Wot You Thought: Deus Ex Human Revolution

Come on now, you must have had some time to play DXHR by now? If so, head below and tell us what you thought of it. Let’s assume SPOILERS for this comment thread, shall we?

If you want to know our thoughts, check out The RPS Verdict, John’s thoughts on the game, my own story of lethality versus non-lethality, and Alec’s explanation of why he is not Adam Jensen.

Anyway, how are you getting on with it?


  1. BatmanBaggins says:

    It was a lovely game that I enjoyed.

    • Balobam says:

      I too enjoyed this particular game.

      But I wanted a New Game + dammit! Starting over with a Jensen that could bring down a robot with quick little spin.

    • po says:

      I’m sure that I will enjoy it a lot more if I don’t read any of the comments below this, on account of the spoilers ;)

      My experience so far:

      I’m impressed, and this game has reinforced my belief that modern games can be > modern films. This is something the developers should be proud of, as in many respects DXHR is as good as the original, thanks to the depth to the story, and actually having a plot.

      If you’re having problems with those unavoidable boss fights, make sure you have the weapon specific upgrade for the assault rifle (along with damage, reload and magazine size upgrades). I’ve picked hacking, stealth and mobility augments, and having that weapon available makes the combat easier when it’s unavoidable. The rest of the time I rely on my pistol, or just knocking out enemies.

    • Balobam says:

      I couldn’t agree more, this game (along with Portal 2) have both entertained me far, far more than any recent film.

      The stories are well written and the characters actually come across as human (or robot) to an extent that makes you actually feel something for them to the point that at a certain part of the game, I had to abandon my otherwise entirely peaceful playthrough just because I actually cared.

      Plus I actually liked the ending (no spoilers, so don’t worry). It’s not the usual MEGA SATAN vs SUPER NUN endings that seem to be prevalent nowadays, they’re choices with total moral ambiguity, no right or wrong answer.

      That’s my 2 cents anyway.

    • Andrew Simone says:

      I rather liked this game, but I would humbly suggest you are watching the wrong films.

    • Balobam says:

      It’s probably more to do with the fact I do in general much prefer games to films. But what I meant really, is that more recently games stories have taken on a more cinematic role rather than just running in the background like in the past.

      So to compare a modern game to a film isn’t exactly outlandish as they’re a lot more comparable now, but the ending to Portal 2 just had me in complete awe, possibly due to the fact that over the course of the game I came to really like the 2 characters, whereas in a film, it’s about 2-3 hours max and then it’s over which gives you less time to feel for the characters.

      But, I also meant recent films, which a lot I have enjoyed and some I really like, but those 2 games just really got me hooked

    • Andrew Simone says:

      I hear you. Personally, I think the issue is less about time and more about incompetent writing or directors who don’t understand how to exploit the medium to its fullest. Some of the most striking, vivid characters I’ve seen have been in short films (thirty minutes or less) and flash fictions. Well rounded characters are difficult and, sadly, are not what sells (or is not what’s sold, depending on how conspiratorial you want to go).

    • Balobam says:

      Yeah I can agree with that, there aren’t that many films that really make me relate to the characters, as a lot of the time they do stuff I wouldn’t necessarily do, whereas in a game such as DE, they don’t have a choice but to follow my lead.

      But yeah, unfortunately that’s not what sells, especially in games it’s a rare sight to see competent writing.


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    • JackShandy says:

      It’s the best Deus Ex-style game since Deus Ex.

    • unlimitedgiants says:

      I am dissapoint. The first reply to this article should have been “blue and orange”.

  2. bglamb says:

    Best bit was the boss fights.

    • Anthile says:


    • Crimsoneer says:

      Even Chinese scammers think you’re wrong.

    • foda500orama says:

      What about Nigerian scammers?

    • Balobam says:

      Those Nigerian scammers made me laugh, I read the first email with them in and was thinking HOLY SHIT that’s a lotta credits, and wondered if there was a way I could acquire them, then after reading it for the 3rd time it suddenly hit me and I just cracked up.

      I like the little things like that.

    • grundus says:

      I hacked a computer in the second to last chapter and there was an email where someone was saying that someone else in the place (trying hard to avoid spoilers here) was still receiving Nigerian spam emails even though they were supposed to be in an ultra-top-secret facility (or something to that effect). That made me laugh.

    • bglamb says:

      There’s a nice e-mail on Pritchard’s computer turning down his pitch for a TV series.

      It explains how nobody will ever make something with a sneaky hacker for a lead character. You have to make them a discredited ex-cop who still fights for justice.

    • Pattom says:

      That bit with the Nigerian spam actually “confirmed” a deeply paranoid idea I had that the emails were fake, being the “calling card” of another hacker who had broken into those systems. As I could only recall seeing them on the computers of people involved in the conspiracy (my memory is awful, but I thought I saw them on: O’Malley’s home PC, a workstation in the TYM labs, the Hive’s security booth, and the office you’re talking about), I assumed it was a plan to lash out and sabotage Windmill’s associates if any harm came to him.

      Suffice to say that since I didn’t preface this with spoilers, none of this happened. Sadly.

    • xavdeman says:

      @Pattom says: 08/29/2011 at 23:58 .
      That’s a really interesting fan theory. Although I remember the mails to be on a lot more computers than only on the conspirators’. Hey, does anyone know the meaning of the e-mail / PDA found in Heng sha after you get back there and Belltower is looking for you. If you walk in the street of the LIMB clinic, all the way to the end and to the right. There is a lockup garage there which you can hack open. It contains a vault and a computer. In one of them (I don’t remember) is an e-mail to ANON@HENGSHADOW.FREE.NET. WHAT DOES IT MEAAAAAN?

    • vagabond says:

      Some of the joke emails are pretty funny. My favourite one is the one that tells the user that their mailbox has reached it’s capacity of 5 emails and is full and that they should delete some emails if they want to receive more.

    • Ix Forres says:

      @vagabond, the 4-email-limit thing is actually done by the IT guys there to help reduce the number of emails to track so they can spot dissidents and problem employees faster. “I Read Your Email” t-shirts on, everyone!

  3. ResonanceCascade says:

    I loved it. It had some VO and graphics problems, and a few of the levels were inexplicably linear and frustrating, but overall it was probably the best thing I’ve played this year.

  4. Ba5 says:

    Holy shit the ending was amazing. Who could ever forget that tiny room with 4 buttons in it?

    Yeah, I did enjoy it, but the ending was terrible.
    Here’s 4 options that are all equally shit, have at it. Nothing as awesome as fusing with a large AI.

    Oh, and if you were hoping there would be an ending cinema of you reunited with Megan, or high-fiving Pritchard you’re shit out of luck. I was also hoping me saving the VTOL pilot in China would come back to help me, but nope. “Thanks Spyboy!” and you never see her again.

    They put a lot of effort into the fluff, and it is an awesome world, but the characters are dull, and there’s no character arcs at all.

    • Crimsoneer says:

      Agree entirely…although
      “thanks spyboy”
      “see you around, flygirl”
      Felt awesome. I really felt something for both Malik and Pritchard around then :)

    • LockjawNightvision says:

      Well she comes back to save the scientists in Singapore. I assume this doesn’t happen if you let her die.

    • Burky says:

      link to cloud.steampowered.com

      ~player agency~

      each one of those buttons triggers a faux-philosophical monologue dubbed over a slideshow of real-life stock footage

      the end

    • adammtlx says:

      I didn’t save Malik. I wanted to, but I was playing non-violent and wasn’t really geared up for fighting and it looked like an army was marching toward me. Then she died, like, really quickly. And I suddenly realized I was mad about it. So I immediately went into ninja killer mode and dispatched every last one of them with my arm swords and silenced pistol within about 2 minutes, all without being seen. Headshot, headshot, murder takedown, headshot, etc. It was awesome. Like something in a movie, where it takes tragedy to get the latent badass in the main character to come out and start wrecking.

      Of course, I was back to my pacifist tendencies immediately afterwards. But still. Minor spoiler sidenote: if you don’t save her, you can find her body on a Harvester operating table later on.

    • DeathCarrot says:

      Yeah saving Malik as a pacifist was definitely the hardest non-boss part of the game. It’s certainly doable if you have enough tranq rounds and an EMP for the robot, you just need to make every shot count to save her in time.

      About the ending, yeah it really did deserve an epilogue to give some closure to the other characters in the game. It was just boss fight (that didn’t really tie into the rest of the game) followed by button press followed by end. (followed by insight into what happens between DE3 and DE1)

    • 1R0N_W00K13 says:

      I thought they needed SOMETHING to wrap up with Megan, considering she’s the focus of the sub plot for 3/4 of the game; it wouldn’tve gone amiss. Maybe I just like having everything wrapped up perfectly though, I mean the DE universe is hardly an ideal world.

      Personally I liked the endings – they made you think a little.

    • macil says:

      Agreed (with OP). I had other problems with the game, too, but the experience was enjoyable. I would not call the game a classic, however, like the original.

      The fight to save Malik was great, though–I was doing a non-lethal play-through (which I apparently got screwed out of because of some bug somewhere)–and pulled some serious ninja shit there.

      I used a max cloak, threw gas grenades up on the platform, stunned the guys on the ground, EMP’ed the robot (while making sure the dudes I knocked out were not in the self-destruct blast radius) and then sniped the snipers with the tranq-rifle.

      By far the best moment in the game.

    • SoupDuJour says:

      “1R0N_W00K13 says:
      I thought they needed SOMETHING to wrap up with Megan”

      There was a little snippet at the end of the credits if i remember right… O_o

      GOTY, imho.

    • vagabond says:

      I think killing people in the tutorial before you get aug’ed up counts, that may have tripped you up.
      I’ve also had people I’ve dropped non lethally fall off ledges or into electrified water and die too.

    • Azradesh says:

      If you want the wrap up for Megan’s story, sit through the end credits after finishing the game.

    • Gravy says:

      I found that on Give me Deus Ex, saving malik without going into total mash overdrive, was nigh on impossible consider i hate tranq guns and pretty much used takedowns in every possible area, yeah even on bits you wouldn’t think is possible i did it.

      Besides when you mess with fly girl your gunna get fucked on by spy boy.

    • 1R0N_W00K13 says:

      The post-credits thing with Bob Page left me with more questions than answers IMO

    • macil says:

      @vagabond: I didn’t kill the dudes in the tutorial and was very methodical about checking corpses and making sure no one died due to fall damage, explosions, environment, etc … I probably added 10 hours or more to my play-through because of it. I was pretty upset that I didn’t get it–more upset that there’s virtually no recognition of it in the game, either. :P

    • Wisq says:

      I saved Malik on my Pacifist + Legend playthrough, but not with the tranq rifle… hard as hell to take them all down fast enough. Instead, I went at them head-on using cloak and the stun gun. Managed to reduce their numbers quickly enough that the few that took me longer to reach weren’t a threat to her.

  5. HelderPinto says:

    I have one word: FUCKING GOTY

  6. Bayemon says:

    Excellent game. Up there among my favorite single players of all time. One of the few I will replay again. Best game this year for me for sure.

  7. Jams O'Donnell says:

    Oh noes! Now I’ll have to avert my eyes from “respond to our gibber.”

  8. Crimsoneer says:

    Though the ending was a bit…what?


    Didn’t understand what the Hyron project was really for, or why she was so desperate to connect to it, and felt terrible shooting the drones…and the actual endings were a bit of a downer…the buttons just felt like picking the options out of a menu, without really thinking them through. I far preferred the original DX endings, where the other characters argued each of the solutions over with you as you went to complete the game.

    • Anthile says:

      Hyron is old Greek for beehive and consdiering that Icarus’ and Daedlus’ wings were glue together with wax, it might be another reference to this myth. It appears Zhao tries to do the same thing Page does at the end of the first Deus Ex. From the after-credits sequence we learn that either Hyron or Eliza (or even both together) will become the prototype for Morpheus and later on Daedalus, Icarus and eventually Helios.

    • mrpier says:

      I didn’t shoot any of the drones.

    • Balobam says:

      Me neither, I just ran in a circle pressing buttons before lasering the shit out of Zhao.

      Which is a point, on the map when you’re pressing the buttons there are 3 X’s over each one, but each time you press them, the X’s never dissapear. If you keep running and pressing the buttons, do you not have to kill Zhao? Or is that the only way?

    • glix says:

      You can also convince Darrow to give you the code for the life support terminal on the Hyron hub, and shut it down. That’s what I did because I didn’t know you could get through it without killing them…? Though killing them almost seems like a mercy.

    • Balobam says:

      THAT’S what the code was for?! Blimey I ballsed that up. I got him to give me the code with my awesome dialogue choices, making him realise what a tosser he’s being, but I kinda forgot about the code….

      Well in my 100% non lethal play through I’ll do that then, cheers for that.

    • mwoody says:

      Wow, I thought the code Darrow gave me was for the security system. Though really, if you’re shutting off a “life support” system, isn’t that going to be pretty much the same as shooting them?

    • Wisq says:

      Tranquilising the drones didn’t seem to work, but stun-gunning them did. I guess because of the electricity and stuff. I dunno if it killed them, but I don’t really care, because hey, I did my best. :)

  9. Lagwolf says:

    While not as ground-breaking or amazing as the first Deus Ex its still damn good. I can think of no game in the last decade I would recommend more to friends than this game. Eidos delivered. And, as Bayemon said, one of the few games I will replay.

  10. Zaboomafoozarg says:

    I never asked for it.

  11. DeathHamsterDude says:

    Nope, not finished yet. In fact, still in Detroit after 22 hours. I’m going at a languorous pace to take the magnificence of it all in, and because I’m playing hardest difficulty, non-lethal, hack, explore and read everything. Although I could have left Detroit hours ago, I’m still looking for all the little hidey-holes etc.

  12. Metapyziks says:

    I enjoyed it thoroughly, apart from the boss fights.

    One other problem for me is that it just seemed to end too early. I was expecting the conspiracy to spiral up as I discover more like the first game, and played through it with anticipation for this amazing complex plot behind it all with Manderley and Page directly involved. But then it just stopped.

  13. Taverius says:

    Excellent game, too bad 4 days of it baked my GPU, now I have to wait a couple of weeks before I can play ANY game … damn you nVidia and your crappy soldering.

  14. djbriandamage says:

    I’m 2 hours in and I HATE this game. Not immersed or convinced whatsoever by this ugly beast. Here’s an example that I’ll try to keep spoiler-free.

    I did a mission in a police station where I had to get something out of the basement. I cut through the main bullpen area with many desks and, with a cop staring right at me, I opened his desk drawer and stole $100. He didn’t care. I went up to another cop and took a shotgun and some ammo off his desk. He looked right through me and didn’t react. I then jumped on the desk, jumped and balanced on the cop’s head, and crouched repeatedly. No reaction.

    So I went downstairs and accidentally tripped an alarm. Several cops came around the corner shooting at me. I hid behind a waist-high box while they attacked:

    BANG BANG BANG, BANG BANG BANG BANG, “I’m gonna get you!” BANG BANG BANG, BANG BANG BANG BANG, “I’m gonna get you!” BANG BANG “I’m gonna get you!” BANG BANG BANG, BANG BANG “I’m gonna get you!”

    I peeked around my box and sniped each guy with my SMG; one headshot each, got my quest objective, and went back upstairs. All the mannequin NPC cops were still friendly, oblivious that I had set off an alarm, killed several officers, and stolen evidence.

    This is a roleplaying game? Plays like wolf3d.

    • ResonanceCascade says:

      “This is a roleplaying game?”

      Nope, it’s not. And it’s not supposed to be.

    • PickyBugger says:

      Also you’re point isn’t exactly believable since it’s filled with hyperbole.

    • Burning Man says:

      Yeah, the concept of “Hostile”->”Alarmed”->Nothing should not exist once you’ve killed a few men. Considering that they seem to have pulled a few other tricks from Batman, they could have copied that game’s threat assessment as well. Panicking thugs never calm down, so neither should alarmed cops, and unless a hostile situation is localized, it should never become normal. If someone is killed, the whole place should stay on alert, at least untill all the cops are killed.

    • wccrawford says:

      I absolutely agree. Despite the replies, it actually was billed as an RPG. But it bears even less resemblance to an RPG than the first Deus Ex did. The ‘role’ elements only serve as a guide to the next task. They don’t color the world at all. Your actions basically have no consequences unless you go against something that’s stated in the quest.

      For instance… I was rampaging through the gangs, and decided to go and do quests. I end up with a new quest deep in gang territory with the admonishment not to get noticed by them… Well there wasn’t much chance of that, I’d already killed most of them. But my previous ruckus didn’t matter a bit. I had to be the most known face there, and only the fact that nobody saw me disable the antenna meant anything.

      And then they flew in a VTOL to pick me up. Why not scream, “Hey, I’m up here disabling your antenna, and I work for Sarif!!!” ??? Maybe shoot some people in their face to really drive the point home.

      No, it’s laughable as an RPG. And it’s not an FPS… You can’t run-n-gun due to lack of ammo and protection.

      That leaves a stealth game, and those are really slow and boring.

    • Donkeyfumbler says:

      He does have a point though. I’m enjoying it a great deal, but it could do things like this better. You shouldn’t be able to steal stuff from someone’s desk while they stare blankly at you but then try and hack their computer and they kill you.

    • ResonanceCascade says:

      Deus Ex is not an RPG. Never was, still isn’t, never pretended to be. It has LIGHT elements that are usually reserved for RPGS, like upgrades and inventory management, but that’s it.

      So why doesn’t the entire police station attack you when you kill some cops two floors down? Because that would be an awful game that discouraged experimentation because you’d be completely fucked every time you initiated violence. In a roleplaying game it might be OK to completely screw yourself over by causing an entire city to go hostile, but that’s not OK in a narrative-driven game.

      It’s the same exact argument people use to bash Thief. Do you know how tedious those games would have been if the entire area realistically stayed on high alert every time they found a guard’s body?

    • djbriandamage says:

      Am I incorrect about my assumptions of what an RPG is?

      I’m not just any guy, I’m THIS guy. He has a history known by others and he’s just been saved from the dead and given another chance to reinvent himself based on the player’s actions and decisions. I talk to people and their opinion of me matters based on what I say and how I say it. They give me fetch quests, I go fetch, and they reward me. I can be good or evil. I level up. I manage my inventory. I click NPCs whose only lot in life is to stand there and tell me things until they repeat themselves over and over.

      So what about this game is NOT like an RPG? That your actions don’t carry long term consequences? In my (2-hours-in) eyes this game is exactly the same as Mass Effect.

    • ResonanceCascade says:

      Crap, I think I accidentally sparked another RPS “what is and what isn’t an RPG debate.”

      *runs away in shame*

    • 1R0N_W00K13 says:

      The whole selective hostility thing was evident in DE1 and I didn’t particularly care then.

      IMO, I played the game for the story, combat & stealth, not to jump on people and expect a reaction. Also the list of modern RPGs which utilise a similar NPC “lack of reaction” is extensive…the Witcher 2 being a prime example, and I saw no criticism of this with regards to that game. I’m personally glad the production team put more effort into environment design, plot and solid combat/stealth mechanics than simulating NPC reactions in estranged situations.

    • SoupDuJour says:

      For as long as there’s no such thing as sentient AI (or something very close to it), people will probably just have to play along a bit, otherwise the story turns to shit. All you’ll accomplish with doing things the game isn’t set up to deal with is to ruin the experience for yourself, basically. Ideally, games should be 100% perfect but we don’t live in an ideal world.

      I agree that it would be a good thing if characters would be slightly more responsive.

      But what if the game DID have severe, gameplay-affecting consequences to every action the player makes? Does that make a game more fun? Because most of it will be negative for the player, probably? You do something “wrong” and you get punished… perhaps even permanently, i.e. for the rest of the game? For example, if you (accidentally or not) kill some cops and they know who did it. IRL cops wouldn’t stop looking for you. Would it really make a game better if consequences worked like in real life?

      I think it’s probably a good thing that DXHR is more a sandbox style game in terms of lack of consequences, than a RPG. Otherwise there would be even more quicksave/quickloading going on. :P

    • Janus says:

      1. Deus Ex is not an RPG and this half-baked prequel isn’t either. It’s a simulation game, in the vein of System Shock and Ultima Underworld. You know, games that don’t get made anymore because people want Instant Cinematic Emotional Action Romance Sidequests.

      2. BioWare doesn’t make RPGs anymore, so I’m not sure why Mass Effect is being discussed. Mass Effect is a third-person shooter with a few ~Moral Choice~ dialogues and an abominable date sim sutured to its distended gut.

    • Janus says:

      (As an aside, I find it hilarious that there are people who think binary Moral Choices constitute some kind of legitimate gameplay mechanic in RPGs. Playing Fallout – 1, not the shooter – must be an overwhelming experience.)

    • Wisq says:

      Re: not being seen in Derelict Row, yet having the VTOL land right next to you… The “disable the antenna” bit is part of the main quest line, while the “don’t be seen” bit is part of Jenny’s sidequest in DRB territory. So a) it’s not like Sarif asked you not to be seen there, and hence there’s no particular reason they shouldn’t land right in it, and b) you can go in, get the stuff, get out, fully complete Jenny’s quest, and arrest O’Malley, and it doesn’t really matter if anyone sees you in DRB territory after that.

      What I really hated about that antenna thing was, if you disable the antenna first, THEN go to your apartment and mess with the chip thing, they decide that the best place to pick you up is BACK IN DRB TERRITORY on the helipad next to the antenna. WTF? There’s a helipad on my roof! Pick me up there!

      Heaven forbid you decided to sneak into DRB territory and sneak back out without knocking anyone out … Now you have to sneak back in again, just so you can get picked up and taken somewhere else. They may as well have just locked the antenna until it was time to disable it, thus not bothering with the “player disables the antenna before we’re ready” stuff.

  15. mehteh says:

    too console focused. it didnt feel like a true FPS and it has too many Japanese influences.

  16. Spoon says:

    My main gripe is the cutscenes and how they were implemented. Not only did they set up those infernal boss fights, but they advanced the story in other dubious, my-Jensen-wouldn’t-do-that ways. Zhao getting to her panic room by distracting Jensen with feminine wiles comes to mind here. That, and the video quality was just bad on them.

    Other than that, great game. Still a little on the easy side, though.

    • djbriandamage says:

      I especially liked the prerendered cutscene that teaches you “press C to crouch”.

    • PickyBugger says:

      I was looking forward to a decent tutorial ala the original game but we just get lazy videos.

    • Anthile says:

      She might have used pheromones on you. Pheromones – the wizards of cyberpunk.

    • mwoody says:

      It’s like Jenson sniffs glue before every main-story cutscene. “Herpa derp, I think I’ll let this clearly evil lady CEO get behind me, in a world where even the most innocuous-looking human can have the strength to punch through walls. Dumdy dum, I think I’ll turn my back on the one statue in this room of statues that is a) not moving, b) black, c) has a face, d) has cybernetic joints, and e) is clearly one of the three cyborg villains in the game. Ladee da, what could be the big secret about this stilted-talking, strangely all-powerful television personality who no one has seen in person and who resides in a giant underground server room?”

      Don’t get me wrong, I enjoyed the game. But every time a cutscene started, I would cringe at what new idiocy would present itself.

    • liquidsoap89 says:

      I enjoyed the cutscenes for the most part. What i didn’t like was how you would watch a video where the room was all dark in lit really nicely, and then the game cuts back to gameplay, and it looks like a dump. A little more consistency would have gone a long way I think.

    • Eagle0600 says:

      As to that statue room: Upon seeing the statues, my first thought was “ohcrapohcrapohcrapohcrapohcrapohcrapohcrap”. I was just WAITING for one/all of them to attack me.

  17. jon_hill987 says:

    Still unable to have any fun due to mouse acceleration/lag. Gone back to playing the first one with Shifter/Biomod/New vision installed.

    • thegooseking says:

      Are you on an nvidia card? Have you tried going to Start:Control Panel:NVIDIA Control Panel:3D Settings:Manage 3D Settings and setting Maximum Pre-Rendered Frames to 0? I’ve heard that fixes mouse lag, but I did it before I started playing… I have no mouse lag, but who knows if it’s because I did that?

    • ResonanceCascade says:

      Yep, there’s no mouse acceleration. The latency is caused by the graphics card, usually Nvidia. I fixed mine by turning off vsync, but I might have to try the fix that thegooseking suggested, since screen tearing is OOGLY.

    • djbriandamage says:

      I had similar problems with my NVidia card and laser mouse. I disabled Vsync in-game and forced it at the driver level. It doubled my frame rate which fixed my mouse completely, except for during scenes where the game arrests control and all you can do is look around. During those scenes the camera moves at only one speed regardless of how fast you whip your mouse around.

    • jon_hill987 says:

      Yeah, I have tried all sorts of combinations of Vsync/maxprerendered frames and the like. Still no luck for me.

    • TODD says:

      SSAO is also a frequent culprit. Try disabling that.

  18. Lambchops says:

    Actually no I haven’t had any time (he says scrolling wildly past the no doubt spoiler filled comments to reach the replay box) so I’ve just played the intro bit. Not even the intro mission. Some lassie moaned at me for not hurrying up and reading all her stuff (though I did like Adam giving her advice about being a silly sausage and leaving here computer unlocked). There was some mouse lag (though apparantly that is fixable). it all looked rather nice. I got all augmented, some guy was talking trash about me so I took him to task. I wandered around some vents in some offices reading people’s emails because that’s whay a head of security does rather than respond to an urgent summons from my boss.

    Then I resolved to start again later, too much to do right now.

  19. AmateurScience says:

    I still haven’t played it, and this situation is unlikely to change anytime soon :(

  20. akidderz says:

    I think I’d just echo the review: I really enjoyed the game up to the first boss fight — which I banged my head against a wall doing like 10 times before beating it by realizing I should be throwing poison canisters and flamey barrels.

    I was also disappointed that having broken into the police station and annihilating every cop in the building, the undercover cop I worked with didn’t seem to have an issue with this.

    In summary: good, not great. Not sure what all the hype is about.

  21. Fneb says:

    I thought, in general, it was a lovely mix of the Ghost in the Shell films and Mass Effect 2. Played it without killing anyone (except the tutorial and boss fights – the latter of which also felt totally different from stealthing around which was a bit meh).

    I liked when the game made me figure stuff out for myself – I rather liked the Singapore compound mission as there were no waypoints, and figuring out from information I had gathered that getting the recall chip would be a bad bad idea, but the lack of editorialising felt off at some points, most notably seeing Malik’s body. This last point would have been somewhat lessened if I had of been able to get into character a bit – Adam’s reaction would have been my reaction – but since I was forced to play a bloke that never happened in quite the same way as happened in Mass Effect/Dragon Age for me.

    I avoided getting the cloaking until maybe half way or later on in the game? The first time I really relied on it was escaping the end of the China mission when the woman triggers her panic room, and I had to dart from a vent to the lift past all the guards. Once I realised how powerful it was, though, it kinda spoiled the stealthyness of the game somewhat. I stopped spending time figuring things out precisely how I should do things to stay undetected and approaching things carefully, and instead just cut corners and used the cloak to make up the shortfall. Speaking of the (first) visit to China, the later sections of that mission were just lovely – massive Ghost in the Shell vibe. Loved it.

    • outoffeelinsobad says:

      Singapore! Best mission, hands down.

      I also felt somewhat disconnected from the narrative, though I was pissed off enough about Malik dying that I played through that part a few more times just to save her.

  22. LarsBR says:

    I prebought it, preloaded it, and have been playing SpaceChem all weekend instead! Stupid SpaceChem. BRB.

    • Tater Po says:

      Spacechem is awesome! I’m glad I finished it before Human Revolution came our or I may have done the same!

    • wccrawford says:

      OMG. SpaceChem stole like 2 weeks of my life, I still haven’t finished it, and it made my new girlfriend think I’m addicted to video games. -sigh-

      The worst part is that I know I’m going back for more eventually.

  23. tstapp1026 says:

    I sneak to kill. What else can I say. The game is ace.

  24. John P says:

    [The comments system won’t let me post this (too long?) so I’ll try posting in parts.]

    I posted this at the Eidos forums, and it summarises my thoughts:

    It’s not a patch on the original. Overall it’s a better game than Invisible War, though I’m not sure it’s a better Deus Ex game than Invisible War.

    HR is designed in such a way that it becomes a designer-driven game instead of a player-driven simulation.

    It’s a good game for what it is, but that’s a backhanded compliment. I know there are commercial pressures to make a ‘modern’ game with all the modern trappings, but at the same time the Deus Ex licence should give people who truly understand Deus Ex a chance to demonstrate that a lot of modern conventions are crap. But that was probably never going to happen with this development team, several of whom also worked on Splinter Cell Conviction which I’ve heard (have not played it myself) abandoned a lot of what made SC Chaos Theory good, in favour of a more action oriented game. You can see a similar result here. And it sounds like the same is being done to Hitman now. I await news of Thief 4.

    I just don’t like the changes that make HR more like Metal Gear Solid, which includes things like
    – the cover system
    – the 3rd person cinematic takedown nonsense
    – the stealth system which is more like problem solving (which crate has the level designer provided me with to hide behind here?) rather than organically hiding in the environment
    – the cutscenes (particularly the ones in which Adam behaves counter to how you’ve been playing, like barging into a room to converse with a boss character, placing him in great danger)
    – the boss fights of course
    – the way situations are sometimes dealt with by choices in the dialogue wheel instead of through the simulation (Think of the situation with Anna and Lebedev in the 747 in the first game. In HR that would be handled through a dialogue wheel and a cutscene, not organically purely through your own choices at the time.)
    – the level design that funnels you through a number of fairly boring environments; Eidos is capable of creative environments so it’s a shame they shoved so many generic offices in there, even if they have some nice decorations on the walls; there are no real world locations which I think is a major failing it shares with IW and something I expected them to address
    – along with the level design, the lack of consumables like multitools and lockpicks and hazard suits and ballistic vests in the first game is a downside because it tends to make paths through levels more rigid: hacker goes through this door, fighter goes through enemies, or you can find the vents if you want. Consumables open up more possibilities regardless of your ‘build’, allowing you to play how you want at any particular time, which is important in a DX game
    – most importantly, the reduced potential for emergence. The engine is designed so that emergence is possible, but other systems like the augmentations are not very creative in this regard. The lack of resources (things like explosive or gas barrels, few grenades and mines etc), the poor power management system that means you’re often low on power for using augs, the terrible inventory design where many items take up way too much space, restricting your ability to carry tools with you — all this restricts the creative possibilities.

    All that said, what’s there is good quality. For what it is. It was still engaging enough to play (I didn’t have to force myself) except for one stretch of time through the middle section when I got very frustrated by the poor pacing: lots of running around, reading similar emails, talking to NPCs that repeat the same things, and very little ‘action’. It took me around 35 hours to finish which is a good about of game time, but a great deal of it was spent readings emails most of which I honestly could have skipped without missing anything of importance. But I wanted to read everything because sometimes there are interesting tidbits or references to DX1.

    • John P says:

      [Now I’m getting marked as spam, heh. I’m just typing a lot.]

      As for the story, I felt the focus of this game was just too narrow. It focuses entirely on the augmentation debate, the haves and have nots. It’s not philosophical about this like DX1 is; the issue is front and center and dealt with in practicalities. That would be okay if there were a couple of missions or side missions that dealt with it, but basing the whole game on this one issue — and making almost every NPC line, every email, every newspaper related to it — just means the issue is well and truly done to death before you even leave Detroit. I loved the sprawling nature of DX1, how it seemed like a grab bag of every conspiracy they could think of (which it was) and yet it somehow managed to draw them all together coherently. HR by contrast is very narrow, and it almost seems embarrassed by this conspiracy stuff that was the basis of DX1.

    • Burky says:

      As someone who has played this and Splinter Cell Conviction, I can agree with everything outlined above. Eidos Montreal seems hell-bent on going through the back-catalogue of all the action-simulation greats and turning them into lazy, arcady, cutscene-driven, hyper-streamlined Mass Effect 2/MGS clones, with a few vents chucked in apparently equating to emergence in their eyes.

      It’s actually quite incredible that they’re going to do it to thunderous applause.

    • nimzy says:

      I’m going to agree with all of this. The game really is Metal Gear Solid 4 in all but name, with less of a weapon selection and augment powers.

      And just like in MGS, you can’t kill your own personal Naomi Hunter, because cutscenes.


    • noobule says:

      goddamn, everyone in this thread should gather by the warmth of this comment

    • Burky says:

      I don’t quite agree on the “good quality for what it is” front. More like, kinda enjoyable for the first 7 hours before you get really sick of going through identical-looking office complexes, playing the same bloody hacking minigame (which has replaced lockpicking, multitools and hacking, so you’re using it every 50 seconds) over and over until you just want the whole experience to end and give you some closure. And it ends terribly, because the writing hamstrings itself by cutting down the entire rich Deus Ex universe to just the augmentation aspect, which isn’t all that interesting. It’s an incredibly weak story that the developers have made core to the experience with endless cutscenes, to the detriment of gameplay.

    • kyrieee says:

      Splinter Cell is made by Ubisoft, just sayin’

    • Burky says:

      Splinter Cell Chaos Theory is one of the greatest stealth games made.

      Splinter Cell Conviction is an abomination and, as mentioned by the OP, was made by a considerable proportion of the Eidos Montreal devs.

      just sayin’

    • TillEulenspiegel says:

      the way situations are sometimes dealt with by choices in the dialogue wheel instead of through the simulation

      Sad. I was already going to wait for a sale; guess it’ll have to be a big one.

      Now I want to go play Deus Ex again. Well, it’s been a while.

    • Burky says:

      I really agree about the consumables thing. DX1’s skills and augmentation systems were about making you more efficient at certain tasks, but didn’t lock you out of pursuing alternative solutions on a situational basis, because you may have collected a few spare lockpicks or a hazmat suit.

      DXHR’s augs are all about unlocking pre-defined pathways. I can breath gas, so I can go through the gas. I don’t get damaged by electricity, so I can walk on electrified floors/win the second boss fight The Proper Way.

    • kyrieee says:

      Splinter Cell Conviction came out in 2010, the leads on DX:HR started on the game in 2007

    • macil says:

      I enjoyed DX:HR, but agree with this comment (the OP) 100%.

    • Janus says:

      Haven’t bothered playing through DXHR due primarily to comments like the OP, and my own confirmed long-held suspicions. The developers, at least based on what they conveyed through countless interviews, went into making the game with only a superficial understanding of what Deus Ex was, and a disturbing enthusiasm for the kinds of (mostly Japanese) games whose design principles stand in utter opposition to the ideas that inspired Deus Ex.

      I’ve noticed that a lot of the dissenting comments in these threads seem to be labelled as “nostalgia” by people who likely didn’t enjoy Deus Ex when it came out, or only played it recently and decided that While It May Indeed Be Influential, It Just Doesn’t Compare To My Favourite Intense Cinematic Modern Games Like Call of Effect 2: Origins.

      This is the state of the games industry, though. It’s likely another Deus Ex will never be made, because even the vast majority of consumers don’t want simulations anymore – they want Cinematic Action Extreme Romances.

      With Moral Choices.

      And Realistically-Rendered Elf Coitus.

    • coldvvvave says:

      Way to accuse people of generalising ‘good'( true) fans into ‘bad'( nostalgia) category and then doing the same, Janus( oh! They probably didn’t like original Deus Ex when it came out thus they are not as hardcore as me, that explains everything!).

  25. PatrickSwayze says:

    Just got to the second hub, but I might stop playing for a while. I’m getting graphical glitches that no tampering will fix on both dx9 and dx11 modes.

    It’s a shame because it runs so bloody well too.

    Anyone else have trouble with amd/ati 6xxx series of cards and this game?

    Takes the piss seeing that Video when the game loads…

    • Vandelay says:

      Runs flawlessly on my 6950. I don’t think it looks as ugly as everyone keeps saying either. Compared to how poor the first game looked at release, this stands together with most current multi-platform games as looking pretty good. The art design obviously helps there.

    • PatrickSwayze says:

      Damn. Wonder if it’s specific to my pc.

      I’ve tried different drivers and all sorts.

      Hope that not another ATI card is crapping out yet again.

      Maybe a windows update will help.

    • JiminyJickers says:

      I have a 6870 from Gigabyte, using Direct X 11 and also have had no problems. Shame you are having issues because I love the game.

    • Balobam says:

      Wow, I’m only using a 5770 and it’s running maxed out with great framerates, and that’s not an expensive card by any means.

      I don’t have that SSAO thing on though as that shit royally fucks my fps, Amnesia was brought down to permanent bullet time when I had that on full, so I hate to think what would happen to DE:HR with it on

  26. CMaster says:

    Part way through Shanghai now, which is seemingly huge but not much to do.
    I think it’s a very good game, surprising rough around the edges (most of the characters jitter like they just downed a litre of espresso in conversations) and the serious overuse of filters and repeated character models makes a game with quite deep art design a really ugly game. So far it’s far from matching the best of Deus Ex’s level design (there are few, if any real-places to break in to – instead there are lots of “broad corridors” with the routes for the player fairly clearly planned. The hubs are good, better than any of the original’s even mind). I’m half loving, half hating the deadliness of it all – lots of reloading, but it feels like being a real special agent when I can die to 4 rounds in the chest – as can my opponents.

    Oh, and the cut scenes are stupid and infuriating on oh so many levels. Force me to kill Barret if you like, but don’t repeatedly force my Jensen, who carefully sizes up each room in hostile area before entering it, to slowly walk into the middle and go “What’s up, doc?”. It makes no sense, regardless of if you are playing combat, stealth or something else.

    Cover system is excellent for stealth, so-so for combat. I’m not a fan of how frequently the game switches between first and third person (ladders especially). But for moving around sneakily, I find it so easy to attach and detach whenever suits best. Actually shooting around the cover I find awkward, often aiming well away from the target when I pop up and poping out + using iron sights is a pain.

    • Gnoupi says:

      I agree for the animations. I understand they wanted to make them look “alive”, not robotic (ironically)…

      But I don’t know people who twitch that much during a talk. It’s just weird to see that amount of movements

    • CMaster says:

      It’s not so much the arm movements and stuff – it’s the way they jitter throughout them. Doesn’t happen to every character – the more composed ones like Sarif and Jensen of course are fine. But anyone sat down when you talk to them… Seriously, off the meds, secretaries!

    • John P says:

      I thought Jensen was one of the worst actually. He titters about like a sparrow.

  27. ophite says:

    This is a narrow point, but here’s my most unique take-away: the architecture in the Tae-Yong penthouse was incredible. It does what the Louvre should have done rather than put up that awful glass-and-steel pyramid: set up a fascinating contrast between a baroque framework and a modernist garnish.

    I also think people are willfully forgetting what was wrong with the original Deus Ex: the combat was miserable. The combat in HR was a joy.

  28. kyynis says:

    Let me tell you a story about vending machines.

    Somewhere, probably near the midpoint of the game (still haven’t finished it), comes a moment when you need to defend a room with two entrances while waiting for a very, very slow elevator. You are given appropriate tools to protect yourself: grenades, mines, turret.

    I could have used mines to defend the room strategically, but that never seemed to pan out – there would always be a couple of strugglers that made a short work of me after their buddies had been knocked off.

    I could have hacked the nearby turret and let it turn attackers into mince meat. However, I had decided to play pacifist, so that was out.

    I could have hided in a vent below the floor while the stupid goons scanned the room without any luck. Turns out that it could have worked – if I’d only had the cloaking augment.

    After experimenting and deliberating for a surprisingly long time, I proceeded to block the two entrances with vending machines. And giggle like an idiot for the rest of the day.

    • medwards says:

      ahahah I did this too. Except by then I was getting angry so I blocked off the big entrance to funnel them into a turret and mine-laden entrance of death. To be honest, I expected them to be able to mantle over vending machines so I didn’t think one machine per entrance would be enough (One entrance is wide enough you would have to put the machine down on its side).

    • kyynis says:

      Now that you mention it, I think I blocked the smaller entrance by placing two boxes on either side of the door. Other entrance needs the both of the available vending machines.

    • ResonanceCascade says:

      That part was absolutely killing me for a while. I blew up the turret like an idiot instead of disabling it and had very little ammo. I ended up blocking one of the entrances with a vending machine and making a minefield in front of the other entrance. Worked like a charm.

  29. ya209 says:

    One of the Best Games I ever played.
    Dues Ex 3 > All Bioware Shit

  30. Thule says:

    I thought it was the bomb.

  31. thegooseking says:

    Yeah, I’m not going to read the comments. Not because I don’t want spoilers (although since I’ve only just reached Montreal, there’s that too), but because I don’t want my enjoyment of one of the best games I’ve played in a long time soured by unreasonable quantities of hate the way my enjoyment of Portal 2 was.

    Some people are never happy and just have to whinge.

    • Balobam says:

      I can relate to this, I stopped frequenting a certain video games board due to the unrelenting hate that emanated out of it ruining my fun.

    • JackShandy says:

      Yeah. I was caught up in an argument in another HR thread, and after a while I realised – this is honestly harming my appreciation of the game. When I play the game after arguing so much, I’m not enjoying it for it’s own sake – I’m distant from it, thinking “Ha, I should mention this to that thread, then they’d see. Then they’d ALL see.”

      Guess you gotta disengage and let the haters hate.

  32. lethu says:

    Not to troll, nit-pick or anything, I installed it, played around 20 minutes through, got pissed off, then uninstalled it. End of story.

    I can’t believe such a development studio with such a budget which apparently almost completely went into advertising alone, made such a cliche’d and unevolved, old-fashioned game with outdated elements.

    It has flaws, which I have not seen in supposedly AAA games since the 90’s.

    I think I will just go through HL2 or some other similar genuine gaming experience again, and force myself to believe nothing has happened.

    My honest two cents.

    • billyblaze says:

      20 minutes? Really? That barely gets you past the intro. The following, you did not experience:

      * Exploration

      * Conversation

      * Augmentation

      * Stealth

      If I assumed the game had none of that, I’d dislike it as well. I’m so glad that my attention span is augmented and I got to the tutorial-intro-bit and came to realize that this is my favorite game since the original came out a decade ago.

    • Megagun says:

      I like the bit of your post where you elaborated on which flaws exactly the game has.

    • TODD says:

      That’s funny, because this reads exactly like a troll post.

      – It has flaws I haven’t seen in AAA titles since the 90s (but I won’t tell you what they are).
      – I played the 20 minute linear tutorial mission (so I know what the entire game is like).
      – Here is another game that is infinitely better (but I won’t tell you why).

    • Jim Rossignol says:

      Most people who buy a game persist for more than twenty minutes.

    • nrvsNRG says:

      idiot and a software thief.

    • Maktaka says:

      Quite the troll there. Say something inflammatory without providing any actual facts to disagree with or evidence to support your claim, just post something spectacularly disagreeable and scuttle away while whooping like an idiot like a digital equivalent of Zoidberg.

    • lethu says:

      Zoidberg, no less! Know, sir, that there is no better compliment for me.

      I admit that the fact of not having sufficiently elaborated was not very bright on my part. Having said that I had other fish to fry, a busy day, so I did not have time to lay paragraphs as square as those of other readers.

      You asked me my opinion, I shared honestly and sorry if it did not please everybody. But to call me a thief, an idiot and this without any evidence, I wonder what kind of community I have been lying in all these years.

      In my defense, I just asked a friend who bought the game to lend me his Steam account so I can take a look above it to get an idea before I buy it myself, was it so hard to imagine such a possibility?
      Or is even this considered an act of thievery? To take a glance on something before buying it? Or are we required to buy stuff with blindfolded eyes nowadays? Weren’t game demo’s distributed freely for this very purpose not so long ago?

      I intended to catch myself writing a good block on which things repulsed me in Deus Ex: HR, but came to this paragraph I no longer have such an envy, now that I have seen how this community can be rude and aggressive. I think I don’t even want to come back to RPS now, maybe I was just making illusions about the only news site on which I spent the last 4 years.

      Ah well, this site was well going pear-shaped anyway, no remorse, good times here.

    • Phoenix says:

      “Question my poorly-thought out and phrased opinion and correctly guess that I didn’t buy the game, will you? Well you guys suck anyway, I’m leaving this ENTIRE SITE!!!!!”

    • Burning Man says:

      I liked Phoenix’s summary.

  33. Coins says:

    I think it was a good game on many points, but it failed a lot, too. I understand you can’t have truely non-linear games with production costs this high, and it’s nice that the levels allow you to make a few rather simple choices, but for a game which was lauded for its user input, there should’ve been no cutscenes at all. Everything that you can do which is awesome (Typhoon, jump slowing, takedowns, wallpunches) is taken out of your control. It just doesn’t rhyme with the rest of the game. That’s a real shame.

    The boss battles and talking cutscenes are, as many people have already said, really bad, and they should just be taken out.For example, they take control from you in the very first part in game, where Megan walks you through the labs. Why can’t the player just walk Adam himself? Why can’t you be a bastard and kill the Purity First gangster, and later, the party’s co-leader?

    However, there are some really clever and creative ways to solve stuff. I adored the bit at Tae Yong Medical (sp?) where you can just bluff your way in if you have the correct item. It’s a shame that doesn’t happen all that much, though. At least, I haven’t found more of those examples.

    I really liked some of the characters, Malik especially. How the interaction between Prichard and Jensen changes over the course of the game is also really nice, and it was a real shame the ending didn’t refer to any of the characters in any way.

    • Maktaka says:

      “Everything that you can do which is awesome (Typhoon, jump slowing, takedowns, wallpunches) is taken out of your control.”

      Um, what? Exactly what control could possibly have been added to any of those things? You hit the button, that is all the control that can be provided for those actions. The only thing that could be added for “control” would be an inane multi-button QTE on top of the events.

    • 1R0N_W00K13 says:

      @Maktaka – OP is saying that the cutscenes don’t allow you to utilise those abilities because they are out of your control. E.g. in one cutscene you might have thought using one of your aug abilities could have allowed things to play out differently, but because you have no control in the cutscene you are forced to go with what the designer had chosen.

    • Wisq says:

      There were times where I would run off the edge of a roof towards an opposing fire escape (or other multi-level platform set). The gap was roughly the same as my jump distance, and I figured if I happened to miss the top platform, I would land on one of the lower ones.

      Instead, the moment it decided that I was a maniac who had just leaped to my imminent death, it switches to the Icarus animation and cancels all horizontal velocity, leaving me Icarus-ing straight down to the ground far below.

      Had it remained in first person, slowed my descent or just nullified fall damage, maybe put a glow effect underneath me (which, incidentally, enemies should notice), I would have landed roughly where I expected.

      Then there’s the countless times where I would wait around a corner for an enemy to show up, push the instant takedown button, and we’re both instantly teleported to somewhere where there’s enough room to perform the takedown. Sometimes that’s to my advantage, like sucking them into the office I’m hiding in (making it easier for me), sometimes to my disadvantage.

      These are the problems with taking away control and playing a pre-created animation. It looks cool, but it breaks gameplay.

  34. The Sombrero Kid says:

    best game i’ve played since the original.

  35. smi1ey says:

    I loved SO much about this game. Realistic AI, fantastic environments, great voice acting, etc. However, the NPCs animated like CRAP. Conversations were painful to sit through, watching everyone bob their head like a cheerleader at a high school competition! For a game based hugely on one on one discussions, I can’t believe how little seemed to be put into proper animations and facial expressions. Anyone else feel me on this?

  36. PickyBugger says:

    Did anyone else miss lockpicks and multitools?

    I enjoyed the hacking and never really found the minigame a chore but there was just far too much of it. Every door from a high security armoury door to a garage door in some piss filled alley was locked with one of these bloody electronic locks. Because of this there was never anything limiting where you could go, you never had the option of missing a room because you were out of lockpicks or the door was too strong to smash open. Alright you had to have put points into the hacking aug but early on I din’t really see any other practical option other than upgrading said augs.

    I enjoyed the game quite a lot but the story towards to end got pretty poor and the final room with several buttons was disappointing. It seems like they just ran out of time or didn’t really want to make a challenging ending.

    • 1R0N_W00K13 says:

      Personally I have two thoughts on this. I didn’t like that lockpicks and multitools were expendable in DE1 in all honesty – it just didn’t gel with me and got annoying at points. I think a skill-based system where whether or not you can enter a certain room is determined by your characters adeptness not his lack of supplies is a much better way of doing it, however HR kind of failed on this front by making very few hacking terminals >4 security rating, and the ones that were 4 or below required little more hacking augments than the basic capture upgrades in all honesty.

      Also I think I was somewhat spoilt by the pre-order bonuses – those auto hacking “AUG” things were really useful but every time I used one I felt a bit like I was copping out.

    • Wisq says:

      The big thing about hacking in DX3 is, it removed most of the non-linearity from the levels. You could now get to your objective through a combination of taking out guards and hacking, forget any of the other more interesting ways.

      My last game was a hack-free game. That is, I still hacked things that were level one (since all truly essential hacks are level one), but never upgraded my hacking capture any higher than that. Suddenly, I was finding all kinds of ways to get to my objective. Breakable walls, codes found in unlocked computers or in a pocket secretary somewhere, air vents I hadn’t bothered with before, etc.

      DX1 made all the important locations (and most of the unimportant ones) accessable via two or more methods: Lockpick, multitool / keypad code, hacking / computer login, explosives, air vents, legs aug and/or stacking stuff, or just plain head-on combat. Until the endgame, chances are you were either better at one of the three core “unauthorised entry” skills (lockpick / electronics / computers), or you had more of a particular expendable resource available (lockpicks / multitools / explosives).

      Assuming you’ve found all the possible entry points, your decision in DX1 typically depends on the choices you’ve made up to that point — your skills, and your remaining available resources. These are typically different for each encounter, and for each playthrough. Over the course of several different playthroughs, you get to experience a bunch of different ways to accomplish the same goals, based on your situation at the time.

      By contrast, DX3’s answer to “how do I get there?” is typically “you hack it”. How do I get through these lasers? Well, you could burn your precious energy with the stealth aug … or just hack it. How do I get into this room? You could find the air vent, find the means to bust through the wall … or just hack it. How do I get into the armoury? You could scour all the computers and loot all the enemies hoping to find the armoury code … or just hack it.

      You can try to avoid hacking. And yet, there’s so much optional game content and loot that is only accessible via hacking, often level 4 or 5. Plus some of the alternate methods carry some pretty hefty disadvantages, like wall-breaking making a bunch of noise and immediately triggering an alarm if anyone sees the broken wall.

      Plus, you always have the option in DX1 to go at something you’re not very skilled at, and just expend a bunch of resources to do it. In DX3, it’s “hack for free” or “don’t hack at all”. Not a very interesting choice.

      So yes, I do think that the combination of all entry skills into hacking, and the removal of expendables in favour of minimum aug requirements, is a major cheapening of the entry system as compared to DX1.

  37. godkingemperor says:

    Deus Ex is the brooding older brother, HR is the younger sibling playing fancy dress as them

  38. rhizo says:

    Played it for 9 hours now, mostly couple of hours at a time. Impressions:

    – Shootery bits are frustratingly lackluster
    – Stealthy stuff seems to work well
    – Augs/upgrades are a bit disappointing
    – Story and delivery seem above average, though the central debate seems pretty uninteresting
    – I get a strong Bloodlines vibe from the city hubs and overall atmosphere, which is nice
    – Unfortunately the graphics are badly outdated and this really shows in places
    – Hacking minigame is decent, though I’m absolutely sure it will get very boring soon
    – Having several options and consequences for missions is probably the biggest positive thing, I learned this in the first mission when

    the bomb went off while I was reading my emails at my office
    ***SPOILER ENDS***

  39. Tyshalle says:

    Loved the game. Was the best narrative I’ve seen in a game since Half Life 2. Not to say that the story was the best. It was fine, even adequate, but nothing particularly special. But the way the story was told really worked for me. I didn’t particularly think that any of the characters were all that great, save Sarif, and a lot of parts felt kind of ham-fisted, but overall I really enjoyed it.

    The gameplay was superb. The combat, outside of the boss fights, I thought was just fucking perfect. The boss fights themselves were not good, but I don’t think I found them quite as appalling as most of you did. I have no problem with the first three boss fights in terms of them happening. I think that even in a game like this, within the confines of the story it makes perfect sense for you to kill those three people. The final boss fight was just retarded though. And in all the cases, I really don’t love how much damage those guys could soak up. I guess I get that for it to be a challenge they need to be able to take a lot of damage, but just once I’d like to see a game where a boss fight could be ended with a single bullet. I’m pretty sure I’ve only seen that once, in one of the Hitman games, and while it made the fight admittedly super simple, I think a lot of that was that it was the one game in which you could actually soak up much, much more damage than the boss you were fighting. But I digress.

    A lot of people seem to have complaints about this game that don’t make a lot of sense. I mean sure, okay, there are games out there that will be super responsive to everything you do, like Oblivion or something. And sure, this game really felt like it was coded way back in 2002 or something. But I’m not sure that complaining that you jumped on top of a friendly cop’s head repeatedly and the cop didn’t acknowledge you is a huge defect in the game. Certainly if you go around trying to break the game, you’re going to find issues. I’m not saying that the game is perfect by any means, but I do think that if you run around treating the game like a videogame, and doing stupid shit that nobody in real life would ever do, you shouldn’t be too surprised if the NPC’s don’t recognize that you’re jumping on their desks or whatever.

    Personally, I took the game seriously, and managed to play it the whole way through without having a clue that the AI was as bad as others have said. In fact, there were a few times I thought it was pretty good, such as when I took a gun off of a guard’s desk, and he immediately noticed and turned around and attacked.

    • GTRichey says:

      Ugh those boss fights… only gone through the first one so far and after dying several times (being in cover when he throws a grenade makes it very difficult) I beat him in the most hilariously broken way. Apparently you’re supposed to throw barrels or something? I found I could rush him, take his punch, fire a couple shots at him while he was spinning up his gun and then rush him again without having to worry about my health getting too low to take the punch… It will be impossible for me to see the boss fights as anything other than a joke after that.

    • nrvsNRG says:

      this is what i was tyring to say but you’ve done it better!
      dont try and break the game and its awseome,
      ……and another thing is that i went into it without the expectation that it’ll be a full freedom sandbox,and that i played it while following certain paths, so maybe that is a key to enjoying it more?

  40. broken_symmetry says:

    First, theres a lot of unresolved issues; for instance, you dont know what happens with any of the endings, just what is expected from your actions… except we know how the original deus ex turns out, so basically none of your choices matter. (Especially given the events after the credits)

    Also, you save Megan and the scientists, but, judging from what namir says and from the way she says his name when you walk in, she was bad all along- but then we kind of casually sweep that under the rug and she runs off, despite being the main impetus (as jensen says) for the entire game.

    Also, sarif has basically been playing you the entire time, but you never seem able to openly confront him about/even bring it up, or deal with the fact he tore off an extra arm and a leg to augment you (implied in email at Detroit LIMB clinic) – Non of the illuminati/mj12 leadership appears (Page, Simons or even manderley); you basically never seem to come into contact with the main conspirators, just get caught up in the sidelight of Darrow and panchaeaeaeaea (sp). Admittedly, its a big sidelight, but given that we know what happens in the original deus ex, it all seems kind of pointless, yes?

    A lot of the decisions dont really seem to have an impact: saving malik means she shows up to save the scientists, which, if she dies she obviously cant, but some other random craft appears instead.

    I convinced sandoval not to kill himself, but other than maybe the ending suggesting that contributed to my morality, no real consequences. Which is also ridiculous, as the game clearly points you towards being a good guy (consider: extra experience points for being merciful as opposed to lethal).

    I guess the endings also just seem too cookie cutter – Jensen ends up never being more than a pawn, he never blazes a new trail, the options you are given are always someone elses choice, never your own. Very cyberpunk, but not in a meaningful way.

    Theres almost no reason not to kill everyone at the end, because you’ve no purpose now and basically everyone is so intensely pursuing their desires they would happily kill you given the chance – why not return the favor?

    I actually was very disappointed that the RPS review did not mention any of this: I think they saw the studio making the motions of Deus Ex, but missed the fact that EM apparently never *understood* the original.

  41. EhsanKia says:

    Am I going to be the only one hating on this game? The original was a classic, but this one was just like any other big AAA game. What almost every single big budget game gets wrong nowadays that I cannot stand is voice acting, lip syncing and body gestures. They’re just so exaggerated and over the top. Specially after playing Bastion with that beautiful narration, this was like a joke to me.

    Also, these games just fail into grasping your attention right away. You need to play at least a good hour to start slowly getting into the vibe, whereas Bastion or Portal 2 get you right in from the very first second you enter the game, and pull you wherever they want you to go. In this game, you have to search for the fun yourself, and get yourself interested. I personally gave it up after 30 minutes, even if I had spent 50$ on it.

    • ResonanceCascade says:

      “The original was a classic”


      “What almost every single big budget game gets wrong nowadays that I cannot stand is voice acting, lip syncing and body gestures”


    • Burning Man says:

      Try Witcher 2. One of the worst offenders in recent history. Nearly rendered every conversation/character unbelievable until I got used to it.

    • Whenn says:

      I think he’s talking about the game looking something like this

    • ResonanceCascade says:

      Oh I know what he was talking about — and it is a legitimate issue in this game. But when you mention how great Deus Ex was, then immediately complain about voice acting and animations in Human Revolution, I’m going to have to at least chuckle.

    • EhsanKia says:

      Well in older games, everything looked a lot less realistic and you could barely see peoples lip anyways, everything was lower quality, and for back then, it was fine. But when you have insanely beautiful graphics and mind blowing music, these small little things pop out a lot more, and can ruin the whole experience and immersion.

    • nrvsNRG says:

      i actually got immersed into the story quickly and is one of the things i’m enjoying the most.
      nice change for me, as most games i find boring.

  42. Hey What? says:

    I honestly had no fun with the game. There was response lag for every thing i did which made the combat impossible, and even then its just yet another cover based shooter. Story didn’t interest me at all and the main character seemed just as likable as a piece of cardboard. Atleast valve was nice enough to ensure people would get some thing out of it.

    • zergrush says:

      Setting “Maximum pre-rendered frames” to 0 on the nvidia control panel and disabling v-sync solved the input delay problem for me.

  43. Lazaruso says:

    I hated it. Mainly because It could have been a great game if it weren’t for a few dozen horrible design decisions.

    The bosses are shit. Way overpowered, don’t fit with the rest of the game… just, shit.

    I got to the last fucking level, the Hydron Project. The terminal in the back has a rating of five. You must hack it to finish the game. You can’t gain any xp at this point.
    I had a rating of 3. I was fucked.

    The ammunition scarcity is bullshit. I’m a goddamn security manager for a billion dollar firm and I can’t find shotgun shells anywhere to save my ass. WTF?

    The melee takedowns are bullshit. Unless I carry a backpack full of energy bars(which are rarer than gold), they’re useless.

    No fast travel system? I have to run everywhere? Excuse me, I mean WALK EVERYWHERE. And good Lord, were the designers wheelchair bound or something? People in lousy shape can run faster than Jensen for hours on end. That was bullshit too.

    I liked the story, the combat, the graphics – everything else was fucked up. I really don’t understand some of the review scores for this game, and I don’t understand the Hivemind saying they liked it. I almost put my fist through my monitor dozens of times, I was so disgusted.*

    *but not really. I paid $200 for that thing, which by the way only buys you five fucking shotgun shells in Human Revolution. WTF?

    • TillEulenspiegel says:

      I was fucked.

      Seriously? It’s like old Sierra games, where you literally cannot finish the game if you made the wrong choices early on?

      That’s hilarious.

    • Lazaruso says:

      Hilarious? That was the last straw on top of a thousand other teeth-gnashing incidents in the game.

      By the way, the codes for all the terminals and computers in the game are online, I found out after the fact.

      Except that one terminal at the end.


    • Man Raised by Puffins says:

      Spoiler spoiler Spoiler spoiler Spoiler spoiler padding so this doesn’t show up in the sidebar Spoiler spoiler Spoiler spoiler Spoiler spoiler

      You don’t need to hack for the final fight. Manually exposing the drones by pushing the purge buttons should also work and *checks* it does.

      Edit: Yeah, whoops.

    • Antsy says:

      Needs more padding.

    • Kieron Gillen says:

      “The melee takedowns are bullshit. Unless I carry a backpack full of energy bars(which are rarer than gold), they’re useless.”

      Wow. I actually have trouble understanding this. It’s like someone saying “The smart-bomb is underpowered”. With a little running, I was taking down the zombie mobs of the bad guys by the end.

      EDIT: Heh. I didn’t even know there was a terminal to hack in the final battle. I just pressed the purge buttons. I have to presume you turned off the mission guides or something?


    • Zelos says:

      The final boss has multiple ways to win. You can just manually purge the pods, you can turn off the life support, or you can open the pods safely using the three computer terminals.
      All of the computer terminals and the life support panel have passwords that are easy to find or GIVEN TO YOU.
      It’s not the game’s fault you were too dumb to figure out the method given to you, or too dumb to understand at the end of the game that a non-hacker needs to find passwords.

      After my first playthrough I realized the game was too easy because of hacking, and played it through again… never leveling hacking above rank 1. It was more difficult, and there were some things I couldn’t find, but every single quest was completable.

      EDIT: Every mandatory hack is level 1 or has a nearby password.

    • Megagun says:

      With caps-lock on, you walk. With it off, you run. When holding shift, you sprint.

      My laptop doesn’t have a caps-lock light, so this somewhat pissed me off. Try hitting caps-lock, though; perhaps you too were affected by this. The speed difference is quite noticeable. :)

    • VelvetFistIronGlove says:

      Zelos: How did you deal with the triangulation antennas in the Bar Tab sidequest without hacking them (Level 2 or 3 hack IIRC)?

    • RedYama says:

      For the last boss, you can also avoid all that fluting around with computers and such and just give it some laser love right from the off. I was playing without all the mission guides/glowy stuff on in my first playthrough, probably missed a lot of the subtle ways to finish things.

    • Reefpirate says:

      As far as I can tell, the antenna side quest and Malik’s side quest in Shanghai both needed rank 2 or 3 hacking to complete… Not part of the main plot though. Also, maybe I overlooked another way to beat them/find passwords?

    • glix says:

      The bosses are shit, yes.

      Darrow will give you the code for the terminal if you convince him he was wrong.

      Stealth a bit and avoid having to shoot people?

      Get the increased energy regen augment? Though I did hate how that will only recharge ONE energy cell when I had five.

    • Lazaruso says:

      Yes, I made it through the entire game up to that point, but I was too dumb to get through that one little section.

      What a shame, eh?

    • Zelos says:

      You can find her manually without hacking the triangulation terminals.
      You can just kill the bartender.

      As for malik’s side quest, the computer doesn’t need to be read. However, these is a password hidden somewhere either in the hotel or the apartment building(I can’t remember, I never actually read password secretaries. They never have anything interesting).
      You don’t even need to say that the girl was pregnant to complete it properly, the other clues are more than enough.

      The myth that hacking is required just comes from the mistaken idea that quests either complete fully or fail. Most Deus Ex quests have multiple levels of failures and success, and typically you are rewarded for any of them, and worst comes to worst, almost every single quest giver has the reward on their body. You don’t get any achievements, but that hardly matters on a second play through.

    • Yosharian says:

      Well, I can’t say I agree with you on the vast majority of your points there. The only thing I agree with is that there should have been more ammo available at the shops, both in quantity and variety.

      Hacking is rarely necessary. The only places I found where hacking was compulsory was a sidequest where you needed level 2 hacking. The rest of the time, hacking was optional or you could find passcodes in other places. Granted, this isn’t as straightforward as simply hacking all the time. I don’t agree that hacking was boring – I thought it was fine. You know, it is hard to design a minigame which is absorbing but not too difficult for the majority of players. I thought they did ok with this one.

      I used melee takedowns to perform about 99% of my kills due to the extra XP you get, so I know what I’m talking about when I say … wtf? They are useless? How did you get this? They are totally overpowered. Walk behind enemy, press button, own. How hard is this? You never have energy cells.. are you playing the same game as me? Your last energy cell fucking recharges on its own. Just wait about 40sec and you can do a takedown again. And fuck, I was swimming in those energy bars… I hardly ever used them, ended up selling most of them.

      Frankly, the fact that you are moaning about the lack of fast travel says more than I ever could about your post.

  44. Tater Po says:

    Overall I thought Human Revolution was awesome. Excellent upgrade system, entertaining combat, takedowns never got old, good story, satisfying hacking (though frustrating), decent cover system, mediocre boss fights.

    I thought that the inventory system was horribly unintuitive. Left mouse button opens a context menu? Not good. Organizing inventory automatically changes the quick keys? I don’t want a hotkey for beer. Using an item from the hotkey bar instantly? This needs some audio visual feedback. In the original Deus Ex every item could be held and used in first person. In Human Revolution I accidently ate all my candy in a firefight while trying to switch to my shotgun.

    The hacking minigame, while decent, had a bad interface. Context menus for nodes were not necessary as stop worm and nuke were available through menu buttons. I repeatedly found myself clicking the stop worm button instead of a node. When there is more than one clickable button for an operation like that you know it needs to be streamlined. Some reductive design through playtesting could have solved this.

    • Yosharian says:

      Oh god, the clicking in the hacking game… It pissed me off. So obvious that it was a console interface badly hacked (pun intended) to fit the PC. *stop worm activated* NO! I DIDN’T WANT TO DO THAT!

  45. kyrieee says:

    Quick things:
    I miss multitools and lockpicks because they were a limited resource. The fact that you can hack keypads makes finding the combination rather pointless, in DX finding a combination was a big deal because it saved you multitools.

    I wish there were more opportunities for improvisation, more simulation, more emergence. I liked having to unlock doors with my nanokey in DX, it’s the little things that bring the world to life IMO.

    The whole Panchea part was trash. It was Deus Ex: L4D

    Overall the game was startlingly similar to the original. Versalife = TYM, the harbour = the harbour, you visit the place your pilot used to live, your pilot can die, optional hostage objective on the first mission, Zhao = Maggie Chow, Detroit feels like Hell’s Kitchen. It’s more than simply an homage, it’s almost a re-imagining of the first game.

    The ending:
    I thought it was terrible in so many ways. The obvious way being that you press one of four buttons to choose which lame video you get to watch, but I think it’s flawed on a much deeper level. Most of the game tells a personal story, the story of how Adam goes on the search for the people who snatched his ex and eventually the ex herself, but also how Adam views his own situation. There are a lot of thing going on in the world parallel to that, the conspiracy to control the world through augmentation technology, the societal conflict pro- and anti-augmentation people etc.

    It’s all intertwined but to me at least the larger events taking place were just context for Adam’s own story. Finding Dr Reed was a huge anti-climax and it’s inferred that Adam was wrong to chase her for personal reasons, that she’s lost to him. However that’s quickly brushed aside as the background plot rises to the surface and Adam has to go save the world. That’s where things went wrong.

    Adam gets to choose the future of augmentation technology; how he’s come to view what happened to himself will be mirrored by the world. It doesn’t work. It doesn’t work because the world can’t support such polar opposite futures with such a late branching point. Whatever state the world ends up in is unjustified. It would only have worked in a fixed narrative where Adam has a fixed character arc, the world has a fixed arc and they both end up in the same place, independently. Since this is a game and you can choose how Adam feels the only way for the future of the world to match Adam’s convictions is for former to be a direct consequence of the latter. That’s why you end up with this contrivance.

    Furthermore, Adam’s ultimate feelings are never explored, despite it being his story. His relationship to Reed is not satisfyingly resolved, nor the relationship with anyone else. It’s a character driven game for fuck’s sake! The characters are more important than the world. Of course it’s inferred how Megan feels, but that’s not enough when avenging / finding her is the driving force of most of the game.

    You should never have saved the world, you should never have had a profound impact on the world. It’s not that the story of the world shouldn’t have been there, it’s just that Adam shouldn’t have played such a big part in it because he never meant to. The ending just killed the game for me, it bums me out so much.

    edit: I guess I should say that I did love most of the game. The art design got a lot of attention pre-release and my god did it deserve it. Such a gorgeous game.

  46. PoulWrist says:

    I have not. It’s still in the mail.

  47. Burning Man says:

    I appreciate all the hacking minigames and stealth and beautifully crafted areas, but having played FONV recently, I’m looking for a lot of similar things that are missing.

    -> The worlds are extremely detailed, which makes them very pretty, but each major area is also small, and features very very little interaction with the environment/people. Walking into a L.I.M.B. operation theatre, and seeing all those beautiful objects just sitting there like paintings frustrates me. Having somebody deliver a random line just doesn’t work for me. Ambient conversations are interesting, but always discuss ongoing events, never the people involved.

    -> Sidequests are very few in number, and are delivered as the story goes along, which is irritating, because I like choosing when to do them. The quests themselves are wordy and interesting, which is good, and often make me strongly support some form of righteously indignant murder, which is what I suppose video games are for.

    -> I would also like combat to be a tad more visceral and bloody. I’ve taken to stabbing most people in the chest because that’s the only real way to get a fun kill. Shooting them in the face has them shaking their heads before they fall over their own feet. Then again, I suppose this game makes it a point to not be about killing.

  48. Kent says:

    I think the game had several strength and several flaws.

    First off. I loved the Augmentations, they’re much better than the ones in Deus Ex 1 and far more streamlined. I loved the style: It’s nice to see some European art styles instead of these cliché american ones for bloody once. I loved the graphics in the game. I loved the gunplay for the upgraded guns. I loved the characters (except Megan Reed). I loved the minigames. I also liked some of the stealth mechanics. I loved the sidequests which never seemed like they were wasting my time like so many other RPGs! I also loved how it sets up events for Deus Ex 1.

    But what I hated with it is that the game is very cheapish with Praxis Points, also the augmentations doesn’t allow for real specialization. Most of them seem more like convenience tweaks that Jensen should pretty much start out with. Also the game has far too little ammo lying around, with only 5 bullets per item at best. This is fine in survival type games like S.T.A.L.K.E.R. but not in a game where you play a “head of security” guy.
    The NPCs doesn’t actually shoot at you but they roll a die to see if they hit you and that’s just barely restricted by their LOS. They’re also extremely alert and very good at turning, running and shooting Jensen. Which is unrealistic and breaks the gameplay in shooting scenes.
    You only had one damn energy cell that recharged and had to recharge the other ones manually which took precious inventory space.
    Lobbing grenades were annoying.
    Damn game were way shorter than the original Deus Ex.

    To summarize. The game does a lot of things right and a lot of things wrong. It’s a very special title in my book and it’s definitely better than Vampires: The Masquerade Bloodlines. But it’s no Deus Ex as far as I’m concerned. The original Deus Ex actually had far better gunplay and was way more enjoyable as a combat oriented game. This game got stealth right but not combat and only because of simple design mistakes. The rest in the game is gold.

  49. michal.lewtak says:

    Please help a fellow OCD completionist!
    Treading carefully among this possibly spoiler-infested land, I’d like to ask one thing to the people who already passed the game or are close to doing so. Please be aware I’m myself spoiling everything up to the end of the first city hub.
    I’m a disgusting completist and therefore I like discovering all the paths (and getting the XP for that), knocking out all the hostiles, doing all the side quests and discovering all the hidden places in the city hub(s). I just disabled the antenna in Detroid and Malik is waiting for me on the adjacent helipad, and here’s a small list of places I haven’t been to yet, because they seem like sidequest-related places:
    -The room inside the dealer’s house in one of the apartment buildings, there’s a prostitute lying on the bed. When I enter, they turn hostile, so I quickloaded;
    -The apartment close to that one, with a level 2 lock on it. I don’t remember what was there but the emails on the computer sounded sidequest-y;
    -An apartment with a level 5 lock, it has some medical equipment inside it (a bed and stuff). It’s in the building with the gate and a blue light;
    -The entrance to the convention center, where, currently, gang members are hanging out. I know for sure there’s a vent I can enter.
    Do you ever return to Detroid later? If so, are there sidequests later that make you go inside all of those places? Because I don’t wanna go to these places for no reason if they have a story to them later on. On the other hand, if I go there now, will they reset themselves for the sidequests anyway? Or will I just immediately get the sidequests’ goals completed because I already read some information or opened/discovered/entered a place? There’s a conference expected at the convention center, and I fear those gang members will disappear when I get back to Detroid, along with whatever they were hiding there. Will they? Just how exactly does the game handle things you already did, when presenting you with a sidequest that was supposed to make you do them for the first time? I don’t wanna ruin my next city hubs…
    And last, I cleared up the whole police station, zeroth floor included. Had I convinced Haas to let me in, would I have been able to grab any sidequests from the people inside, who are now laying on the floor drooling? (Because I’ll shoot myself if that’s true).
    Malik is asking me if I’m ready to go. What do?
    Oh, P.S. – how do I know what parts of the hub will change and what parts will remain exactly the same, bodies lying on the floor and all, when I get back to Detroid?
    Any spoiler-free help is greatly appreciated :)

    • kyrieee says:

      You do return and there are more quests. I don’t remember ever damn apartment sorry, but you do go to the convention center. The vent is unrelated though, it just contains a stash.

    • nrvsNRG says:

      You get a warning by the game that sidequests will be cancelled and to finish up what you have to do, when you leave detroit properley. (NOT the first time malik picks you up from roof).

    • Vandelay says:

      Except it doesn’t warn you for the mission after disabling the antenna. It is only when you leave Detroit for the east that it says you lose the side quests. I missed out on the “Mysterious Strange” quest, as it disappears when you come back from that mission, although the other side quests were still there.