Human Devolution: DX3 in DX1

Pro-tip: you can read these words

The more modern values of Deus Ex: Human Revolution, transplanted into the resolutely year 2000 Deus Ex 1. Admittedly, this video occasionally strays into tiresome ‘THE PAST WAS NECESSARILY BETTER AND EVERYTHING IS RUBBISH NOWADAYS’ whingeotron territory, but it’s nanotongue-in-cheek enough to elicit a good few guffaws, I think. What if… JC Denton had elbow swords? And augmented vision? And could only rescue Tracer Tong if he’d preordered?

To coin a phrase, it’s funny because it’s related to things that are partially true in some respects. Oh yes.

(Via comrade Cobbett on the Twitters)


  1. Octaeder says:

    Most of the snark in this video would make more sense if I hadn’t turned all the object highlighting, objective marking stuff off before I started HR.

    • Alexander Norris says:

      Why would you turn off something that is meant a function of your eye augs?

    • CaspianRoach says:

      Because you can do just fine without it. Most of the lootable objects stand out from the scenery anyway plus 90% of the time they are held in lockers/locked storagerooms. It’s not really hard to look around a single room with your own pair of eyes. Plus it slightly ups the difficulty of the game. Once you get the cloaking augment, you can sleepwalk the game on Hard mode.

    • bglamb says:

      I turned it off too.

      It doesn’t matter that they’re written it into the story. It matters that it’s just not that fun, and looks awful.

    • Magnetude says:

      Although in combination with Give Me Deus Ex mode turning off crosshairs, it does make things a bit difficult. That find-the-items-in-the-apartment sidequest in Heng Sha took quite some time before I gave in and turned highlighting back on.

      Speaking of turning off crosshairs, I had more than a couple of embarrassing moments trying to stun gun a guard in the head (for the extra 10xp) and… missing. Very awkward to be left fumbling a new cartridge in as a guard turns around and gives you a disappointed look. Anyone else?

    • CaspianRoach says:

      What? This game has a crosshair???

    • megalomania says:

      It was off by default for me (because it was on the hardest difficulty?) but I have to admit, even though I jumped on the “OMG dumbing down” bandwagon about it before the game came out, I went into the options and turned it on within an hour. It’s too easy to miss small things like pocket secretaries when they’re right in front of you, and painstakingly searching rooms for objects to click on feels too much like a–heaven forfend–adventure game.

    • Calneon says:

      I turned the crosshair back on simply because it was annoying trying to place a small candy bar in the middle of the screen without one.

    • simonh says:

      Yes, same here. Because of the difference in technology, DXHR has so much more random stuff lying around, that it can be difficult to spot what’s possible to pickup. While a typical office in DX1 might have contained an empty desk, a half empty bookshelf, a chair and maybe a potted plant, an office in DXHR is overloaded with papers, crates, coffe mugs and all sorts of random stuff. Object highlighting levels the difficulty in finding small items to that of DX1.

      It’d have been perfect if there was a middle option to highlight items but not doors though.

    • horsemedic says:

      I bet the crosshair would have made my Mark and Trace (or whatever) aug slightly useful.

      Hold C to M–
      Hold C t–
      Hold C to Mark–
      Hold C–

    • empty_other says:

      I never remembered to turn it on.. Is it automaticly turned off on hard difficulty?
      And i didn’t turn it on in my first play-trough either, and it wasnt until my second playtrough that i learned that desk drawers could be opened.

    • Olivaw says:

      “Yes, same here. Because of the difference in technology, DXHR has so much more random stuff lying around, that it can be difficult to spot what’s possible to pickup. While a typical office in DX1 might have contained an empty desk, a half empty bookshelf, a chair and maybe a potted plant, an office in DXHR is overloaded with papers, crates, coffe mugs and all sorts of random stuff. Object highlighting levels the difficulty in finding small items to that of DX1.

      It’d have been perfect if there was a middle option to highlight items but not doors though.”

      Thank you for posting what I was going to say before I could, sir.

      In order to create a world that felt lived in and real, they had to add a whole bunch of junk and detritus to it, and as such, turning off highlighting makes it goddamn motherfucking impossible to find most shit.

      I like that it’s an option, because it shows that they care, but it’s not like they put it in there because people are stupid. They put it in there because it is not the year 2000 anymore.

    • Hidden_7 says:

      I turned it (and the objective locators) off before I even started the game, and never once felt like I needed them. Maybe I missed a bunch of stuff? The detective mission did take me awhile of scouring the apartment, but I liked that it felt sort of adventure gamey.

      I played on medium, so I didn’t realize that the hardest mode turns off crosshairs. That seems possibly excessive, though most of my shooting was either ultra-close range with the shock gun, or laser-assisted, so I don’t know how much I would have noticed in combat. Are there any other game differences in “give me Deus Ex” mode? I just assumed you could take less punishment, which, considering how quickly you go down in medium mode, seemed unnecessary.

    • Jason Moyer says:

      The yellow highlighting would be great if it worked like frobbing in the Thief games. It actually isn’t that bad on usable objects; some “secret” objects don’t highlight, and the border around other items becomes thicker the closer you are to them/the closer they are to the center of the screen. The doors/ladders/ventcovers/etc look horrible though, just thick yellow lines even if they’re in your periphery. Anyway, I wish there were an option to only highlight things when you’re close to them and looking directly at them.

    • Soon says:

      “turning off highlighting makes it goddamn motherfucking impossible to find most shit.”

      Well, apart from the fact ammo is generally bold, bright colours. Other objects are often luminous white. Ebooks glow bright blue, pocket thingies and newspapers glow orange, interactive computers glow and have a big logo, security terminals have a big logo and are green. Not only that, but any items you can pick up flash periodically telling you that you can pick them up. And any items which aren’t intentionally hidden from you tend to be in obvious places anyway. Seems like a bit of an overreaction. Maybe none of this is noticeable among the bright orange highlight?

    • Kadayi says:


      but of course if they didn’t have the highlighting on at the beginning, you wouldn’t of known any of that would you save through trial and error pixel hunting.

  2. jellydonut says:

    I laughed.

  3. Ba5 says:

    I thought it was funny, not really criticizing HR.

  4. CaspianRoach says:

    “Augmented vision” in DXHR was turned off by default for me, I only found out about that feature after I’ve finished the game when I was watching Youtube videos of gameplay. It’s not a very useful function, at least on lower resolutions (1280×1024).

    Health does not regenerate that fast and it doesn’t fill up to the max. And I don’t think my health ever went down the 100 except for the bossfights parts.

  5. Starky says:

    Unique pre-order content sucks if it is anything but cosmetic (cosmetic I don’t mind) – DLC is acceptable, so long as it is available to purchase (for a reasonable price) later.

    Though often it is better to ignore all the DLC and wait for the game of the year version (which usually ends up cheaper in the long run.

    • Rii says:

      Yeah, I’m waiting on the GOTY edition. Not supporting this nonsense, particularly when they can’t even be bothered to include a manual with the game or package it in a decent case. And then there’s the SteamDRM thing.

    • Theory says:

      The bonus bits are unlocked with a separate CD key from the game, meaning that they are already set up for eventual release as DLC.

    • PickyBugger says:

      Although thankfully you can get all that dlc gubbins by installing this mode that adds a debug mode.
      link to I had almost 5 minutes of fun shooting everyone is sight. Not sure if the Tong mission is present.

      Oh and that video was very enjoyable.

    • LionsPhil says:

      Don’t say that! Now they’ll have to shoot gibbed for producing a tool that bypasses content protection.

    • PickyBugger says:

      Oh know, sorry I didn’t realise it was my secret too keep. :p

    • Devenger says:

      Reply fail. Seriously, how does this work… :S

    • Jason Moyer says:

      particularly when they can’t even be bothered to include a manual

      What region did you buy the game in? Mine came in a normal DVD-style case with a 20-30 page manual. That’s the regular, non-augmented edition.

    • Tusque D'Ivoire says:

      another reply fail. never happened to me before. is something actually broken or am i drunk?

    • Kadayi says:

      I love peoples willingness to cut off their nose to spite their face. Enjoy not playing what’s shaping up to be GOTY by all accounts. Over perceived slights.

    • The Colonel says:

      Wit’cher mean by that?

  6. Kdansky says:

    Loved the iron-sight part, because it shows so well how stupid that is for mouse-users. Yes, pad-users need a way to change sensitivity for their thumbsticks. But I don’t.

    • CaspianRoach says:

      Hm? I can’t see anything wrong with iron sights in this video. You don’t need iron sights for deus ex anyway, tranq gun has a scope and tazer has no need for them.

    • Squirrelfanatic says:

      Iron-sights increase the accuracy in this game, no? I found it difficult to quickly switch in-and-out of them, so I only used them when it was really necessary (i.e. headshotting bosses).

    • mechabuddha says:

      I believe that for consoles, ironsights are mainly a way to refine thumbstick aiming. The PC mouse is plenty refined already, so ironsights aren’t really necessary.

    • sinister agent says:

      Iron sights mean you can see where your shots will go, unless you’re a big baby who uses a crosshair.

      But seriously, guns are less accurate fired from the hip. Format tribalism aside, it makes sense to have iron sights aiming if your game takes that into account.

    • Squirrelfanatic says:

      What I ment was: iron-sights reduce the weapon spread, if I remember correctly.

    • Pete says:

      The tranq rifle has a scope? How do you use that?

    • CaspianRoach says:

      Personally I like ironsights and I do believe that they add to the realism. You can’t have pinpoint accuracy firing from your hip. What I do have problem with in modern shooters is that bullet spread is usually totally artificial and idiotic. A bullet fired from a well aimed sight should hit the same target in the same spot provided the target is in effective range of a weapon.

    • Squirrelfanatic says:

      @Pete: Iron-sights!

    • Xocrates says:

      Laser sights are a dime a dozen anyway. You have no reason to use iron sights unless you want to or you’re using a scoped weapon.

    • Makariel says:

      I shot most with the 10mm with laser sight. I don’t think I ever used iron sights on that one. Might be useful for consoles but with mouse it’s just a useless click I don’t have to perform ;-)

      @sinister agent: true for a modern day setting, but in the future where I have cyberarm, cybereyes and cybereverything else I should be able to fire from the hip without issues.

    • Serenegoose says:

      Call of Duty 1 popularised Iron-sights, and was not released on any consoles of its generation. The use of them was born on PC. And now you are the demons.

    • Kieron Gillen says:

      Serengoose; It’s a particularly hilarious one, innit? It’s as if everyone’s forgot Flashpoint.


    • Kdansky says:

      It’s not about realism. It’s about having to click two buttons to shoot, and blocking half my screen with a giant boring gun. In DXHR, your accuracy increases significantly, so I would want to use it nonstop, except then my mouse-sensitivity is way too low, I’m slightly zoomed in and I can’t see the lower half of my screen. None of which is an interesting feature. So I have to pointlessly click that button all the time.

      Finding the first laser sight improved the gunplay by a ton.

      As for “inaccurate fired from the hip”: Abstraction! I’m not assuming that just because the gun is displayed to the lower right of my view, that Jensen would be so stupid as to fire it from his hip. And if you want to change accuracy, use movement and crouching as a measurement.

      Didn’t play Flashpoint.

      You know what kind of ironsight I would like? One that would not change mouse sensitivity, and not zoom. And then I’d use a mod that made my gun invisible. Permanent accuracy buff, and that’s it.

    • Rii says:

      Thank God Halo made the jump to Xbox else we’d have nought but ourselves to hate!

    • Lewie Procter says:

      I seem to recall the ironsights mechanic was in GoldenEye on the N64 though, if we’re playing “I can remember a thing in an earlier game than you can”. There probably was some other game with a similar thing that predates it though.

      Obviously, it’s a mechanic that works really well on a controller, and allows you to be a bit more precise, without slowing down turn speed too much, but it’s still a worthwhile mechanic in PC games.

    • Strontium Mike says:

      Earliest game I can remember playing that had switchable iron sights was Hidden & Dangerous, which came out before DX1. The earliest FPS games I can remember technically had fixed iron sights with the gun in the center of the screen, the period where all FPS games exclusively used a fixed three quarters view is rather short, so I don’t get why they would snark (if they did) about iron sights in DX HR. Most shooters that offer both do nerf the accuracy of the weapon when fired from the hip so whatever input method you are using doesn’t really come into it especially with auto aiming available.

    • Rii says:

      @Lewie: “I seem to recall the ironsights mechanic was in GoldenEye on the N64 though”

      I … don’t think so. GE had a ‘free aim’ button but that was on account of the lack of a second analogue stick and didn’t function in the same way as most ‘iron sight’ systems that I’m familiar with. It halted your movement entirely and allowed you to drag the crosshair alone – rather than the FOV – around with the analogue stick.

    • Magnetude says:

      Lewie: Goldeneye definitely didn’t have ironsights, but it did have a sort of zoom-in mode that turned off auto-aim and allowed you to use the wonky joystick to slowly place the reticule over a man’s head. It was quite a thing to behold when someone could use it with skill.

      Kdansky: Abstraction is all well and good, but if I see something happening in a modern game, I assume that thing is happening unless I have a good reason to think otherwise, so it’s natural to think Jensen is firing off the hip if he looks to be doing just that. The FPS genre already has the problem of new players having to learn so many abstractions before they can play, we should be trying to do away with as many as is reasonable. In real life, stopping and taking a moment to aim would make you more likely to hit something, and that middle-click is an abstraction of that moment to my mind.

    • Lewie Procter says:

      It’s not exactly the same as what you see in modern games, but I still reckon you could consider that proto-iron sights.

      Edit: Only on some guns mind, iirc, it didn’t do the zoom in thing for all weapons.

    • Rii says:

      On a related note, Goldeneye was the first retail (i.e. non-mod) FPS to feature a sniper rifle.

    • kyrieee says:

      Oh god, H&D…

    • Magnetude says:

      Rii: I’ve heard it was also the game that invented headshots, so there’s that too. I guess if you have one you have to have the other. I’ve also heard that this is arguable, before anyone rips me to shreds for it.

    • Unaco says:

      “On a related note, Goldeneye was the first retail (i.e. non-mod) FPS to feature a sniper rifle.”

      No. You’re wrong. It wasn’t.
      Golgo 13: Top Secret Episode for the NES introduced a Sniper rifle in the FPS sections. That was released 1988… 9 years before GoldenEye.

      Then there was MDK, released in the first half of 1997 that also had a sniper rifle. GoldenEye wasn’t released til August 1997.

    • Rii says:

      Yeah, Goldeneye did a lot of things first, and “first”. It doesn’t get nearly as much credit as it should from the PC crowd. Or even the console crowd for that matter.

    • Magnetude says:

      It even had a control scheme that split a two-stick setup across two controllers. The best part is, they didn’t think to disable the second controller during cutscenes, so you could kill plot-important characters and, I think, yourself by pulling the trigger and shooting whatever Bond’s gun was pointing at.

    • Fox89 says:

      I like Iron Sights! Don’t use them much with DXHR because of the laser sight. But on guns without the laser sight attached I use it quite a bit! Good for head-shots.

    • mejoff says:

      “kyrieee says:
      09/05/2011 at 16:46
      Oh god, H&D”

      Oh yes, the game that gave us Sudden Inexplicable Death Syndrome.

      Pick the chaps you don’t like for this one Major, they’ll all be dead 10 minutes after insertion, Jerry can make a headshot at 2 miles through a tree doncha know.

    • Caddrel says:

      Add Arma 2 to the list of games where realism is ruined by having iron sights aiming. Bloody console port.

      Some mods actually went further, and added earplugs to the game as well! Console kiddies can’t even be bothered to get up to turn their surround sound systems down.

    • Kadayi says:

      Honky Grandma be trippin!!

    • Inglourious Badger says:

      Longest iron-sights thread ever?

      Also, I only just learnt the game had iron-sights. What button were the iron-sights on?

    • Devenger says:

      Inglourious Badger: Middle mouse button, if I remember correctly.

      My main frustration with DX:HR’s ironsights/scope button was that you couldn’t use it to aim more accurately when firing from cover, unless your weapon had a mounted scope. Thankfully the laser-dot upgrade nullified this problem, but it did make firing some weapons out of cover without modifications (especially the machine pistol) mostly useless. Yes, it does mean that there’d then be three accuracy steps (blind-fire, head-poking without careful aim, and head-poking with careful aim) but… there we go.

    • Dozer says:

      @CaspianRoach – I can’t speak for game mechanics (the last game I played with ironsights was CoD the First) but from my real-life experience with sporting rifles, “well-aimed” means “aiming down the sights”. “Not aiming down the sights” means “with luck I’ll hit that wall in front of me”.

    • Jason Moyer says:

      I ended up binding iron sights to my RMB rather than my (broken) MMB because they’re actually useful and immersive, whereas third-person cover felt awkward and gave me this “stop cheating” pain behind my eyes.

    • Baines says:

      I have another issue with ironsights, that of ADS-snap. ADS-snap being that if you are aiming close enough to a target when you press the ADS/Scope button, the game will automatically put your aim directly on the target.

      Quick-scoping in Call of Duty is an artifact of this, and it appears that the vocal majority do not want this form of aim-assist removed. (And some that do want to stop quick-scoping only want sniper rifle quick-scoping removed.)

    • Thants says:

      Does any PC game actually do that?

  7. jon_hill987 says:

    I know the animation in HR is better, but for me, those lethal take-downs snapping to third person are still exactly as retarded as in this video.

    • trigonometryhappy says:

      Totally agree, I know its a matter of preference, but for me 3rd person switcheroos break immersion so bad. I want to live inside a game’s universe, I don’t want to watch it on film.

      “I’ll take the wristblades. I like to make a cinematic takedown.” (best youtube comment ever)

    • jon_hill987 says:

      Remember, a cinematic takedown is always the most silent takedown.

    • Kadayi says:

      Retarded? Do better.

    • LionsPhil says:

      Ok, then; they’re moronic.

    • frenz0rz says:


      Remember, a cinematic takedown is always the most silent way to eliminate Manderley.

    • Kadayi says:


      You have failed the test

    • empty_other says:

      I would have loved to watch that “slow-fall” effect from first person. Hated the way it always went to third person, even though it looked awesome.

    • Olivaw says:

      I loved the takedowns! They never got old and always looked good.

      The only third person bit I’d take out (DON’T YOU DARE TOUCH THE ICARUS AUG YOU FUCKS) is ladders. Every time I see one I want to first person slide up it like it’s fuckin’ Half-Life. It’s just instinctual at this point, so every time it went to third person I was just a little jarred, deep in my forebrain.

    • Kadayi says:


      Agreed on the ladders, they could of kept that 1st person tbh.

  8. kharnevil says:


  9. McDan says:

    Brilliance, and what the shit.

  10. Timthos says:

    Yeah, I tried running and gunning through the shipping facility… and got shot in the face. It’s not nearly as easy as the video makes it seem, especially on “Give me Deus Ex!”

  11. kyrieee says:

    So many great details in this video.
    The waypoint markers keep updating, the tooltips, how he goes back and gets credit for taking the stealth route after killing everyone etc.


  12. oceanclub says:

    Hmm, was I the only one who left object highlighting _on_? Environments were far more detailed than back in the day of DE1, and hunting for those credit chips among detritus was hard enough even with the highlighting you get when you focus directly on it.


    • airtekh says:

      No, I left it on too. Didn’t bother me in the slightest; it just helps me find stuff quicker.

      I did turn off the objective marker though (as I did in Bioshock as well). I like looking at the map and figuring out where to go.

    • The Innocent says:

      I left it on too… I liked it. It did a good job of making me feel like a robo-man.

      Lots of stuff in this video is spot-on though. I especially liked getting praised for flipping a readily-visible switch. I really missed things like lockpicks and multitools in DXHR. Hacking was too all-powerful.

    • Quizboy says:

      I turned it on. I’ve never, ever encountered a situation in a videogame where looking for things added to the experience.

    • Kdansky says:

      Less pixel hunting? All in favour!

    • Urthman says:

      I’ve never, ever encountered a situation in a videogame where looking for things added to the experience.

      Whereas “looking for things” is probably my favorite of all video game mechanics.

    • PoulWrist says:

      No, left it on because pixel hunting is retarded. Indeed, the more “realistic” you make game environments, the more you need something like this when you can pick up and throw all kinds of shit, but none of it is useful. Why then even have it, excellent question and DE HR seems to conclude that it doesn’t need to give you the ability to throw chairs or pick up flowers, because it doesn’t make sense in the context of the game.

      I have been enjoying the game so far and have been bored at work all day waiting to come home and play, and the only thing you can ever read is how a game that tries to go back a bit in terms of what you can expect of players and at the same time introduce this to the new players is being bashed by a bunch of internet tards who probably needs to spend less time staring at pixels.

    • jon_hill987 says:

      @PoulWrist: it does make sense to pick up chairs and flowers (or at least vases) when your enhanced strength means you can kill someone on the other side of the room by throwing it at them.

    • Nidokoenig says:

      Now, I haven’t played the game because I’m stuck on an ageing laptop, but one big issue with the highlighting for me is that it’s presented as being the result of an aug, but the design of it implies it’s for pack-rat gamers. Jensen is a security guy for a pretty big company, why is his augmented vision on the lookout for credit chips and the like? A realistic flaw would make it much easier to suspend disbelief, like “Security documents above level three clearance are blocked from scanning algorithms, you’ll have to eyeball them”, “The algorithm doesn’t always know if a door can be opened from the side you’re viewing it on”, “Forged credit chips can get you into a lot of trouble, don’t trust your augs to tell a fake from the real deal”. I’d still turn it off, but it wouldn’t be nagging away at the back of my mind, eating into the verisimilitude.

      Arm blades, I can believe, but software that does exactly what I want, always, without fail, even when it’s something I have no business expecting it to do? Yeah, you might as well put Twilight Sparkle on my ear piece and have her point stuff out with magic.

    • LionsPhil says:

      Yeah, you might as well put Twilight Sparkle on my ear piece and have her point stuff out with magic.

      If this isn’t a mod by the end of the month, the Internet has failed.

    • ecat says:

      One of the pre-release videos mentioned object highlight had been made optional, so off it went before I’d even started the game. Why? Because finding stuff is part of my game and I find highlighting to be distracting. Besides, for boxes, doors, draws etc, all the required visual clues are already in the game.

      As for the pixel hunting comment above, even the devs poked a little fun my way: the Old School Gamer achievement awarded when exiting the very first room teases ‘point and click much?’. Gained by 7.4% of players too, guess I’m not alone.

  13. Wizardry says:


    • kyrieee says:

      No, but it’s still funny

    • AndrewC says:

      Wait, is our Wizardry developing some self-awareness here? We’ll make a real boy of him yet!

      People who really believe the statement is true! This is you, this is:

    • Theory says:

      Holy crap, my first reply fail!

    • Adventurous Putty says:

      Pot, meet kettle?

      Just kidding. We love you Wizardry.

      Oh! And completely off topic! While perusing the Sunday Papers, I stumbled upon this link from Hardcore Gamer 101. You might find it interesting, Wizardry, considering our discussion of the RPG genre and its looser strands: link to

  14. Walsh says:

    I don’t get the whining over object highlighting. If I had future vision, I would want important shit pointed out to me.

    • sinister agent says:

      Two words:

      Car keys.

    • Starky says:

      Almost every sci-fi I’ve ever seen that did augmented vision did the object highlighting – it would be wrong for the game not to have it.

      Though it could have been better implemented – cool things like highlighting the gun an enemy carries with a tag stating the model – it calculating distances when looking at a jump, cool things like that.

    • Gnoupi says:

      @Starky – Note that “in theory”, your aug should do that, it’s just not “active” yet.

      There is a dialog at the beginning when you reset your vision with Pritchard which is saying that for now you won’t have enemy highlighting and things like that.

      But yeah, it’s not actually in the game.

    • Quizboy says:

      Especially if, as is the case in HR’s nightmare future, four out of five windows were hermetically sealed shut, one in ten doors was just painted onto concrete and the majority of small objects were stuck to the floor by a mysterious and unbreakable force. But there was no way to tell at a distance which was which.

      It’s hilarious and sort of sad seeing people here and there claiming turning the highlighting off adds to the challenge. That’s not challenge: it’s fiddle. Being thrown in at the deep end doesn’t make a game more challenging in terms of the decisions you have to make or systems you have to learn; it just protects fragile snowflake egos from feeling as if they’re being patronised. ‘Old-school’, ‘hardcore’ ‘gamers’ (that’s my dangerous inverted comma surplus used up, at least) seem to have a lot of trouble distinguishing difficulty from fiddle. See also people lamenting the loss of the utterly mindless inventory system and parade of near-identical gear drops between Mass Effect and its sequel.

    • Soon says:

      It’s often not about challenge but immersion. I’m not too bothered how other people are playing, but I do actually like looking for stuff, in the same way I like exploring and searching for secrets. I also like to arrange my inventory logically, like putting ammo next to its associated gun, because I am a sick person. But it’s all optional, so everybody wins.

    • PoulWrist says:

      @Quizboy because people don’t know what “challenge” means, but it’s certainly not trying to find one high res resource on top of another highres resource.

      It’s like saying that Indiana Jones and the Last Crusade was a challenging game because in the library section it was hard to find the correct book that told you how to go on… For those who don’t know what that is, then it was something like 16 screens of book shelves, all almost exactly the same, the only difference was that one of the books on one of the screens would change the text at the middle of your screen over your inventory when you moused over it, because you could take it.

    • Theory says:

      That’s not challenge: it’s fiddle.

      What a load of nonesense: there is no fiddle in this game. There is one (1) instance where you need to search a room, and it’s deliberately split into an easy object you can find immediately and a tougher one that’s hidden but not required to complete the mission. Otherwise there is no hunting around for anything unless you choose (that’s an important word!) to do so. I turned the highlight off before starting and never missed it once.

      Meanwhile, enabling the highlight smears everything interactive in bright colours and takes a sledgehammer to the joy of discovering hidden routes and goodies while exploring. Don’t project your inability to cope without the boundaries of the game world being flashed in your face onto other people’s enjoyment of sophistication. So what if we don’t find every hidden thing first time?

    • Vandelay says:

      Exploring is something modern games don’t want us to have. Gone are the days of finding an odd shaped tile and pressing it to unlock the super armour. No longer can you rocket jump up to that ledge and balance along that rafter to drop in the pool of water to grab a bit more ammo. Human Revolution is better than most, but nothing compared to the various nooks and crannies you can reach in the original (I’ve hit the dreaded invisible wall numerous times.)

      Object highlighting is just an example of this on a micro scale.

      For the record, I am playing it with the highlighting off and not had issues finding credit chits and pocket secretaries. I’ve missed some, but when you look for them they do stand out from general debris of objects. If you don’t want to hunt for the objects then don’t; the benefits are only small, so there is no point in taking it away from those that want to search.

      Human Revolution has the option to have it on or off, which is better, but still unnecessary. If you are not going to hunt for items then you shouldn’t be rewarded with them. Just get over the fact you are going to miss out on some extra money, a bit more ammo or some little story detail. None of it is particular relevant or going to make a massive difference to your game, much like finding a secret area in an old school FPS only granted you a momentary benefit. Let us that want to rummage through every last corner of a game feel a little smug with our 3 more bullets for the revolver.

      (Edited to compensate for weird phone on the train typing. Wahoo! The edit no longer takes away formatting!)

    • LionsPhil says:

      Quite, Vandelay.

    • Olivaw says:

      I don’t think it’s unnecessary.

      In fact I think it is far and away the better decision to have the option for players to not spend a shitload of time painstakingly pixel hunting around every room, rather than to cater exclusively to people who like that process and telling others to “deal with it.”

      Some of us like our OCD to be sated without being put through a mind-numbing process, is all!

    • shizamon says:

      @ Quizboy

      So you liked the “mission complete” screens and other horseshit that EA inserted into ME2, Sure inventory was mostly junk to sort through, but throw out the entire system all together, ridiculous. ME2 sucked, story sucked etc.

  15. Freud says:

    Good thing the original didn’t have features that could be mocked.

  16. JackDandy says:

    Har har har. Pretty well made.

    While I -really- enjoyed the game, I felt it was kind of a dickmove to cut Tong’s Rescue mission like that. I had to look it up on Youtube, and it definitely helped in showing another side of the guy you helps you in DX1 so much.

    How am I even supposed to get it if I can only buy via Steam, anyway?

    EDIT: The whole “Yellow marker” thing is a bit unfair, though. You can turn all that crap off in the game options, and it’s off by default on the GMDX difficulty.

  17. diebroken says:

    Pure genius.

  18. televizor says:

    Hey, I’m worried.
    I’m planning on buying the game this week and there’s no Augmented Edition left around here.
    Does it really add up some backstory and quests? I’m not interested in the weapons stuff…

    • CaspianRoach says:

      It adds a single quest about a boring side character. The grenade launcher it adds though is quite an awesome gun, if you like to be lethal and noisy.

    • Quizboy says:

      There are two packs: the explosive mission pack (or something like that), which has the Tong mission and a couple of in-game equipment bits, and a second (weapons-only) one. The standard retail box in the UK, and as far as I know the rest of Europe, includes the explosive pack but not the other one. There’s a splash thing about it on the back of my DVD case, so you should be able to tell what you’re getting. No need to buy the Augmented Edition as long as you can find a standard box with the pack listed on the back.

      I picked it up at retail specifically to make sure I was getting the extra mission after my partner, a much bigger original DX fan than me, pre-ordered the Augmented one on Steam and got none of the extras. Thankfully the code for the extra stuff in the box is separate to the game code.

      In the end, in the unlikely circumstance you can’t find anyone to sell you a copy with the extras, I honestly wouldn’t worry. The remote unlockers are far, far too cheap and common and completely trivialise later-game hacking if you hoard them; the remote detonator packs are a bit pointless; the grenade launcher shows up when there’s about a tenth of the game left; and the extra mission is fun enough but extremely brief and doesn’t really tell you anything you didn’t already know.

    • MuscleHorse says:

      You don’t need to get the Augmented edition – the ‘limited’ edition has it too and as far as I can tell that’s the standard edition. Lots of them still on Amazon.

  19. megazver says:

    Honestly? This is just lame and bitchy.

    • jaheira says:

      Yeah, that’s pretty much Wot I Thought. Still, it was an excuse to listen to that spine-chilling music again, so Yay!

  20. saberopus says:

    Protip: Use this to turn off the sparky hurt light

  21. Lazaruso says:

    That’s one of the best youtube videos I’ve ever seen in my entire life.

  22. Enso says:

    Liked the way the floor had markings on what to do with the box, and the box itself had footprints on it. Sometimes I just feel like I’m going through the motions in newer games.

    • LionsPhil says:

      You effectively are. To a large degree, modern games are like being trained to wait for light, push button, receive peanut like a lab monkey. Complete with the patronising “well done, WHO’S SO SMART, YOU ARE, GLEEE!”, even if only in the form of a constant “+20 XP!” “Awesome achievement unlocked!”.

    • TillEulenspiegel says:

      Quest arrows are the root of all evil.

    • pipman3000 says:

      If liking highlighting and quest arrows makes me a retarded monkey incapable of enjoying games on the same level as true gamers then ship me to the special needs zoo RIGHT FUCKING NOW

    • LionsPhil says:

      No, but you are an irate young man with poor reading comprehension.

      The problem is that this degree of game-hand-holding has become patronising and restrictive precisely because the players are not chimps for training.

    • Grygus says:

      Except that the developers made both of those things optional, so it’s not patronizing at all, and indeed the exact opposite of restrictive; it’s allowing everyone to play the way they want to play. Your intolerance is showing.

    • Starky says:

      Sorry but claiming bullshit on the “modern games are too easy” hand holding rubbish.

      I’ve been gaming since I was 4 years old (1986), have played every generation of console, every major system (Atari, Amiga…) and still own many of them.

      Gaming is much the same as it has always been, some games are easy some games are hard – hell if anything games have gotten exponentially more complex mechanically, but also a hell of a lot better at explaining those mechanics. Some games have always held the players hand at every step – many of them hailed as the best games of their generation, say for example Metal Gear Solid.

      It is a dumb argument, and if you notice those helpers are turned off by default on hard difficulty – you know why? Maybe have you considered that those helpers are not there for you, oh mighty-elite-pro-level-gamer-god… but for younger kids, or casual gamers who don’t find pleasure in playing hide and seek with mission objectives.

      Personally I play with the quest markers off by preference (but the item highlighting on, because it looks cool damn it), but I would never look down my nose at someone who didn’t.

      Jesus I hate this hipster-ish nostalgia rose tinted crap that has infected PC gaming and gamers.
      I remember when PC gamers, and PC gaming was always looking to the future, always eyeing the horizon.
      I though that in every art the “it was so much better when I was young” mentality is common, music, film, whatever – everyone taste seems to be firmly rooted in whatever decade they were 16-24 in, but come on…

    • Kadayi says:



      There’s never a win for developers. If they don’t explain enough of the mechanics (The Witcher 2) they get lambasted, and if they explain too much they get accused of patronizing the player base (DXHR). Sure HR has some flaws, but nothing game breaking, and it stands up pretty well to the original in terms of game play and overall value for money.

    • John P says:

      It is a dumb argument, and if you notice those helpers are turned off by default on hard difficulty

      But you can’t turn them off in the radar. They still appear there. Along with the locations of all the enemies near you. And which direction they’re facing. Feels like flying a plane by instruments alone. Except flying a plane by the HUD is actually exciting.

    • Starky says:

      Well the ones in the radar only show up AFTER you first spot them with your vision – unless you get the upgrade that allows your futuristic built in stealth systems to detect enemies itself.

      If this was in a game set in the 1950s I would have more sympathy for the complaint, as it would clearly be a mechanic for the player – but every one of those mechanics in Deus Ex HR are in-game, in -setting and in-character augments – Alex sees that radar too, not just you the player.

  23. Seb says:

    I thought this was rather brilliant. Especially impressed with the voice work, it sounds like it’s part chopped-up bits from the original plus some new, computer generated words with matching voices? If that’s the case I’d really love to know how this was achieved as the voices are pretty damn accurate.

  24. Demiath says:

    Reactionary fun!

  25. ChampionHyena says:

    I’m half inclined to make a response video in the DX:HR engine featuring myopic soldiers on two-way looping patrols, firearms that miss wide at three feet away, and getting spat on by Greasels in a tunnel over and over until you die.

    But that’d be spiteful.

    • fullbleed says:

      “Fucking Greasels” – Jim Rossignol

    • ChampionHyena says:

      Also, maintenance spider robots, as my current playthrough is thoroughly reminding me.

  26. Ashen says:

    That was great and spot on. All it lacked was gigantic +50XP!!! prompts every time main character does anything. Bonus points for “cool” takedowns and “cinematic” ladder climbing.

    • Hidden_7 says:

      The ladder climbing is the one thing I was glad was “cinematic.” Climbing ladders in old FPS’ was so fiddly and you were always one misstep from accidentally plunging to your death. When a game makes it rather tricky for the character to do something that I as a person can do easily, that always raises an eyebrow. And since in DXHR you can grab a ladder from any height, not just the floor, there’s really to complain, unless you are deadset against a 3rd person camera at all, in which case the conversations in DX1 must have been a real piss off.

    • Ashen says:

      Oh, I fully remember the suicide ladders from the days of yore. But that’s a solved problem, one that I haven’t seen for ages, and one that certainly doesn’t need popping out of first person for no reason other than to see the back of protagonist’s coat.

      As for the conversations, I didn’t mind popping out of first person in the original because they were basically interactive cutscenes, and weren’t part of normal gameplay. Cinematic crap in DXHR on the other hand disrupts the gameplay by switching perspective all the time. Either do a first person game or a third person, but stick with it.

      That said, I really enjoyed the speech minigame in Human Revolution, it was a nifty new mechanic. And for some reason, it didn’t need to be cinematic :)

  27. iojnekns says:

    Like most people by the looks of things, I turned off the object and the (frankly insulting) objective highlighting from the get-go when configuring my mouse sensitivity. I am saddened that they didn’t send up the cover system though since it was the one whizzybang, new age, next-gen, fancy pants feature that actively blighted the game for me. Ironsights, okay, quite annoying and extra credit to whoever decided that they should be toggle activated, but the cover system was just ridiculous. The game was a FPS right up until any actual shooting took place. What is the point of being an FPS at all if you are going to remove it as soon as any actual gunplay occured?

    It wasn’t like you could avoid it either. The game forced you to use them. Enemies could hit your toe around a corner at ranges that a laser-guided smart missile would find challenging. Push the cover button and they couldn’t hit you even if you were in plain view.

    • LionsPhil says:

      What’s that I hear? The “you can just not use it” argument being soundly trounced by not using it being a huge gameplay disadvantage, like I said again and again and again during development?

    • kuran says:

      As soon as you jumped behind cover, not only could they not hit you, they also stopped approaching you and would never attempt to run towards you..

      I also had a huge problem with enemies being relegated to their ‘areas’, even if alerted and they gave chase, they would not pass certain rooms/doors. No idea why.. it was almost as if there was an invisible wall. There wasn’t any loading points between me and them either.. broke the illusion.

    • Solidstate89 says:


      Really? They stopped approaching you? That didn’t happen to be at all. In fact 9 times out of 10 if I went behind cover I had to take out the opponents quickly before they rushed me.

    • kuran says:

      Yes, I think there was only one instance of someone going behind my cover, but in that case I was just behind the corner of a building and not a proper waist high ‘cover’.. played on default difficulty.

      I should rephrase that, they did keep approaching.. but would stay at a distance.

    • Unaco says:

      If you found objective highlighting insulting, I think that speaks to a problem with you, and not really the game.

      As for the cover system, I have no problems with it at all… It’s quite seamlessly integrated in the game, great fun, and very well executed. More games should have the 1st to 3rd person switch it’s that good (when done as well as DXHR does it). In real life we don’t have it… but we do have Kinesthesia/Proprioception. The switch to 3rd person is a great abstraction of that.

      I guess you do have the option of not using it… by not playing the game. If the cover mechanics aren’t to your liking, and you were so insulted by the inclusion of Objective highlighting, then maybe DXHR isn’t the game for you.

    • kuran says:

      The object highlighting seemed like a necessary evil since the game world in HR is littered with hundreds of background decorative items that can sadly not be interacted with. Shame.

    • Professor Paul1290 says:

      I really don’t like the cover system in the game, but not because it seems to be cheating or anything like that.

      The enemies didn’t seem to have that much trouble shooting me when I was behind cover any more than they would if I was simply crouching behind it. I ran into several times where crouching and shuffling around the corner was more effective than sticking to cover simply because I could take the enemies one at a time rather than all at once. It seemed that the main advantage to being behind cover was the ability to see around the corner.
      I was playing on “Give Me Deus Ex” mode from the beginning though. Maybe the enemies don’t respect the cover system at higher difficulty.

      I hate the cover system more because of what it does to the layout of several areas of the game. You can often predict where you were going to fight someone later in the hubs because you’d run into several appropriately high and square obstacles.
      I also don’t like what it does to stealth because they seem to lay out, or at least attempt to lay out, optimal pathways through a lot of rooms by lining up edges of cover, which save the player the trouble of having to figure out a way to sneak through the room on his/her own.

    • iojnekns says:


      That’s a very provocative reply that addresses a lot of things that I never said, so great work with that. I’m not “so [insulted]” by the objective markers, I just find them insulting. To the player, for assuming them to be of ameobal cranial capacity, and to teh level designers themselves. Every objectives location was given in the dialogue very clearly, and finding them was a great experience. Wandering around the cluttered streets of China checking street signs for directions, hearing snippets of conversations from NPCs and exploring. The game didn’t need to overlay a dirty great X across your vision so you could blindly run as the crow flies in the direction of the objective. Those players that did so missed out on part of the game that I enjoyed the most and their relationship with the incredible levels are surely weaker as a result.

      What exactly does it “say about me”? That I form opinions about things based on sensory input?

      Especially hypocritcal given that your argument in support of the cover system in the following paragraph is “I didn’t have a problem with it.” Thats how opinions work now, I guess? Yours are empirical evidence, mine “say something about [me].”

      You’ve just got it all figured out, haven’t you.

      Sequel to one of your favourite games of all time has a few niggles? “MAYBE ITS NOT THE GAME FOR YOU”.

      Fucking. Genius.

    • Kieron Gillen says:

      I do find it kinda amusing that DX revisionism is even trying to reclaim its voice-acting. It’s been mocked constantly for the last ten years! I fear it’s too late for this one.


    • John P says:

      Ah, so pointing out how DX1 is a superior game is just ‘revisionism’ now. Okay.

      I also had a huge problem with enemies being relegated to their ‘areas’, even if alerted and they gave chase, they would not pass certain rooms/doors. No idea why.. it was almost as if there was an invisible wall. There wasn’t any loading points between me and them either.. broke the illusion.

      I suspect this is due to the streaming loading tech. I wonder how viable it is to just run past a heap of enemies in this game because they don’t follow very far. I did that in the police station actually. There were about a dozen angry police on the main floor, but I sprinted past them downstairs and no one followed me. And the police in the basement were not alerted despite all the gunfire upstairs.

    • Hidden_7 says:

      No, but trying to say that things Deus Ex did poorly it actually did well IS. You can very honestly argue that Deus Ex was the superior game (I’d agree with you on that). However, the way to do so isn’t by pretending that Deus Ex didn’t have any flaws, or by claiming that a thing it actually did badly it did well.

      There are things that HR did better than Deus Ex. Not admitting that just makes your arguments look silly. Despite that you can still claim that Deus Ex is the superior game. Deus Ex was never great because it was perfect, it was great despite its flaws.

    • John P says:

      Where did I say HR does nothing better than DX1?

      I’m just saying HR is a fundamentally different kind of game, made by people who either didn’t properly understand DX1, or very deliberately ‘modernised’ it into a Metal Gear Solid style stealth action game.

    • JackShandy says:

      Complaints just make me so tired.




      I don’t

      my eyes

      what did you do to my eyes

    • JackShandy says:

      “And there shall be signs in the sun, and in the moon, and in the stars; and upon the earth distress of nations, with perplexity; the sea and the waves roaring; and Kieron Gillen will publicly state that Deus Ex has flaws.” Luke 21:25-26

    • LionsPhil says:


  28. Tretiak says:

    I spill my drink!

  29. kuran says:

    A reminder of how much better designed/visually appealing the original is over HR.

    Damn, HR could have done with some shadows/contrast!

    • Vandelay says:

      Deus Ex and visually appealing in the same sentence? A sentence that isn’t “Deus Ex is not visually appealing? Now I’ve seen everything.

    • LionsPhil says:

      I know! It’s so rare for people to be reasonable about DX1’s visual style. Usually they’re too busy drooling into their keyboards about how it didn’t have enough polygons.

    • kuran says:

      I loved the dark and moody atmosphere, and the gritty/realistic (mostly) character design. Some of the main characters in HR looked ridiculous.

      HR felt mostly over-designed to me.

    • pipman3000 says:

      Next you’ll be saying DX1 had great voice acting.

      “I know! It’s so rare for people to be reasonable about DX1′s acting style. Usually they’re too busy drooling into their keyboards about how it didn’t have enough emotion and talent.”

    • LionsPhil says:

      DX1 did have great voice acting. All the main speaking parts (you know, the ones you’ll be hearing for the full duration you’re playing) are fine.

      The odd “SPEEL my DRINK” does not a game facet ruin.

    • Strategos says:


      Did you forget about Maggie Chow? If so, please, please, teach me how to wipe her actress’ performance out of my own memory.

    • Navagon says:

      HR seems to have no actual lighting in it at all. From what I can tell it was all shaders. That’s why the HR cut scenes looked so out of place. They actually had lighting and shadows. Then it cuts back to the actual game which unfotunately forces you to see through its pretty carefully constructed guise.

      The cut scenes are probably how it actually looked before they went into ‘let’s cut it down to fit onto the shitty antiquated console toy’ mode. That’s the only explanation I can think of as to why they showed up the rest of the game that badly. It’s not like it’s an ugly game after all. On the contrary. It’s that the console limitations imposed upon even the PC version are all too evident and the cut scenes really don’t help matters.

    • LionsPhil says:

      That’s pretty ironic considering I’m playing DX:IW at last right now (ooh, get me, so counterculture) and going “you know, I really like how so many light sources in this are dynamic and almost everything casts a shadow”.

      I didn’t really find Chow that bad, and limited to one (admittedly one of the biggest and best) section of the game. But I have this black-market aug that might help with repressing memories. Ignore the label that says “COLD SWEAT”; that’s just to smuggle it past the WTO.

    • pipman3000 says:

      DX1 did have great voice acting. All the main speaking parts (you know, the ones you’ll be hearing for the full duration you’re playing) are fine.

      lol Good to know I’m not the only person who suppressed like 99% of Hong Kong*

      *at least DX3 is keeping true to the original when it comes to racial stereotypes as bit-part npcs

    • The Question says:

      There are definitely real shadows in DX:HR – I was skulking around some offices when a guard’s shadow on the wall freaked me right out. (Although that only seemed to happen once.)

    • Olivaw says:

      People actually think Deus Ex looks good? It looks god awful. It looked god awful when it was released. It was released the same year as HALO for god’s sake. Compare and contrast those two games and tell me which looks better.

      …wait people think Deus Ex had good voice acting too? Look I love JC, I love him to death, but he is a bad voice actor. And Walton Simons constant mumbly breathing into his microphone did not help the game. Nor did Maggie Chow’s racist accent, or Jock’s unexcited monotone, or Gunther Hermann’s hilarious German accent and emotive abilities.

      I love Deus Ex. It is one of my favorite video games. It is a modern classic that everyone should play. But it is ugly and outside of the music has generally terrible production values. These are not opinions. They are facts.

      Jeez. And here I thought that the people who didn’t like highlighting had rose-tinted glasses.

    • Mman says:

      “People actually think Deus Ex looks good? It looks god awful. It looked god awful when it was released.”

      This. When I tried a list recently DX was in my top three games of all time, but it’s visuals have always been complete shit relative to it’s release date, and with barely any notable art style to speak of outside of a few parts.

    • kuran says:

      I liked the graphics. I liked the mood, and the UT engine was well-suited for the game. The levels were large and open (more so than Deus Ex HR besides the hubs). The weapon designs and texturing looked great for me. Are you mistaking polycount with good graphics?

      Here are a couple of screens to refresh your memory:

      link to

      link to

      link to

    • Mman says:

      Outside of the second shot, which is one of the few actually striking and cool visual moments in the game, I’m not sure how those shots prove that the game looks much good.

    • Olivaw says:

      Sorry bro, those screenshots still look bad.

      Perhaps we can compare and contrast them with screenshots of other games released in the year 2000!

      link to
      link to×480-75.jpg
      link to
      link to
      link to

    • Saiko Kila says:

      I’ve started playing first Deus Ex for real last year (during my first, half-hearted attempt some 8 years ago I wasn’t able to finish the first mission) and finished it this year (and played the second one this year only). So my memory of the game is very fresh, and it comes after having experience with innumerable “modern” games. And I enjoyed the voice acting immensely, finding it amusing (though Ms. Chow was amusing in a rather bad way) and even liked the graphics, somehow. I like how JC sounds like a guy with Asperger’s syndrome (though the best impersonation of such guy in computer games is actually Moira from Fallout 3, who sounds utterly different), Simmons sounds like a sociopath, Tong sounds like a stereotype Asian guy and so on. Most of them fits perfectly into a game, which is kind of a black comedy.

    • kuran says:

      I’m not sure how some of you guys are so down on Deus Ex’s visuals. Claiming to be huge fans and saying the game is a must-play, how can you hold the game in such high regard but go on to state that everything about the graphics and production is bad?

      Don’t say it’s all about the gameplay, because besides the brilliant level and (arguably inspired by System Shock) game design.. it wasn’t the most polished in that regard.

      IMO, Deus Ex’s flaws were all held together by great characters, atmosphere and storytelling. The graphics (textures, level design, characters) were a huge part in this. If the game looked like Halo, it wouldn’t worked. I thought DX1 looked exactly the way it should have.

    • Mman says:

      “how can you hold the game in such high regard but go on to state that everything about the graphics and production is bad?”

      The thing about Deus Ex is that it’s the epitome of a game that’s much much more than the sum of it’s parts; almost every individual aspect of the game is heavily flawed in some way and yet it somehow comes together into something completely brilliant.

    • John P says:

      The voice acting in Deus Ex might not have been good exactly, but it’s memorable and it belonged. That’s important. Close your eyes and you can hear JC’s voice, Tracer’s, Simons’, Manderley’s, Gunther’s, Anna’s, Page’s. They were all distinctive. Even the bums.

      HR’s voice acting is also not very good, but it’s worse because it’s forgettable. No one stands out with the possible exception of Sarif and Jensen. And Letitia. But that’s because, you know.

      And Deus Ex looks excellent. It’s visual design is also much better in that you learn very very quickly what objects can be interacted with, and objects behave consistently as you’d expect. Contrast with HR, whose environments are littered with trash which does not even move when you throw a grenade amongst it. That’s the whole reason for the object highlighting in the first place: because you just can’t tell what can be interacted with otherwise. It’s a bandaid fix for poor visual and object design.

    • kuran says:

      Fully agreed, I guess I am surprised nobody (from the reviews and comments on RPS) really found any of these criticisms in HR. It reminded me of when GTA IV received 10/10 reviews and glowing praise across the board, people were blinded by hype.

      Just like GTA IV, DX HR isn’t a bad game, it just (in my opinion) doesn’t deserve to get away with some of these shortcomings and flaws.

      It’s been a long time since the original came out, and DX HR comes off as a modernized (and sadly compromised) tribute, rather than a full blown next-gen reinterpretation that shares the original’s ambition.

      I think the development team was too afraid of upsetting the fans.. heck, even the scenario of the game resembles the original one. It could almost be called a remake if you put the levels and situations side by side.

    • JackShandy says:

      Close your eyes and you can hear JC’s voice, Tracer’s, Simons’, Manderley’s, Gunther’s, Anna’s, Page’s.

      When you close your eyes
      Do you dream about me
      When you close your eyes
      Do you dream about me

      I remember I held you so tight
      And I played the night away
      With the moves of two wide eyed kids
      I need you so much today

    • Olivaw says:

      The reason Deus Ex has easily identifiable objects to interact with is because there are no objects you cannot interact with.

      Which is great! On paper. Let’s examine two key problems with this idea:

      1) You would have to have physics and interaction options for every single object in the game world. Look around you, right now. What do you see? Papers, garbage, boxes, books, pens, calculators, statues, baseballs, clocks, plants, kitchenware, pictures, etc. There’s a lot of shit that people tend to collect in their lives and keep in their workspaces and homes. Now, we must contrast this with how much the average player, even the average Deus Ex player, is going to use and interact with this pizza box on this table. Will he even look at it? Will he even notice that it can’t be interacted with at all? And most important of all, will he care?

      Let’s say we get rid of that pizza box, then. Let’s say we get rid of all things we cannot interact with, and focus on making some other things interactable that were not before. This leads us into the second problem:

      2) Environments without detail have no life. Sure, Deus Ex was a great game, and it did do a great job of immersing the player in a world.

      But that world was not Earth. It was a video game world, in which people keep nothing on their office bookshelf except a potted plant and a weapon mod, standing up with a glowing arrow on the side of it. It is a world where there is only one kind of potted fern and every office has at least one. It is a world where Manderley’s office is the biggest, and the only things that are different are that he has a sofa and his own bathroom, which does not even have any toilet paper (!).

      It is a world where Paul Denton, your brother, has his own apartment, and in the kitchen are two pans and no dishes. And in the living room is one book and a single picture. And in his closet? A single medkit, laying sullenly on the floor.

      Deus Ex immerses the player in a world where he can explore freely. It immerses because we can go places we are not supposed to yet, because we have choices and free agency and can have actual, real change on the gameworld and the story through our actions. It does not immerse because it actually looks, sounds, or feels like a real place. In fact, for the vast majority of the game, these aspects work against it, which makes it’s triumph all the more impressive, and another reason why it is one of my favorite games.

      I don’t understand people’s need to defend every aspect of something they really like. Nothing is perfect. I like a lot of things that just out and out suck! But that doesn’t mean I don’t still genuinely like them.

    • John P says:

      You say Deus Ex lacks detail because there aren’t 28 books and old Chinese takeaway boxes scattered about.

      I say Human Revolution lacks detail because those 28 books and old Chinese takeaway boxes scattered about are pure decoration, stuck to the floor and unaffected by anything.

      Deus Ex used a few items to signify a place. A few garbage bins in an alley signify grime. A few desks and computers signify an office space.

      I would say consistency of world design is far, far, far more important than ensuring there’s a realistic number of cereal boxes on the table.

      And besides, there are some obvious shortcomings in HR even if you prefer the brute force approach of ultra realism. Where are the animals in HR? DX1 had rats and pigeons and dogs and cats. HR has none, even in the grimy areas where rats would certainly add to the environment. Where are the children in HR? It’s lacking in some pretty big ways in that regard.

      But it has toilet paper in the bathroom. So there’s that.

    • Olivaw says:

      You’re right! I had actually almost forgotten those things.

      So in some ways, Deus Ex is more evocative of the real world than Human Revolution is, because it includes things like children, and animals like rats and birds and such, when most games of it’s time (and indeed most games today) did not. All of which you can interact with!

      But Human Revolution is more evocative at first glance, because the streets of Detroit are believably scattered with detritus. A ton of propaganda flyers at the site of a recent protest, for example, or numerous tags on the walls for the two major street gangs. Homeless people rooting through trash cans, and other people talking on cell phones and waiting in line at the Limb Clinic. Police interrogating suspects or doing work in their believably decorated office spaces.

      I suppose it’s all a matter of what fools an individual player best into believing the world they are in is one that could exist. Deus Ex is built more around interaction and requires a bit more… I suppose “imagination” is the best word, to really sell itself. Meanwhile, Human Revolution relies on the player paying attention to some things and not noticing the absence of others. I admit, I didn’t even think about the absence of children or animals until I read what you said.

      I still think it has the better constructed world, since it requires less of a “fill in the blanks” mentality than Deus Ex did. But still! Fascinating to really consider this stuff.

      I love things which are designed not to be perfect, but to trick or fool people into thinking they are perfect. Game worlds, the Parthenon, gravity houses and so forth. That stuff is cool as shit.

    • kuran says:

      But when the inevitable explosion occurs in Deus Ex HR, doesn’t it ruin the mood when everything in the room is still in pristine condition afterwards?

      Alright, Deus Ex had sparse decoration and few items throughout its locations, but they could ALL be interacted with. The logical progression, ten years later, would be that there would be much more items that could be interacted with in similar vein. Simply picked up or destroyed for good measure, there is no reason (besides memory limitations for the console versions?) why there is no such thing in HR. My suspicion is that much of the assets and level decoration was handled by a secondary team, perhaps abroad.

      The game lacked a singular vision. The way the game starts with you being relegated to simply looking around you until the animation runs to the end, before throwing you into a firefight (if you choose to do so) in a laboratory that is filled to the brim with static items and elements that are simply frozen in place. It makes me feel like I am being funneled through a padded room where I can either press the green, red or blue button.. but any sense of choice or immersion is just a veiled illusion.

      This makes the ending seem all the more emblematic of the whole experience.

    • Olivaw says:

      What? It’s nonsense to conclude that we should have more interactive objects now than we did eleven years ago.

      For one thing, we do. If your definition is “things which are affected by physics when you blow them up and/or shoot them” then the vast majority of games, Human Revolution included, have more interactive objects than Deus Ex did, simply through sheer number. And besides, how do you look at one aspect of one game (great though it’s influence might have been down the road) and conclude that yes, this one feature of this one game will clearly be the thing that the industry iterates on for the next decade. Not graphics, or design, or writing, or level design, but the number of boxes I can pick up!

      And even Deus Ex had limits. You could set off a grenade in a room in UNATCO, and it wouldn’t blow up the wooden table, or the wooden desk, or the wooden bookshelf. It wouldn’t have any effect on terrain, either. Not that that’s a very common feature even today, but still.

      You say it breaks immersion to set off a grenade and have everything stay pristine (or in HR’s case, stay dirty). I say it breaks immersion to set off a grenade in in Deus Ex and have it not destroy those sheet metal hobo shacks outside of Castle Clinton.

      It’s all about technological limitations of the time in which the game is made, about what expectations for games of that period are like, and what the ambition (and more importantly, time and resource budget) of the studio is.

      Deus Ex had a lot of ambition in some areas, but not so much in others. I think it’s the same with Human Revolution. They just skew a little more toward the safe side, which I think is fair, given the climate these days.

    • kuran says:

      I didn’t mean to imply we needed more interactive objects for the sake of it, I am just asking for thoughtful game design. A first-person role playing game where 99% of the items in front of me cannot be interacted with, does not seem like the most logical implementation. I understand they wanted the world to look dense and populated, but they could have scaled that density back and given us a decent middle ground.

      IIRC, Invisible War did a decent job of that, if only it didn’t made Adam like some sort of elephant in a china shop.

      There were a few moments where HR got me, near the middle and in the last hub.. but this was largely helped because of the satisfying combat.

      Playing stealth brought up too many flaws for me… the insta-kill third person takedowns (overly hostile and aggressive considering the main character’s supposed demeanor in conversation). Not to mention that the world around you visible froze during these animations…

      Any levels besides the hubs were basically corridors connected to chambers connected to corridors, with three ways to go through. I never got the feeling I was in a real ‘place’, the way Deus Ex’s level design did. Liberty Island is the perfect, perfect level to open Deus Ex. And they seemingly learned nothing from it. The levels in DX were segmented, but in a very natural and organic way. You couldn’t really tell.

      The way HR opened is the absolute opposite of Liberty Island, for the sake of… storytelling? Do they not realize that you can tell a story without holding the players hand and leading him through what is basically a real-time cutscene.. (that scene would have been much more powerful if you’d just trust me to follow the doctor myself..) before dropping him in predetermined situations where he has no choice except to choose if he avoids any casualties.. before the inevitable cutscene.

      How do you explain the lack of dynamic lightning? Are they saving that bulletpoint for Thief 4? The vents are all evenly lit, there is no flashlight, hardly any contrast besides a few levels, there is no light and thus no darkness. The funny thing is, as soon as the rendered cutscenes kicked in (another huge flaw imo) the same scene, room, and characters were lit in dynamic and contrasting light. Why not give these the drab-filter as well? They are only rubbing our faces in what is possibly the only real technical flaw with the engine.. if they made the cutscenes in-engine or removed their stark lighting difference, we might not have noticed.

      I sound demanding as hell, but I’m only trying to explain how I feel where HR went terribly, terribly wrong. I don’t expect any game to be perfect, heck before HR came out I was madly in love with the rough (but hugely atmospheric) E.Y.E. Divine Cybermancy. That game had buckets of atmosphere, where HR only had a narrative pushing me forward.

      Its late and I can’t proofread this post.. I want to boot Dead Island but I still have work to do.. :(

    • Olivaw says:

      I can see what you’re saying, and I agree about the lighting (though lighting does exist in the game, just not as stark and moody as in the pre-rendered bits, probably due to memory limitations as you said, or maybe time or budget constraints), but you’re just arguing for a different style of storytelling, not necessarily a better one.

      It’s trying to balance being genuinely cinematic while also telling stories through the environment and incidental detail. In this respect, it does both in the opening, allowing the player to look around and see things on his own, while also having him move down a path that was pre-determined and engage in a conversation he cannot influence. It establishes that you are playing a character in this story, not that you yourself are the character. It’s not the Gordon Freeman approach.

      Deus Ex went the harder route with having almost no cinematics whatsoever and telling it’s story entirely through dialogues and emails, which can be good, but can also be less exciting or compelling for the player, especially at the beginning. I love Liberty Island now, and as a person who is starting to really admire map design, it is one of my favorite levels, but the first time I played Deus Ex I was so confused. And I know a lot of people who never even got past that level and never experienced the game because they were thrown into an environment and told to just fuckin’ go and find your way. If they were introduced to characters who were funny or likable or a plot that was more immediately involving in some way, maybe they would have stuck it out.

      If you want to split the difference between Deus Ex and something more cinematic, it’s a very hard balance to strike. For my money they did it very well, but it’s definitely a “taste” issue. If you don’t like it because you prefer something else, that’s entirely cool. Hell on another day I might agree with you. But I will definitely argue if you think it was just done poorly to begin with.

      Or if you think that it’s lack of destructible pizza boxes makes it inferior. I’ll argue that too. I WILL ARGUE ‘TIL I DIE, SIR.

    • Balerion says:

      I can’t believe my eyes… Deus Ex is my favorite game ever, but let’s put down those rose tinted glasses people. Graphics and voice acting were criticized even when it came it out… 11 years ago.

    • c-Row says:

      I don’t see how the gaming experience or immersion in DX:HR would have improved if every item had been made interactive, nor would it be realistic under time pressure which most missions are.

      – “Hurry up, Jensen. That crook Zeke is threatening to kill his hostages any minute now!”
      – “Sorry Boss, but I am still busy reading all those books I just found. Gosh, are they interesting.”
      – “But the hostages…”
      – “Don’t worry, they will wait until I am finished.”

      Yes, I know that the first mission changes if you waste too much time at Sarif HQ, but a security officer who’s always on his toes really shouldn’t waste time interacting with every single object in the game. If I go down to our server room to maintain a crashed server, I don’t read my co-worker’s mails before.

    • Kadayi says:

      It’s called set dressing people. The purpose is to add ambiance, nothing more. That you apparently can’t fulfill your inner child’s desire to stack used pizza boxes found in Detroit to create some kind of statue to obesity in the entrance Lobby of Sarif industries is not a flaw in the game.

    • LionsPhil says:

      You would have to have physics and interaction options for every single object in the game world.

      Deus Ex: Invisible War did this years ago. Offices are less spartan yet every object is still physical. Having a fight in one will leave it a mess, as it should.

      Portal 1 is another example of a game showing that this is entirely technically reasonable. Oddly enough most things got nailed down in Portal 2. Something something console limitations.

    • c-Row says:

      Portal 1 is another example of a game showing that this is entirely technically reasonable.

      Yes, you were perfectly able to interact with all three objects you ever came across.

    • LionsPhil says:

      All you’re showing is that you never wandered into one of the offices and knocked everything about. Each component of the computers, the various cans, clipboards, chairs and other debris was physical. Rather than just being a painted-on shallow backdrop for a few puppets to dance in front of.

      Obvious disclaimer that shouldn’t be necessary but is because the Internet is stupid: neither Portal game is bad.

    • c-Row says:

      Oh, I sure did, but regarding complexity and authenticiy, Portal’s offices were more leaning towards DX than HR. Not to mention that Portal had smaller areas and less AI to manage, so all CPU power could be pumped into the physics engine.

      Neither Portal game is bad, indeed. And I would love to throw grenades in a fully destructible office room or a supermarket. And in the game.

  30. Solidstate89 says:

    I can certainly see a few of the aspects of where this guy is coming from. But it’s absolute bullshit the way he shows him Running and Gunning like it’s kind of COD-style FPS. You absolutely can not do that in DX:HR. No matter what augmentations you have, there is run and gun formula in this game.

  31. Vandelay says:

    Funny, but not really very fair.

  32. Anthile says:

    Reading the comments, it seems that quite a lot of people here buy games they know they will not like and then complain about that very fact. It’s not the end of the world but you can see it from here.

    • The_Great_Skratsby says:

      You make here sound so similar to every message board and comments section. What a shame.

    • LionsPhil says:

      I have yet to buy DX3 because I refuse to pre-order, disapprove of the DLC, and can get the whole boiling lot for cheaper once it hits GOTY or the sales, by which point any bugs will have been beaten out (although I haven’t seen that as a major complaint, so, thumbs up there) and hopefully anything truly atrocious will have been papered over by modding teams. I’m waiting for the RPS article for the inevitable mod that takes out the boss fights, for example.

      So I guess technically I’m a terrible person talking about a game I don’t own. What a tragedy.

    • Lazaruso says:

      You can? Is your vision augmented too?

    • pipman3000 says:

      You’re not a terrible person, you’re just a bit ignorant. Now I don’t mean that in a bad way. Some of my best friends are ignorant.

      ps: have you played dx3 yet you really should its a fun game :D

    • Kadayi says:

      *slow clap* for Lionsphil

      Hero of the web award in the post to you sir. Please continue your tirades against the tyranny. I’m sure Square Enix are paying close attention to this very thread with rapt fascination.

    • LionsPhil says:

      Tyrades against the tyranny nothing; this way I get to play a more-fixed version of the game for cheaper, and may have a more powerful computer by then so I can set it to be prettier.

      If you bothered to actually pay attention with your little grudge match you’d have noticed me previously arguing that “voting with your wallet” is meaningless.

  33. The_Great_Skratsby says:

    It’s stretching it quite a bit in taking jabs (the highlighting and run n’ gun especially) but it tickled my funny bone nonetheless.

    Happily enjoying HR while replaying the first, and I’m amazed it turned out as well as it has (so far at least).

  34. prinzipi0 says:

    i wanted to write my anger over this bad game but i found this: ( yes i finished the game, as a true deus ex 1 fan always hoping that it will get better.. no chance … a true boring and unchallenging game… but the hype, as always, was right .. even from serious press like edge … pff.)
    read this and say amen : ( user review from metacritic)
    This game is not good. In short, the plot is pretty dull, the voice acting is average (excepting a few characters), and the aesthetics are completely uninspired. It’s all just amber monitors and ‘future shine’ with tons of useless clutter thrown in everywhere. I wouldn’t really care much about those things if the game play was any good, but it’s not. Dues Ex doesn’t do much but sample and dilute the game play from superior titles. It doesn’t do stealth nearly as good as splinter cell, thief, or Hitman. It doesn’t do combat as good a myriad of recent and ancient titles too long to list, and the RPG elements are pretty bare bones. It’s basically, talk to it, shoot it, stun it, or walk around it (hacks / stealth). And Stun it and Shoot it are the same thing for all intents and purposes; just another body to drag into a vent. [As dragging corpse simulators go, it’s not even that good. Sling the **** over your shoulder and hussle would you.] More Gripes: Hacking Mini-game? Haven’t we had enough of this crap? (The only enjoyable instance of this was in Dead Space 2 for the tension it brought). Please stop giving me a puzzle a goat with Down’s Syndrome could solve and call it game play. Weapons? Completely uninspired. They just put a ‘future’ skin on the same dull weapon archetypes you see in every shooter since time immemorial. You can have a rifle, a pistol, a grenade of some kind, and some heavy guns. This is all they could think of? Oh, you can also have those things in ‘ stun ‘ versions, so you can be a pacifist. And the ‘Typhoon’ Weapon…? Nothing says “we’re out of ideas” more than an autokill button. Also, Max Payne called, he wants his spin animation back. AI? Terrible. The same old, ”oh no a dead body, lets investigate… oh well he’s not here, resume combat patrol.’ This day and age, and with a budget as big as this game, this is INEXCUSABLE. They make up for this by just making them super accurate and giving you limited health, to disguise the fact that the enemies are dumber than Doom zombies. Game play innovations? None. Zero. Not one thing is new in this game. And as I’ve said, they can’t even STEAL from games properly and make it fun. Plot? Pretty dull Tom Clancy style thriller with some allegorical crud about augmented people being a new minority. Not to mention it heavily cribs from Mass effect 2 / Dead space 2 with the whole Hospital Resurrection after traumatic event scenario (Not that that concept wasn’t done to death a decade ago). At least he didn’t get amnesia as well. Want a better plot? Why not make it the protagonists choice to augment himself. Make it a moral issue. Give some **** conflict too it. Nope, he just wakes up with some cool new arms and a heads up display. Augmentations? Boring Boring Boring. 6 or so levels of ‘energy enhancer.’ In the far future, I’m picking up Zelda Hearts. Woop-de-doo. There’s An eye enhancement that literally tells me when enemies will resume their combat patrol. And some other miscellaneous nonsense that lets me run faster or pick up heavier items or steady my aim. RPG-wise this is just a JAVA fantasy RPG rapped in sci fi skin, but you don’t have spells to make it fun. Cover Based Fighting? I don’t mind this in games, but Dues Ex manages to make it clunky enough to not want to use, but necessary to use almost 100% of the time if you’re going for stealth. Have fun sticking to walls wherever you go. Also, This game can’t decide to be first or third person, and generally picks the worst of both worlds. Auto KILL / Stun? You can press Q to instantly kill or stun someone near you. You get to watch an animation. They don’t even give you a quicktime event to be bored with. Climbing? Nope, YOU NEED TO STACK BOXES, even though you’re a superhuman killing machine. And to get around this, you can buy an upgrade to let you jump higher. Whatever it takes not to make a climbing over short obstacles animation huh? To anyone wanting to play this anyway, wait till it’s on the bargain bin. If you spend $60 on this you’re a sucker. I’ve played the original Dues Ex, but this game is Dues Ex in title only, and a pretty cynical attempt to rake in cash based on brand loyalty. I guarantee, if this game had another title and less hype, it wouldn’t score past 60% on most reviews. And no, I didn’t finish the game, because if it’s not fun in the first 6 hours, It won’t be fun later, says my common sense so don’t give me this ‘no-patience, go play CoD crap.’ I have patience enough for good games.

    good night

    • Unaco says:

      And good luck.

    • frenz0rz says:

      good lord

    • pipman3000 says:

      is there something more to this or is it just angry internet men raging about their nostalgia or something


      (anyone else feel a bit ashamed for liking DX1 now i was young and didn’t know any better okay)

    • prinzipi0 says:

      mainly the nostalgia / disappointment stuff …. i am really pissed always getting that mainstream shit served

      over and ouch

      R.PS: the trailers and teasers were fantastic. so at least they got nice pr lulies

    • Anthile says:

      Yeah, well, you know, that’s just, like, your opinion, man.

    • fullbleed says:

      Good grief…

    • Earl Grey says:

      What a shame.

      “Climbing? Nope, YOU NEED TO STACK BOXES” Someone who’s reason against it for not being DX1, sure hasn’t played DX1 then…

    • thruddle says:

      I’ll be honest, I quit reading as soon as you called yourself a “True Fan”. Seriously, when do those two words ever precede a decent argument?

      edit: also, you misspelled “Deus Ex” in line 10.

    • fullbleed says:

      I don’t believe they’ve ever enjoyed a game, nothing matches up to uber game in his head that doesn’t exist.

      True fan, what a piss poor argument. The best way to open a debate is always to let people know how much better you are then them.

    • Kadayi says:

      DEUS EX

      Paragraphs are your friend, where as Wall-o-text is the enemy.

      ‘This game is not good’

      You seem to possess some faintly unrealistic expectations as to what can be achieved in a game that is attempting to balance a number of differing elements (just as the original was). Sure Splinter Cell does stealth better, but then again that’s all Splinter Cell does (it’s specialized in its particular niche). The original Deus Ex was not a benchmark title in any way shape or form in terms of being a Stealther, an Action RPG, or a FPS. The success of the title lay in its gestalt state. Sure one can dissect any element of DXHR and find it wanting, but the same approach can also be applied to the original.

    • Kieron Gillen says:

      I dunno what you guys are on about. I liked it before, but I’m convinced. It’s obviously shit. I hereby retract my RPS Verdict thumbs-up.


    • Nick says:

      good golly miss molly.

    • Kadayi says:

      Also I couldn’t help but think of this: –

    • JackShandy says:

      You have to admit, guys, HR IS a pretty bad corpse-dragging simulator.

  35. Post-Internet Syndrome says:

    This video is the best, though obviously a bit more snarky than the game deserves. “PROTIP: DEAD BODY” was in the original too you know. DXHR could sure stand to be more difficult though.

    • coldvvvave says:

      DXHR is more difficult that DX1.

    • Starky says:

      Indeed, DX1 was pretty damn easy – as you say, probably easier than DX:HR (which is pretty easy as games go too) – DX gave you a lot of options, but none of them were particularly hard options.

      In fact the only hard way to play the game was probably straight combat – for the first 1/3rd of the game – before you got good weapons, skills and augs.

      Just like DX:HR, combat is deadly until you are kitted out mid game.

    • Tei says:

      I don’t know what to think about a video like this one.

      There are things made to make the game more accesible, and I feel this video ridiculize these things, but no everything the video say is wrong. The “use this thing to disable sparks” has a point.

  36. fullbleed says:

    “The video game industry is starting to get desperate, your turn.” – generalshrooms

  37. Navagon says:

    I could write a long, long list of all that Deus Ex got wrong and most of the faults I could list exist in very fundamental aspects of the game.

    But who cares about that?

    I still loved the game in spite of its faults and the same is true of HR. The only real difference here (and the one really relevant point of the video) is that some of HR’s faults are directly related to cynical exploitation rather than honest flaws.

    • Starky says:

      Indeed – Deus Ex, Like say Vampire: Bloodlines is a great game, in spite of, maybe even in part because of its flaws. It added character to the game, moments that people quoted and had conversations about – even years later.

      DX:HR is far from a perfect game, but ig is a good, if not great game regardless. It captures what made Deus Ex great, and petty whining over minor gameplay mechanics (cover, item highlighting or what have you) is like arguing about continuity errors or perceived plot holes in great movies.

      It’s focusing on minutia, while rejecting the whole.

    • Anthile says:

      Yes. Bloodlines had even worse boss battles, which bordered on unwinnable if you didn’t specialize in combat.

    • Hidden_7 says:

      And unlike DXHR, which had less than a handful of fairly limited encounters, that can be resolved even if you haven’t put any points into any combat skills, Bloodlines entire last third just turned into a non-stop dungeon crawl combat fest. And it’s rather rightly praised for the great game it is, because despite those problems it’s still magical.

      DXHR had a few things I wish it had done differently, but I’ll be damned if it didn’t capture my imagination and not let it go for the 35 hours it took to finish. Lots of sleepless nights off the back of that one.

    • dxmt says:

      So what you’re saying is that Deus Ex’s flaws were in its core game mechanics and that Human Revolution’s flaws were only superficial niggles that people are blowing out of proportion? That is completely the inverse of the situation

      “petty whining over minor gameplay mechanics” — gameplay should be the most criticised aspect of every game; it is — despite what the ignorant gaming media tries to tell us about narration and immersion — the most important aspect of a game, as gameplay is what makes games what they are

      It’s the be-all and end-all of the medium

      And in gameplay, DX1 was completely spot-on

    • John P says:

      It captures what made Deus Ex great, and petty whining over minor gameplay mechanics (cover, item highlighting or what have you) is like arguing about continuity errors or perceived plot holes in great movies.

      Minor? Taking an immersive sim and turning it into a cinematic action game MGS-Mass Effect hybrid is pretty damn major.

    • Starky says:

      I agree, gameplay should be the number 1 issue with games – but minor gameplay flaws are minor issues and people are getting downright idiotic about them. It’s getting blown out of all proportion, DX3 nails 95% of it’s mechanics – really fucking nails it’s core 3 (shooting [which is 1000 times better than the first game], stealthing and player choice), in fact it has probably got the best stealth mechanics of any FPS game I’ve ever played with that switch to 3rd person cover system (which in my opinion is a perfect abstraction to represent senses that cannot be conveyed in a game) – Only maybe Riddick comes close.

      @ John P,
      Deus Ex an immersive sim? Are you fucking kidding me?
      I’ve heard it described as many things, by many people, critics and developers; but never as an immersive sim. Hell, I probably wouldn’t even call it immersive (plot wise) with it’s shoddy animation, voice acting, scripting and ugly graphics (even for the time) – immersive mechanically I’d give you, but sim? Never.

      DX3 plays almost exactly like DX1 did (with a few added modern gameplay trends) – both are stealth-action hybrids, with some RPG elements, less so in DX3 granted – but it remains pretty damn true to the spirit of DX.

    • eclipse mattaru says:

      “Bloodlines entire last third just turned into a non-stop dungeon crawl combat fest.”

      Not to go off on a tangent, but I’ve read that criticism a lot and it kind of puzzles me, because that’s not how I got it at all: With the exception of the boss fights and a couple encounters here and there, I went through over 90% of the final levels (the hunters’ castle, the Sabbat building, that Chinese vampire fortress thing and LaCroix’s tower) by sneaking and either neck-breaking or using more or less deadly powers (in my Ventrue conversationalist+sneaky sneakerson playthrough).

      The Nosferatu sewers, however, that was some serious pain in the ass.

    • John P says:

      Deus Ex an immersive sim? Are you fucking kidding me?
      I’ve heard it described as many things, by many people, critics and developers; but never as an immersive sim.

      Then you haven’t read much about it. That’s how Ion Storm often described it, and it’s how the writers here at RPS have often described it. It’s a term pretty commonly used when describing Deus Ex, and also the most accurate.

    • Starky says:

      Google shows you are right, but I’ve never heard it described like that, and I pre-ordered the original Deus Ex, and played it through 3 times within a week of release, and read a lot of magazines at the time (when PC gamers still read things printed on paper).

      First time I’ve ever heard the term, back in the day DX was always classified as a FPS/RPG hybrid, some people called it an Action RPG – but I’m guessing that term came much later – and I’ve never been one for navel gazing. Which every article I can find using the term is very much so.

      Oh well, I still hold there is nothing at all “sim” about Deus Ex, gameplay or mechanics (unless engine physics count as “sim” but that would make half-life much more of a sim than DX).
      But then it wouldn’t be the first stupid term coined for a genre (MOBA).

      Personally I always called it what it is, a first-person cyberpunk RPG.

    • Kadayi says:

      Strict 1st person was never an absolute with the immersive sim, nor were a lack of cut scenes. I’m fairly sure DX both featured both cut scenes and 3rd person during dialogue. Frankly I think HR holds up pretty well and the focused conversations such as with Haas are pretty immersive tbh.

    • Olivaw says:

      Genres and classifications are pretty dumb, video game genres even more so, but you know, “action RPG” has come to mean a very different thing these days, and “immersive sim” is at least somewhat evocative of what the game is.

      Being able to affect the world beyond just shooting things is the thing, I think.

    • Kadayi says:

      “Genres and classifications are pretty dumb, video game genres even more so”

      I’m not sure whether they have the clearance to know that tbh.

  38. Burky says:

    This video isn’t accurate at all!

    The dialogue isn’t taking 7 minutes to convey to convey 15 seconds worth of information!

    • jaheira says:

      Correct. The only purpose of dialogue is to convey data. Unnecessary words are doubleplusungood.

    • John P says:

      If the video wanted to be accurate, at least half of it would be hacking computers to read boring emails.

    • jaheira says:

      If you don’t want to hack computers and read boring e-mails then don’t hack computers and read boring e-mails. Very little hacking (any?) is mandatory.

    • John P says:

      If you don’t want to hack computers and read boring e-mails then don’t hack computers and read boring e-mails. Very little hacking (any?) is mandatory.

      Mhm. The trouble is there sometimes are interesting things to discover, but you have to sort through piles to shit to get to it. I suppose I could have just guessed which computers have boring stuff and which have interesting stuff.

      Were you still laughing at that Nigerian banking scam email the 8th and 9th time you read it? I wasn’t.

    • Olivaw says:

      Well it’s a long email. And it’s meant to be duplicate spam.

      So it serves the dual purpose of a) making sure people who don’t hack everything see it and laugh, and b) being wholly believable in showing up on multiple computers in different areas.

      It’s the same with the other duplicate emails. They’re all form letters from company heads to their teams and such.

      And really, if you are uninterested in hacking a bunch of computers to read boring emails, why in God’s name are you playing a game with “Deus Ex” in the title?

    • John P says:

      Because emails and other texts in Deus Ex 1 were not boring. You always knew you’d be getting something interesting related to the world or the plot, literally or thematically. HR went overboard with the number of emails and other texts, and most are not very interesting.

    • JackShandy says:

      Y-you’re complaining that there was too much optional background detail?

    • Kadayi says:

      “Y-you’re complaining that there was too much optional background detail?”

      Indeed, next up on the list you’ll have people complaining that the game is too long.

    • Olivaw says:

      Well, uh. Games can be too long. Not that this one is, but still. Pacing is a thing that matters.

      Gosh I’m in an argumentative mood tonight.

  39. reticulate says:

    Good god there’s some myopic whinging going on in this thread. It got utterly fantastic when people insisted the original looked good and had great voice acting. That is serious bottom-of-the-barrel-scraping.

    Hey guys, Human Revolution didn’t kill your children, you can continue to ignore it and play the Sacred Cow all you wish.

    • Dominic White says:

      The amazing thing is the Kieron Gillen – one of the very first to get up on the rooftops and sing the praises of Deus Ex – is utterly baffled by the insane revisionism/rose-tinted glasses sillyness going on here.

      Deus Ex had huge, sweeping flaws. Terrible stealth/AI and wonky combat until halfway through the game being key. DX:HR has four unavoidable combat encounters, each about a minute long in a 20-30 hour game. That isn’t even half a percent of the total play-time, but people are talking as if they’ve hour-long gruelling slogs.

      Folks are latching onto the flaws here waaaaaaaaay too hard and falling over themselves trying to defend the obviously, hilariously broken things in the original game. I’ve even heard people try to explain why JC is so unbelievably crap at combat in the first game – apparently they made him deliberately wrong so that he wouldn’t succeed.


  40. matrices says:

    While excluding the option to save Tong is certainly a dick move, the rest of the carping in this thread reminds me of this topical piece:

    link to

    “In gaming, everything is amazing and no one is happy”

    DEHR is a fantastic game that obviously had a hell of a lot of thought put into its level design and art direction and gameplay options. One of my favorites.

    • John P says:

      Oh God. How appropriate that that article made its way into this thread.

    • JackShandy says:

      He’s talking about people who comment on gaming sites; the unwashed masses. Maybe I’m not reading between the lines enough, but I can’t see the bit where he assembles The People against The Elite.

      But hey. This is a pretty shitty medium.

    • JackShandy says:

      No, he’s saying that everyone complains, and everyone goes out and buys the game anyway.

      But whatever! How’s your day going?

    • Olivaw says:

      Two things:

      1) that article is extremely nerd-populist, in the same way that RPS is computer-gamer-populist. If you are not interested in nerds being sycophantic and making numerous “aren’t-we-so-great-that-other-nerd-group-is-dumb” comments to their readers, maybe you should stop reading RPS or pretty much every video game blog and/or website, with the exception of Giant Bomb and maybe Kill Screen.

      2) I think the more general point is that the more one learns about what it takes to make a video game, the more you appreciate how fucking amazing it is that any project at all, regardless of quality, gets released in this industry and that you should bend over and kiss your own ass for the bastions of quality gameplay that somehow manage to see the light of day year after year.

    • dxmt says:

      “you should bend over and kiss your own ass for the bastions of quality gameplay that somehow manage to see the light of day year after year.”

      Are you being sarcastic?

    • Olivaw says:

      You heard me!

    • elnalter says:

      this is the incorrect attitude to take towards anything, consumer demands and complaints are part of what shapes products into something better. otherwise game devs would have no incentive to make their games with any thought. oh wait, this is already happening. it’s called halo 3 and black ops.

      or you know, we should be absolutely happy with everything in life, make no complaints, stand up for nothing, and just accept everything as is. that article is definitely not a contrarian, pro-corporate dig at consumers

  41. JackShandy says:

    I don’t think any game could have satisfied Deus Ex fans. It’s been too long. Deus Ex is beyond us now. It will not grow old as we who are left grow old. Age shall not weary it, nor the years condemn. In death, it is eternal, impossible, and perfect.

    • Gnoupi says:

      And since it’s so old, it also suffers from “age perfect blindness”. We all have the tendency to idolize some games, put them on pedestals like perfect pieces.
      But they’re not, they’re most likely a good experience we had 10 years ago, that we extrapolated in our minds. And nothing can live up to that.

      Myself, I put Grim Fandango on a pedestal. Of course it’s easy to remember the intricate story, the amount of fun dialogs, the visual design…. and black out on the terrible controls, the non-stop running because you didn’t really have a clue of what to use when and with what (you couldn’t even click everywhere, because of the control scheme, you had to be next to the objects).

    • Caddrel says:


      Thought I recognised those lines from somewhere.

      link to

  42. razorblade79 says:

    That would totally make sense and be really funny to someone who only played the first hour of DX:HR, and that one on normal or easy.

  43. Daiz says:

    Something that everyone else seems to have missed in this thread: Even when you turn the orange-glowey object highlighting off, the game doesn’t have a total lack of world object highlighting. And I’m not talking about the item info popup when you get close enough and put the cursor on top of the item. Quite a few items have this subtle effect where they flash subtly at a slow pace. This allows you to notice that “something flashed there” when the object is on the screen but you might not have actually spotted it.

    Many other games use a similar form of item highlighting when it comes to finding items from an
    environment filled with interactive and non-interactive objects, some more and some less subtle. Personally, I find this to work very well in the context of DX:HR as well. My main gripe with the orange highlighting is the fact that it’s so aggressive and there’s no way to tweak it. If I could tone down the highlight opacity and disable highlighting for doors and ladders, it’d be much more willing to use it.

  44. AMonkey says:

    I’m not sure if I should be pissed off that many of the complaints/”jokes” in that video can be changed in options.

  45. Betamax says:

    D’awww it’s so true it makes me sad.

    I love all three DX games, but DX1 will always be the best. I never really doubted that, even with all the promises made in regards to HR.

    They all have their fun little quirks and such though, even IW. I fear a potential ‘sequel’ to HR though, it’s less that I can’t see them going somewhere with the franchise and more that I’m not sure it could lead anywhere particularly good. Now if they could update DX1 without losing the stuff which makes it special (unlikely) then I would be interested.