Deaugmented: Deus Ex 3 Highlights Optional

Clean your near-future world with new Glow-B-Gone

The shimmery outline around key items and interactive objects in Deus Ex: Human Revolution caused a fair bit of consternation amongst Deus Ex fans the other month. Sure, it’s useful, but a big glowy yellow highlight around half the stuff in the world isn’t ideal for immersion, is it? It’s the old ‘loot glint’ argument all over again… Fortunately, the devs at Eidos Montreal appear to have listened to community feedback – you can now turn the bally thing off if you’re so inclined. Below: see what it looks like without glow-o-vision.

Also made optional is objective locators, which is another nice idea and welcome nod to the more steely-jawed DX player.

Here’s their explanation of both why they have highlighting in the first place, and why they’ve decided to make it an option instead of enforced:

Hooray! Good news indeed. Thanks, chaps. I’ll definitely be playing DX3 with the highlighting turned off. I’ll also probably be playing DX3 in my underwear whilst eating Mini Cheddars, but you don’t need to know that.

Thanks, Toner.


  1. McDan says:

    Yay, today feels like it will be a good day. So many pre-orders though…

    • Corrupt_Tiki says:

      Second this, and add, this year shall be a glorious one for PC games :D Can not wait, well, I mean I can for the getting older part, but not for the games!

  2. Lewie Procter says:

    Can’t believe they capitulated on this. My preorder is cancelled.
    Wait…no the other thing, this is great news!

  3. Njordsk says:


    Teh internet won !

    • Cinek says:

      No: The voice of reason won.
      :) I’m very glad that developers listed to the community. Kind bows. :) You made me one step closer to the pre-order.

    • thegooseking says:


      Developers listen to the community, but they don’t always do what the community says. That’s because the community isn’t made up of professional game designers and often has bloody stupid ideas. A game that was designed entirely according to what the community said they wanted would be horrible. Simply horrible.

      Though that’s not the case in this instance.

    • wristcontrol says:

      @Cinek They should’ve listened to neither — the original had highlight on one object only, which conforms to the augmented human idea, and that’s how it should be. End of story.

  4. konrad_ha says:

    This is how you build a fan base. Well done!

  5. Orija says:

    Listening to the community gets you some of the best PR.
    I have been quite active on Splash Damage’s and CDProjekt’s forums and it’s heartening to see both the developers not only actively participating there but also taking feedback into account and making appropriate changes.

    • Reiver says:

      Definitely. I was on the witcher forum last night and it makes such a difference to see the responsivenees of the Dev team to questions and even suggestions. I was buying the game anyway but the goodwill that they generate must be excellent marketing.

  6. SirKicksalot says:

    I’ll play it with highlights on, because it fits the augmented reality fantasy.

    • Orija says:

      You dare disagree with the collective hivemind, mortal?!

    • Dominic White says:

      Likewise, I’m sticking with highlights on. Throughout the development of the whole damn game, they’ve put a lot of focus on Jensens augmented vision. Unlike J.C. ‘My Eyes Glow In The Dark’ Denton, he actually CAN see more than the average human. It’s a major plot and thematic element.

    • Teddy Leach says:

      My vision is augmented.

    • roryok says:

      being able to see through walls is one thing, being able to see what door you’re supposed to go through in order to ‘win’ doesn’t really seem technologically achievable in real life. Unless its some kind of CharlieSheen-o-vision

    • VelvetFistIronGlove says:

      If my vision were augmented, there would be so many better things to show than a highlight around doors and small objects that I could pick up. (No, I’m not talking about porn. You have a filthy mind, sir). Just at my desk here, the phone, mouse, keyboard, every assorted paper, headphones, mug, glass, each pen or pencil, each book, bookends, imac, monitor, monitor stand—all would be highlighted as being small/lightweight enough to pick up. It’s such a silly idea to try and explain it away as being an in-game vision augmentation.

    • John P says:

      Whether it fits the fiction or not, it’s just plain ugly and unnecessary.

      The fact that they’ve disabled it by default on the hardest difficulty suggests it was only implemented to prevent the less observant players from missing the great big door right in the front of them.

    • Baboonanza says:

      Yeah, if you’re sitting at your desk your augmented vision should actually be highlighting the fact that your co-worker has finished their cup of tea, indicating that within a short wait you will likely be offered one without having to get off your lazy ass to get it yourself.

      Or highlighting dog-shit on the pavement so that you don’t step in it, or in a supermarket it should highlight the particularly good bogoff on Buckfast, or the pound coin sitting under the shelf there. There are all sorts of cool things you could do with augmented vision.

      Highlighting mundane, already obvious objects directly in front of you is not one of them.

    • Chris D says:

      It doesn’t seem it would be that difficult to pull off. For detecting the right door (A.K.A CharlieSheen-o-vision) just reference the building blueprints/Google maps, cross reference with GPS to figure out where you are, run a basic route-finding algorithm, then just add a glow to the appropriate door with the rquivalent pf Photoshop.

      As for having glows around everything, you just add a few filters. Highlight anything big enough to stand on/throw, keys, medicine and leave the rest. The hardest part of all that is the object recognition but we’re not that far away right now, and I don’t have any problem in accepting that will be solved by the time we get, say, cybernetic arms you can use without ripping them out of your body when you try to pick up something too heavy.

    • Dominic White says:

      Yes, in the real world, highlighting doors would be fairly redundant and pointless.

      Deus Ex 3 is not the real world. It is a videogame, and unless they’ve somehow mapped the entire city and every room within it in-game (spoiler: they haven’t), then not all doors are going to be usable. In fact, there’s been quite a few non-highlighted doors in trailers released so far. Highlighting the usable ones, and telling you in advance whether it’s locked or not saves you the trouble of walking up to them and mashing the Use button until you find one that actually works, which is just not a cool thing for a cyborg super-agent to do.

      You guys make it sound like there’s this huge flashing sign saying ‘PRESS BUTAN 2 WINNING’. All it does is point out what level geometry is usable, and what is just backdrop. In a lot of games, there’s a whole ton of backdrop.

    • TheApologist says:

      Yep agree with OP – if it was immersion breaking I might turn it off but I think it fits this world well enough.
      Good those that want have the option though. Go these developers.

    • badoli says:

      Oooooh… I would pay for CharlieSheen-o-vision!

    • Baboonanza says:

      Well, in that case I’d argue that you’re fixing the symptoms without addressing the root problem – non-interactive objects in the game world.

      While I appreciate that not everything can be interactive there are more subtle solutions to alleviating the problem than just highlighting everything you can interact with. Afterall, games have done pretty well up until now without massive glowing highlights and while I’m in favour of experimentation and advancement of the medium I think the highlighting is more like a using a hammer on a screw – sure, you can bang it in but it’s not the most elegant solution.

    • VelvetFistIronGlove says:

      If you watch the video you’ll see that a little information popup appears when you look at the object from close by. So even doors which are locked shouldn’t require you to hammer the Use button.

      Even with the highlighting, it only highlighted things fairly close by and close to the centre of the screen, so the other doors may not have been highlighted because they were too far away? Anyway, how would augmented vision know that the door is locked?

    • briktal says:

      It hasn’t gone so well for me. It seems like half the time I get lost/confused it’s because there’s some item/door I didn’t realize I could interact with.

    • Chris D says:

      “Anyway, how would augmented vision know that the door is locked?”

      You could fire a quick ultrasonic pulse, similar to a bat’s. By analysing the firmness at different points on the door’s surface, cross-referenced with visual data and scans of previously encountered doors of that type it could be possible to determine whether a door is locked or not.

    • Cinek says:

      Brilliant! I’ll take 100 of these ultrasonic detectors!

    • Sohum says:

      In terms of the augmented reality fantasy, I think the little popup menu that comes up when you get near enough to interact with an object fits it better. It’s mostly because of how clean the hilight is – how precisely it hugs the lines of the object from every angle. I code, and I know how hard that is to do in real life and how easy it is to do in a game. And that takes me out of the game, unless I maintain this unstable fanwank about why the people coding the augmented reality system decided to go through all that context-sensitive edge detection processing when there’s a human brain sitting there already and the point is to augment the vision not do its job all over again so just point to the bloody thing already.

    • Jimbo says:

      This isn’t justified by the character at all. In fact I imagine he would probably find it incredibly frustrating to have ladders and boxes pointed out to him the whole time. It’s like the augmented reality equivalent of Clippy.

    • utzel says:

      In addition to what Jimbo said: And of course you will go to the options screen everytime the game changes to third person and deactivate the option for that time ;)

    • aerozol says:

      “being able to see what door you’re supposed to go through in order to ‘win’ doesn’t really seem technologically achievable in real life”
      … I’m sorry? We have applications today that can augment and highlight landmarks around us. We’re talking affordable or free civilian mobile apps, only twenty years after i was a kid, sitting next to the radio, waiting for a specific song to play, so that I could record it onto a cassette. That people can’t imagine that a top-secret billion dollar project in the future couldn’t map a floorplan, including the location of doors, is the real joke here.

  7. Defiant Badger says:

    A great victory has been achieved here.

  8. Greg Wild says:

    Hopefully they bring back the Rope Arrow and Broadsword again too.

    Oh wait.

  9. RaveTurned says:

    “Thanks, Toner.”


  10. Teddy Leach says:

    I told you it would be optional, but would you all listen? NooOOoo.

  11. reticulate says:

    I didn’t really mind the highlighting at all, but kudos to the developers for listening to the community.

  12. Stevostin says:

    Great move. Just makes it more important to also insist on also having the option to force first person view cover so I (and others sharing my view on this) can consider playing the game.

    • Joshua says:

      There was a cover mode optoin detailed, I wonder what it does…

    • Stevostin says:

      I have seen it too, in the video. My understanding is that it’s just a “hold to take cover” vs “press to switch to cover” option.

    • Wunce says:

      A first person cover system would be really cool and imersive, I hope they consider this.

    • Ringwraith says:

      Go play Call of Juarez: Bound in Blood.
      It has first-person cover mechanics, as hiding behind cover will make you peek your guns round the edge, even if the edge isn’t the centre of the screen.

    • Spatula says:

      I saw that too- perhaps you have the option to remove the third person view from the cover mechanic….. could they be THAT awesome>?

    • VelvetFistIronGlove says:

      No, Stevostin is correct. The two options it gives you are “Hold” and “Toggle”. It’s nothing to do with first vs. third person.

    • Stevostin says:

      They have been very affirmative in the past about 3rd person cover being mandatory (and all BS about how “cool” and “immersive” it was). Now DE1 had no 3rd person cover, which explain why I feel legitimate to ask for it – I wouldn’t do that for a new license or a new Dead Space, obviously.

      But here they have an old license which implies having special interest from the previous customer, except that they now have a stance about knowing better than I, as a previous customer, know anout what I want to play. You can’t argue with that kind of stance, but you can vote with your wallet. I personally want to make it crystal clear to them that I am not even interersted in discussing this. Either the game doesn’t have mandatory TPV during action and I won’t play it (and won’t consider a possible Deus Ex IV any more appealing by default than any other game : call that loss of license value), either they have one and I’ll be considering buying.

      From what I read, we are a significant amount, but not a large amount, on that line. Let’s see if Eidos Montreal can live without us. We, at least, certainly can live without playing DE3.

    • thebigJ_A says:

      You silly person, you make me chuckle.
      There are important things to be bothered by, you know.
      Here’s how you sound:
      “I’ll not buy this game because it added a mechanic the decades-old original didn’t have! No, I’ll NOT wait and see if it really is the worst thing ever before making my pronouncements! Fear my sense of entitlement! Death to third person!”
      Just take it easy. It’ll be ok.

    • Olivaw says:

      There’s already a first-person cover mode, you big sillies!

      It’s called “don’t press the cover button!”

      It works wonderfully, from what I’m told!

    • Stevostin says:

      I understand that for some my position may seem radical, but again, I think it’s legitimate.
      First I have to correct you : TPV existed at the time of the first Deus Ex. Moreover, it’s not adding a gameplay mechanic, it’s replacing one (FPC + lean) by another one (TPC). So arguing it’s a natural process of evolution rather than denaturing the initial gameplay is IMHO a wrong assessment.
      Then there is the “not even trying is unreasonable” point. I gave some thought to that. I was even ready, if the game once released had goof reviews, to at least try it. Then I played Dead Space, despite TPV, precisely because it had good reviews and fan base. And it was bad. Not awful, no, but just wrong, and this exactly for the reasons I expected it to be wrong. I am ok with TPV for ARPG or MMO. It’s comfortable, it gives a good scope on melee action. But it’s, for stone solid reasons, entirely a regresssion from FPV for two things : aiming and immersion. And guess what, infiltration includes aiming, and enjoys immersion, so even for infiltration, there’s no doubt in my mind than TPV is simply a mainstream BS showing only lack of taste and scope from game designer and gamer copping with it. I strongly think this is a wrong path, the very same way I thought windows based OS and apps were wrong and that we needed tab and docked UI. It was obvious from start but for some reason it still took 5 to 10 years for software world to realise that tab and dock are 90% of users need and windows only 10%. Don’t know why, and don’t know how so much people don’t see how FPV aims better and provides more immersion than TPV. But to me it’s not seriously a debate.

      @ Olivaw
      From the forum, it seems you can’t play at all infiltration without cover (no lean). And you can’t remove the radar locating opposition. The game is not play tested at all without cover.

    • thebigJ_A says:

      Wait, hang on. So you are just flat out against third-person cameras in a shooter, period?

      No wonder they’re ignoring your demands. You just keep railing against the dying of the light my friend.
      Us normal people will be over here not refusing to have excellent experiences just because we can see our dude on the screen. (Dead Space 2 was great fun, btw, and immersive as hell.)

  13. PatrickSwayze says:

    Fucking Bullshit

    I can’t believe they have gone with the internets want when the internets clearly seem to have forgotten about the white brackets that popped up around everything when you aimed your mouse at it!

    And there was no way to turn that feature off in Deus Ex so why is there in this?


    • Alex Bakke says:

      In DE3, and you walk into a room, then everything you can pick up glows from around 5m away. Even IIRC the stuff in your peripheral vision.

      In DE, you have to be next to the object and directly looking at it.

    • Ringwraith says:

      …and of course turning off the highlights still allows you see interactable objects when you are in range to interact with them, a la Deus Ex.

    • Riztro says:

      As the vid above rather clearly shows, minor objects only light up when close to the centre of the screen.

    • Mattressi says:

      Is this the same Patrick who’s been trolling in other comments threads? Can’t remember the exact name, but pretty sure it had ‘Patrick’ in it.

      Either way, this is very blatant trolling. Why bother replying?

  14. JackShandy says:

    This was a triumph.

    (Trotting out the old memes for one last time before they get replaced)

    • thegooseking says:

      The old memes are used up, but, like Chell, they are [REDACTED]!

      I just want them gone.

  15. stahlwerk says:

    The community was starting to get desperate. Your turn.

  16. Pemptus says:

    “Show cover / takedown prompts” – see, it’s making little things like that an option that makes my pc-gaming heart throb with glee.
    Game developers – we’re not THAT hard to satisfy. Make more, uh, consoley things optional – everybody wins and your forums get a bit less smelly due to a 13% reduction in whining, at least.

  17. Jim Rossignol says:

    Glowingness would be useful in real life about now. My car keys are in this mess somewhere…

    • Baboonanza says:

      But the DE3 system would highlight ALL the mess :)

    • Milky1985 says:

      No it would highlight only the usable options, not that moldy old sandwich which the keys are hiding behind!

  18. darthmajor says:

    I’m making a note here, huge success (there goes another one, damn i can’t wait for the new memes)

    I will probably be playing it with the highlighting cause i’m pretty terrible at games and need my hand held, but kudos to them for listening to the internets. This game. This. Game. Will. Be. AWESOME.

  19. AdamK117 says:

    Full sized cheddars taste better. ;)

  20. balooba says:

    What a shame.

    Oh no, hang on. What’s the opposite of the what a shame train?

  21. Moni says:

    Yeah! Huge victory for gamer entitlement!

    What game should we fix next?

    • The Colonel says:

      Mass Effect 3!!!!!!!

    • ceriphim says:

      ^ Please. ME2 was totally worthless to me with all the “streamlining” they put in after 1.

  22. darkath says:

    Eidos seems to discover the meaning of “Game Settings”, that’s quite fun how those 2 guys present basic gameplay options as groundbreaking features.

    • Quinnbeast says:

      Equally, it’s fun how people can still find something to moan about even when a developer has made improvements based on community feedback.

    • Pemptus says:

      I’m not sure where exactly they present anything as “groundbreaking”.

    • JackShandy says:

      I would object, but I think complaining about the way a commentor is complaining about the way people have changed the game to stop people complaining is, perhaps, a step too far for me.

    • darthmajor says:


      I believe this is what the experts call…INCEPTION

    • Quinnbeast says:

      Posting in response to Jack’s comments on complaints about commenter’s complaining on developers changing games to stop people complaining.


  23. JiminyJickers says:

    Excellent news. To me it looks so much better with both those options off.

  24. frenz0rz says:


  25. Scatterbrainpaul says:

    This game still worries me

  26. Frankle says:

    What is this “ilight” he keeps speaking of. Is this some phone app that you can get with the game that when you point it at something you can interact with, the phone puts a yellow outline on it on the screen?

  27. Pop says:

    What is this ‘uman Revolution?

  28. jon_hill987 says:

    So is there an option for manual cover and no crappy third person?

    • Unaco says:

      They didn’t need to put that in, because, from all accounts, the 3rd person is handled very well, it’s almost seamless, and not crappy in the slightest. At the early stages, when they were considering including some crappy 3rd person they were looking at an option to turn it off. But, after feedback, they decided not to go with the crappy 3rd person.

    • jon_hill987 says:

      It isn’t as seamless as not having any third person at all. I don’t need eyes 5 feet behind me to climb a ladder in real life, or to hide behind a box, why do i need it in a game.

    • Unaco says:

      In real life we have proprioception (and kinesthesia). In a game, this isn’t possible or plausible really. 3rd person is an acceptable compromise.

    • jon_hill987 says:

      Mirrors Edge managed just fine.

    • Chris D says:

      Two minutes into Mirrors’ Edge and I was thinking “I really wish this game was in 3rd person”

    • Unaco says:

      Funny… I don’t remember hiding behind many boxes in Mirror’s Edge.

      Mirror’s Edge was all about movement… not much use of cover. It may have managed that just fine without 3rd person. But then, I’m not seeing DX:HR switching to 3rd person as you run and jump, just when using the cover mechanics (to give you a better sense of your body position in relation to the cover), for takedowns (making them more cinematic) and for ladders (probably so you can look around a little better, rather than just staring at rungs).

    • jon_hill987 says:

      I meant Mirrors Edge gave you a sense of where you were far better than any third person game I have played, No you didn’t have to hide behind things, but I could definitely tell when I was concealed.

    • Muzman says:

      Thief never had a problem with hiding in first person either. (cue: people who had problems hiding in Thief.)

      Judging by the options walkthrough videos that went out a month ago, the shift to and from third person is anything but smooth and imperceptible anyway. More like jarring and weird.

      I’d like to see them put a pure first person option in. They don’t seem to have any elaborate “body awareness”/headbob system (unlike Mirror’s Edge which doesn’t work at all in third person, as is) so I don’t think it’d mess things up. Old games like Severance used to just chuck it in for the sake of it. It didn’t work very well (model clipping was a problem) but it was kinda fun to see now and then that, if you were fighting in a helmet with a sword and shield you wouldn’t be able to see a damn thing.

    • Spatula says:

      You know, you could just not PRESS THE DAMNED COVER BUTTON…. problem solved :-)

      Productive week this, for the internet.

    • jon_hill987 says:

      @Spatula: Except every other cover based shooter is pretty much unplayable without using it.
      And do you expect me to play the game without using a ladder as well? Or performing a silent take down?

      I will be taking your advice though, I won’t press the cover button, because I won’t buy the game.

    • Muzman says:

      You know, you could just not PRESS THE DAMNED COVER BUTTON

      Yeah, hopefully crouching works well enough by itself. I guess we’ll see.

    • Spatula says:

      @ john- hang on a second- your bemoaning an option in a game that you don’t actually have to use (and not using will have the same effect as seen in the first DX)- and when pointed out that you don’t have to use it you moan that it’ll be harder to play than using the actual cover system you were moaning about??

      Argument fail is a fail.

    • jon_hill987 says:

      Do I get a lean key if I decide not to use the Third Person Cover? No? Then not using it is not the same as the first game.
      I was only saying that not using the cover feature would make it harder because Spatula stupidly suggested that I could simply not use it.

      Basically they have decided that “Cinematic” is more important than immersion and ruined the game.

    • Spatula says:

      ..and you’re saying it’s ruined the game without ACTUALLY having played it. Well played sir….

    • jon_hill987 says:

      It is ruined for me. I really hate it when games switch to and from first person based on context and that is what this game is designed to do. It is not a huge leap to assume that I will not like this game and I am sure many fans of the original feel the same.

    • Harlander says:

      Well, so long as you’re sure….

  29. Navagon says:

    Awesome. Thanks for the confirmation. But I thought RPS had already stated it was optional when one of you got to play it a while back?

    • stahlwerk says:

      Why describe it as an option from the start of PR, when you can sell it as a feature & humbly listening to community demands later?
      </cynical boche>

      Edit: but really, this comment is in jest. Doesn’t matter when they did it or if they ever had planned for the option. The result is that it’s there and people should now go and find other things to worry about. Like that cover system. Grrr! (again, joking, can’t help myself)

    • Navagon says:

      It’s certainly good PR, I have to agree with that.

  30. sassy says:

    Suddenly I have a little more hope for the game. Just knowing the developer is listening (though in my opinion kinda missed the point, doesn’t matter though since it has the same end result) makes the game more appealing.

  31. Robert says:

    So listening to the community is fine if it means listening to ‘your’ opinion. Good to know. Listening to the community usually means caving in to the biggest whiners. Thousands of whining forum posts is nothing on the millions that actually play it. But god forbid if you cater to the majority of the players, then the internet goes in flames. “RAEG. SHITTY CONSOLES RUIN GAMING.”

    On the change itself: options are good. Give options.

    • Mattressi says:

      Your logic is flawed. PC gamers complain when something is dumbed down for consoles. PC gamers are happy when the dumbing down is made optional. Where is the contradiction you are so desperately seeking?

  32. Zwebbie says:

    Dance, my little developer monkeys, dance! Ha-ha-hah.

    Also, with all this talk of augmented reality, I want to find a situation in which I can use the phrase “My reality is augmented”.

    • JackShandy says:

      This mission will require us to do more than frighten the NSF with our baggy realities that make us look bigger than we really are.

  33. ALJA says:

    definite sexual chemistry in that video

    • Spatula says:

      They DID seem very confortable together… the pauses, the little looks….

      Let’s hope they fight the good fight and find a way to be happy together! you go guys!!

    • Urthman says:

      And I love that they’ve changed the game’s name to Deu Sex.

      Double the sexy!

  34. Muzman says:

    They used a little moment there where the highlighting is fairly innocuous when turned on. What really put people off, however, was that in some of the clips frikkin everything has a highlight. Particularly that moment when you’re climbing down the ladder and every damn rung of the thing plus you the character has a big thick line around it.

    It’s probably not easy to do compared to just turning it off, and it’s nice that they are allowing it, but I hope they realise that a slightly more nuanced system and they might have gotten away with it.

    • heretic says:

      indeed, I actually thought the highlight shown in this video was not as bad as the previous videos seen.

      I think they could go further and just map it to a key or something, I don’t necessarily want the highlight all the time but when you’re figuring out what to do its nice to be able to turn it on to see what you can interact with.

  35. Deano2099 says:

    I know it’s a bit moon-on-the-stick, but I’d be fine with the highlight if it were just a bit darker, so wasn’t so invasive.

    • Cynic says:

      Hopefully, mods will be possible at some point. Something like that may well just be changing an XML file or console command if there’s no menu option for HUD colour.
      Fingers crossed.

    • Teddy Leach says:

      In the original you could change the colour of the HUD, so it wouldn’t surprise me if you can dick around with it here too.

  36. Cynic says:

    I like that even though they have a strong opinion for having the highlight, they’re still willing to add it as an option. There are far too many Devs who get personally offended about things like this.
    Also, it looks so much better without the highlight, good lord.

  37. Hoaxfish says:

    glowing outline around a nice pair of boobs

  38. woodsey says:

    I kinda like the idea – OK, it may be a bit silly that years of advaned nano-technology has led to the highlighting of crates and doors, but it does add to that idea that Adam is something just a little bit more than human. I will be turning the objective indicators off however; I think that’ll encourage exploration more.

    Really great to see them pay such close attention to this sort of thing though.

  39. thebigJ_A says:

    Honestly… I thought I didn’t like the highlighting, but the second they turned it off the game looked worse to me. It looked like any old futuristic first-person game.

    I think I see where they are coming from. I’m going to leave it on, as well as the objective highlight, at least for the first mission or two. If it does indeed turn out to be too much, I’ll turn it off, but I’m going to give the designers the benefit of the doubt and try it their way.

    • woodsey says:

      I think the problem may be that they haven’t exactly chosen the most inspiring corner of a map to demonstrate it. The game’s got a pretty distinct art style and direction going on with the whole black and gold thing, but the only hint of that in that particular instance is from the highlighting.

    • Cognitect says:

      The highlighting seems to improve immersion in terms of visuals, but breaks immersion in terms of gameplay (obviously, in the real world no such things as non-interactive objects exist). If the devs had enough time and money, the way to fix the problem would be to keep the highlighting and make literally everything in the gameworld interactive in some way.

  40. Sinnorfin says:

    why didnt they do it switchable in-game…like the original eye augmentation, or crysis2’s nanovision…

  41. catmorbid says:

    I love the idea of augmented reality, however to make it actually useful, the augmented reality must show you what you want to see. And that’s a tough cookie to do on a computer game, which doesn’t read your mind.

    Hence, they should’ve instead added several modes of augmented reality, which could be switched on at the press of a button, or maybe automatically activated by default when entering certain situation e.g. combat related info (and highlighting those throwable boxes!) when around hostiles, stealth related shit when sneaking, general points of interest when just exploring etc. They probably tried something similar, but left with just one mode which doesn’t filter out any specific information, but just blurts it all in your face. Then again, I haven’t played the game, so I’ve no idea really how it works, I’m just glad they gave us the option to play without those aids. Thank you.

  42. HilariousCow says:


    Read up. Thanks for clarification.

  43. Burning Man says:

    “I’ll also probably be playing DX3 in my underwear whilst eating Mini Cheddars, but you don’t need to know that.”

    Correction: We didn’t need to know about that. You have not-so-subtly inflicted the horrors of your cheesy, semi-clad existence on all of us. I hope you’re happy.

  44. Felixader says:

    Oh Heavens. Hopefully they do that for the consoles too.

    It’s not out yet rigth?
    The wording in the article is a bit confusing regarding that. X-P

  45. shoptroll says:

    Hooray for a sudden outbreak of common sense. Not that the highlights bothered me a ton, but having the glow persist once you’re interacting with the object seems a bit wonky. For example, no issue with highlighting a ladder but highlighting while I’m currently using it? That’s just silly.

    Giving a player the option to play the game how they want is always a good thing.

  46. Wedge says:

    I was shocked this wasn’t the first place I read about this. SHOCKED I tell you.

    Now what stupid nonsense will we bitch about next?

    • Felixader says:

      Why nonsense? It’s something that really can keep you out of a game.

  47. Soon says:

    If they felt strongly about it being a part of the game World and Jensen, I’m surprised they didn’t allow Jensen himself to control it rather than through the game menu. He’d probably lower the contrast on those hung-over days, and turn it on when he’s looking for his keys.

  48. Yosharian says:


    Freaking awesome!

  49. jwfiore says:

    I might keep the highlights if the PC version doesn’t have the equivalent of “PRESS SQUARE TO OPEN THIS DOOR” they showed in that video. Honestly, I think I can remember the key after pressing it every fifteen seconds, and I’d rather have a highlight than a chunk of text telling me which keyboard button to press. That’s way more immersion breaking than a highlight.

    That said, I think the highlights are ugly as balls, so if they get too much they’re going off. Stoked that the devs decided to make them optional, that shows some good form on their part.

    • ResonanceCascade says:

      Yeah, I’m still a little sceptical about some of the design choices they’ve made (not because they’re inherently bad, but because they’re inherently NOT Deus Ex-y, and I want a Deus Ex game) but this is one less thing to make me nervous about, so good on them.

  50. Nim says:

    Thank you developers. We appreciate it.