foreign country, then 2(a) make everyone speak in strenuously accented English, rather than 2(b) give the player futuristic ‘translation software’ that plays a slightly robotic voice with occasional amusing mistranslations over native dialogue. Hell, it would even provide a diagetic excuse for a swear filter.

    • Theory says:

      Most people are speaking Mandarin, if you actually listen. Only story characters speak English.

  40. Nickless_One says:

    I am a fan of Deus Ex and I liked the cover system and takedowns, crucify me…

    In DX1 taking down enemies in melee combat was all about getting close enough unnoticed and pressing a button. The only difference is the animation played (instead of waving stun prod back and forth, there is the takedown), I can’t blame them for making it more visually appealing…

    I like the cover system, because it’s a mechanic that can be used for both stealth and combat.
    – in combat it adds well to the DX’s style “getting 3-4 bullets and you’re going down”
    – in stealth it replaces the dark/light mechanic of DX1, if it will remove the incredibly shortsighted and forgetful enemies, I don’t mind going with it…

    Also, I believe I’ve read somewhere that the falling through skylight wasn’t pre-scripted but just two abilities used in succession (landing and that wierd explosion) – how horrible of them for making use of the game mechanics in order to create goodlooking scene…

    • Mad Hamish says:

      Yeah some of the take downs looked grand. Like where he decked that guy in the club, nice and quick. But taking out groups of guys with seemingly one button press is a bit iffy. But I’m not one to rage about it. The only thing I’ll rage about is having to buy a new PC to play it or else I’ll have to *coughplayitonmyxboxcough*

    • Barman1942 says:

      I don’t min it either. People seem to forget Deus Ex wasn’t known for particularly good combat.

  41. toni says:

    floating camera is very bad. I can’t see how they will immerse me while constantly changing the way the game “feels/plays”. and btw:
    one guy looking back while walking forward is as much a innovation as the “last known position” in SplinterCell:Conviction: none. it has been in games for years, it just either has NOT been activated or there was no visual representation of it until some console designers thought it would be nice to remind the player that the AI is capable of it since years. It’s just a dress-up for an old feature.

  42. Murdering Jack says:

    I can’t get over the negativity already bobbing around in this thread. Take downs worked brilliantly in Arkham Asylum- a whole lot better than awkwardly prodding people or panic-tranqing them in the first Deus Ex, at any rate.

    Anyone else notice the badass combat music? Loved it.

    • Chris says:

      …it’s like everyone wants to hate it?

      When all you have is hidden-cam footage of a pre-beta game that’s being played in IDDQD mode, it might be as well not to assume the gameplay will be awful. There’s lots to like about this, starting with the fact that it doesn’t use ME2/GoW’s bloody cover mechanic.

      From other interviews, it sounds like the guy running the show Gets It. I’ll criticise the gameplay when someone’s actually had a chance to, you know, play it.

      – Chris.

    • James T says:

      Was that a spoof blog post? Hilarious, in any case. Burn the strawmen!

  43. Xercies says:

    The takedowns look a little to easy for my liking, they seem a bit to much of a win button but this could be because they decked Jenson out with lots of things so maybe it isn’t this easy in the real game when your first starting. didn’t mind the third person camera sometimes…didn’t break the immersion to much.

    Also Batman voice!

    looks pretty damn good…i wish they showed us a few ways to get in but i have no doubt that there telling the truth and if they are…well colour me excited because this might actually be a worthy sequel to deus ex.

  44. toni says:

    I’m sure it will be easy, just like Batman. And yeah, in Batman it worked because it was a full arcade 3rd person game. this should live up to its predecessor, maybe surpass it but all I see are old cliches like forgotten rocketlauncher in boss areas, multiple enemy one-button kills, constant perspective switching and non-inperson cutscenes, even with floaty cam. Don’t ever make the mistake this is not aimed at the usual suspects that find Bioshock’s combat and story deep. How about doing 1st person cover if you think you so desperately need your player to be glued to a wall or box.

    besides, anybody noticed that boxes in the future withstand constant machinegunfire by military robots ? good for adam.

    • Oddity says:

      “besides, anybody noticed that boxes in the future withstand constant machinegunfire by military robots?”

      Yeah, I noticed that as well. Covering behind a flimsy cardboard box while taking fire from a heavy assault spiderbot looks ridiculous. In a situation like that, you’d need half a meter of concrete to shield you, and even that would be chewed away in seconds.

    • Mad Hamish says:

      Eh no biggie really, just something over looked in design. Destrucable scenery isn’t the norm yet in games. BFBC2 has been spoiling me in that respect.

    • CMaster says:

      Actually, one of the boxes did break.
      It did take a lot of fire, and it could be (that a lot like DX1) the moveable “entity” boxes can break, but the static “world geometry” ones can’t.
      But then, it’s the same with BF:BC2. Some walls are breakable, other invincible.

  45. neems says:

    Just curious, has there ever been a game with a really well executed 1st person perspective cover mechanic?

    I know Call of Juarez 2 had one, which wasn’t bad, but I mean a full on ‘you can see the wall next to you as you duck, take a deep breath, peek quickly over the top / round the side, then duck back as a hail of bullets slams in the concrete around you’ type affair.

    As I understand it, cover systems generally use 3rd person so that you can see what’s going on, but surely in a 1st person game, in a dangerous situation, it would be more exciting and immersive to not be able to see every inch of the battlefield while cowering in terror.

    • Kieron Gillen says:

      Didn’t Brothers In Arms do one?


    • subversus says:

      watch this – Red Orchestra 2

      somewhere in the beginning/middle

    • Sulkdodds says:

      Cover was really important to BiA but usually as a player you could see over it. In fact you had HUD indicators to show where the enemy squads were and a paused, zoomed-out ‘commander view’ mode to survey the area, so you rarely felt as if hiding behind cover was limiting your knowledge of the situation.

      The only thing I can think of is Time Crisis 2 (and presumably sequels) where you duck behind something and can’t see the enemy if you take your foot off the pedal.

    • Kieron Gillen says:

      Ah yes – I never used the higher-level camera, so that’s why I don’t remember it.

      (That said, I’m fine with the icons. “They’re over there” is okay. In games, you simply don’t get the information you do in real life.)


    • Zwebbie says:

      neems: What’s the point of a cover mechanic in the first place? What happened to, you know, ducking and getting behind cover? The whole glueing mechanic seems redundant and clumsy to me.

    • Stijn says:

      Well, if you just duck you’re covered, but can’t blind-fire or move around hugging the wall. I think it’s more about the game recognizing you want to use an alternate set of controls (namely one that allows you to blind-fire and hug the wall) than really a new mechanic. Here’s hoping it’s a context sensitive system, like in Beyond Good & Evil (which is pretty incomparable otherwise, so I have no idea if it would work) rather than a “PRESS TO ENTER COVER MODE” button.

    • Jimbo says:

      I think one or both of the Vietcong games had a first person cover system where looking down the iron sights (iirc; it may have been a seperate key) would automatically put you just high enough so you could see over whatever you were behind. I thought it was awesome at the time. I wanna say Killzone 2 did something similar but I’m not sure.

      Medal of Honor: Airborne had a system where looking down the iron sights would turn the Move keys/stick into Peak Up/Down/Left/Right keys. Not being able to move whilst aiming took a little getting used to, but I thought it was a pretty slick solution for FPS cover.

      Arma 2 with TrackIR allows you to peak around cover pretty much however you want to, just by moving your head.

      I do think that cover in FPS games, without any kind of dedicated mechanic for it, has always been pretty bad. The problem of course is that the controls are all digital – you are typically either crouched or not crouched, leaning or not leaning. I don’t really have a problem with them using the R6: Vegas method, it worked well there and it’s not like Deus Ex was constant FPS (a la Half Life) in the first place.

  46. toni says:

    no game did it right as of my knowledge, this is where they could have made their mark on gaming but no – I guess they even did not think about it and then introduced those perspective shifts that already are annoying after watching a 20min presentation. DX’s atmosphere was all about the perspective and the LACK of information in the FP view and the CLUMSY combat that only worked with skills. and as of now both aspects have serious flaws in DXHR or are omitted alltogether (you start with perfect aim). I’m sure the GOW crowd will eat it up as an “sophisticated” shooter with choices but I can’t imagine how anyone that played the old game can see similarities (besides visuals). If you wanna play a DeusEx game, buy Alpha Protocoll, it’s a full blooded DX game without the cyber. I think that is what Eidos fails to see. Robots, outfits and a deep, snarly voiceover doesn’t make a DX game.

  47. jalf says:

    Wow, now I feel silly I actually wrote a reply to one of toni’s comments.

    After reading the rest of thme, it’s pretty clear that he’s just trolling.

    • Stijn says:

      What, you don’t agree Deus Ex was all about the clumsy combat?

    • toni says:

      troll troll. troll.
      yeah, everyone having a bad impression (after being enthusiastic about the game for a long time) is a troll. everyone pointing out flaws is a troll. he will never give the game a chance. his views are preconceived and biased. It is our duty to suck up to everything the marketing guys tell you. Your own opinion is shit as long as it is not backed up by at least 2 other posters or if it does not go along the usual “all is happy and green” philosophy. Why even have a board for impressions if negative ones are not welcome. I can live with a thread were a game gets trashed or criticized, many of my most beloved games are hated somewhere else and I don’t feel the need to “protect” them from bad opinions or ridicule the posters for their impressions. Good games can live with bad press. but most posters don’t seem to grasp the concept of diverging opinions and feel offended when confronted with them. Crying “troll” just discredits you, not me.

    • jalf says:

      yeah, everyone having a bad impression (after being enthusiastic about the game for a long time) is a troll

      No. Not the ones who have a bad impression of the game.

      But those who just rant about things they imagine being bad, which have nothing to do with what we’ve actually seen are trolling.

      But since you seem to imply that you actually meant the stuff you posted, let me give you a few quick comments:

      one guy looking back while walking forward is as much a innovation as the “last known position” in SplinterCell:Conviction: none. it has been in games for years, it just either has NOT been activated or there was no visual representation of it until some console designers thought it would be nice to remind the player that the AI is capable of it since years. It’s just a dress-up for an old feature.

      That is so upside down I don’t even know what to say. You’re saying a system that does not actually give players a clue what to do (one which has no visual representation of whether the NPC is looking back) is superior to one which gives the player a clue?

      If an NPC is able to look at you without you being able to tell, it’s a bug, not a feature.
      And talking about features being “in a game but just not activated” is just meaningless. If the feature is not enabled in the game, it is not in the game. It might have been present in the code, but not in the game. If Deus Ex 3 employs a feature to improve the gameplay, then Deus Ex 3 is a better game for it. Whether or not another game featured the same feature, and whether or not someone once coded the same feature in another game and then ended up disabling it.

      I’m sure it will be easy, just like Batman

      Case in point: You’re criticizing the voices in your head, not the game. You don’t know anything about the difficulty. What we do know is that 1) the game (and the AI) is unfinished, and 2) for the demo, they used a character with maxed-out skills and augs, with infinite health and ammo.
      It hasn’t crossed your mind that this might perhaps make the game look easier than it is?
      You’re sure it’ll be easy?
      I’m sure it’ll install a virus that emails your porn folder to your grandmother.

      And I have just as much evidence to support this theory as you do for yours.

      this should live up to its predecessor, maybe surpass it but all I see are old cliches

      And Deus Ex contained no cliches?

      multiple enemy one-button kills, constant perspective switching

      I don’t see why those are necessarily bad things. If you want to criticise something, it is not enough to point out every aspect of it. You have to point out why they are bad too.

      non-inperson cutscenes

      And Deus Ex didn’t have those? Perhaps you should replay it? Playing through DX, you spent *ages* looking at JC’s face from the outside.

      How about doing 1st person cover if you think you so desperately need your player to be glued to a wall or box.

      Why would they do that, if 3rd person cover seems to work gameplay-wise?

      besides, anybody noticed that boxes in the future withstand constant machinegunfire by military robots

      Have you ever played a computer game before? I can’t recall a single game where *everything* was destructible. It certainly wasn’t the case in Deus Ex.

      All they have to do to “fix” this one is slap a different texture on it. Make it look like metal, and the problem goes away. I think they have time to do that before release, don’t you agree?

      I also fail to see how Deus Ex was better. Remember the cardboard crates practically evaporating when hit by gunfire? Now, I’ll admit I haven’t spent that much time pumping bullets into cardboard crates, but as far as I know, it would just tear holes in the crate, not make it disintegrate entirely. How’s that for realism?

      no game did it right as of my knowledge, this is where they could have made their mark on gaming

      I’m sorry, I thought you wanted them to surpass Deus Ex as a good game. now you don’t care about gameplay, as long as they pioneer first-person cover systems?
      What if, and this is just a crazy idea, they tried a first-person cover, and found that third-person made for better gameplay?

      Why, then, should they not stick with third-person? Isn’t good gameplay what we want?

      DX’s atmosphere was all about the perspective and the LACK of information in the FP view and the CLUMSY combat that only worked with skills

      What? You want clumsy combat? That was one of Deus Ex’s flaws, hardly a strength.
      I suppose you want the same polycount that they used in the original game too?

      And again, perhaps it’s time you replay Deus Ex, because it was easily possible to gather information without being seen. The NPC’s were positively myopic, deaf and dumb.

      So yes, troll. Or if not troll, then at least talking about something only you can see, happening inside your head. Something with no relation to the game the rest of us are looking at.

      The game might well turn out to be horrible. But so far, you haven’t pointed out anything in the actual footage that supports your arguments. You’ve ranted long and incoherently about the problems you imagine might exist, even though there is no evidence for them.

      Yes, it might suck. Just like Diablo 3, StarCraft 2, Portal 2 and HL2.3 might suck. But to be taken seriously, you’re going to have to base your criticism in fact.

    • toni says:

      ok, wall of text. I thought the game was about innovation and fixing the old DX. so having indestructible boxes is a good thing since all games have it ?
      looking back has been done in a few games just as the last known position is an old mechanic. if you need visual clues for something logic to happen (like checking out why that guard is dead) then yeah, that is certainly a help for confused players. why is DX1 having cliches a point in case for DXHR ? bad decisions should carry over or it isn’t a proper sequel/prequel ? so you dismiss my rant for demanding better things than DX1 ? like e.g. inperson-cutscenes ? so changing perspective constantly from 1st person to 3rd person to floating camera is a better system ?


  48. lhzr says:

    this looks great and it prolly won’t be frustrating to play, so it’s obviously gonna suck!

    am i doing this right?

  49. cypher says:

    XD damnit and I was trying so very hard not to give into hope! It not only looks amazing, but I genuienly get the impression they understand what it was about Deus Ex’s Gameplay that made it so special- choice.

    Add to that a rich and vibrant looking cyberpunk backdrop… well I certainly have my fingers crossed.

  50. bhlaab says:

    Great, the one thing I want to see is what the dialogue system looks like and there’s some doof’s head in the way.