Deus Ex Human Revolution

How many scenarios are there where you have more than one bot within 8 yards?

Something like the typhoon would be more useful in a hack and slash game like 40k Space Marine, where you have hordes of enemies all around you.
 
One.

(hint: there's a moving hangar passover bridge, they're the small kind of bots, you can 'kite' them into one another)... a couple other random moments with the small guys too iirc, but those might have been friendly on random killing sprees, don't remember
 
Something like the typhoon would be more useful in a hack and slash game like 40k Space Marine, where you have hordes of enemies all around you.

It was useful at the end with all the crazed people.
 
Yeah, saw that trailer earlier.

It didn't really catch my interest.
 
oh great, 10 more bucks for missing side quests. why does human revolution have 8-10 side quests? did they forget to make them?
 
Nothing wrong with that in my eyes. I loved the side quests.

If the implication is that they intended this content for the original cut, consider the limitations of a DVD9 and the cost/risk situation Eidos Montreal was posed with.

Either way, more Human Revolution, to me, is a great thing and well worth my hard earned cash.
 
Personally I won't settle for anything less than a new hub city.
 
That'd be ****ing incredible. Or at least a vastly revamped/revisited hubs.

like pre/post Detroit. Perhaps playing as a harvester in Shanghai, having to collect immunosuprresants to support your augs.
 
Nothing wrong with that in my eyes. I loved the side quests.

If the implication is that they intended this content for the original cut, consider the limitations of a DVD9 and the cost/risk situation Eidos Montreal was posed with.

So its perfectly fine to have content that you intended to include in the full game, but whoops won't fit on the disk, lets charge them 10 dollars for it. If they simply ran out of room on the disk, then they'd offer it as free DLC. Nope, this was clearly always intended to be cut out of the game so they could sell it back to us.
 
You know how it usually goes with us, Krynn

9fH2h.jpg
 
Some things from my second run through..

- Nicolette DuClare worked at Picus before being born.
- The EMP shield augmentation made the 'Yelena Fedorova' fight easier than squashing a cockroach.
- I really wish you could kill Tong.. like really..
 
finally playing through this, just shut down that antenna. was a little worried that when i first started i might end up just streamlining myself to the major missions and that i'd be able to get to them with relative ease, but i'm about three hours in now i reckon and that's from seriously having no option other than too actually slow down and really have a long hard think about somethings. i like it - it makes exploration and strategy really worth it, there's a lot to weigh up.

something i can't get use to: coming out of a conversation subconsciously pressing 'B', which then disarms a friendly SWAT officer/undercover cop disguised as a hooker. quite funny receiving a side quest, going through all of the dialogue then immediately coming out of the conversation and smacking the poor lass square in the jaw. i had no idea what had happened until i realized i was pressing 'B' just through common practice which makes that particular button the back-out/end button. whoops! thank god for loading previous saves.
 
I had a nasty tendency to constantly throw grenades in crowded areas every time I wanted to sprint. But that was probably due to being tired and high for about 90% of my playtime.
 
i've only just found grenades, will probably end up throwing one point blank at a wall in no time whilst fumbling around in an alley.
 
finally playing through this, just shut down that antenna. was a little worried that when i first started i might end up just streamlining myself to the major missions and that i'd be able to get to them with relative ease, but i'm about three hours in now i reckon and that's from seriously having no option other than too actually slow down and really have a long hard think about somethings. i like it - it makes exploration and strategy really worth it, there's a lot to weigh up.

something i can't get use to: coming out of a conversation subconsciously pressing 'B', which then disarms a friendly SWAT officer/undercover cop disguised as a hooker. quite funny receiving a side quest, going through all of the dialogue then immediately coming out of the conversation and smacking the poor lass square in the jaw. i had no idea what had happened until i realized i was pressing 'B' just through common practice which makes that particular button the back-out/end button. whoops! thank god for loading previous saves.

I remember one time on the part where
you're on the Hengsha streets the second time and the Belltower guards attack you on sight
, and a guard was talking to a civilian when I came up behind him and used a takedown on him. Unfortunately for the civilian I had the double takedown aug, and I ended up watching in horror as Jensen smashed her head together with the guard's and threw them both on the ground. I felt like such an asshole.
 
I remember one time on the part where
you're on the Hengsha streets the second time and the Belltower guards attack you on sight
, and a guard was talking to a civilian when I came up behind him and used a takedown on him. Unfortunately for the civilian I had the double takedown aug, and I ended up watching in horror as Jensen smashed her head together with the guard's and threw them both on the ground. I felt like such an asshole.
 
Turns out boss fights were completely outsourced to some other studio, go figure - they're shit terrible and the rest of the game is fantastic.
 
Not true at all. Here's something I posted on Facepunch:

http://www.youtube.com/watch?v=i9YbSkOW7sU

Paul Kruszewski (seen in the video above) wasn't the only person responsible for the work on the boss fights. I was searching for a resume of Human Revolution developers on LinkedIn a hour ago. There's a level designer named Edgard Oliva at Eidos Montreal. He edited his resume, but you can use Google's cache to view his old resume before the edit (saved on August 18, 2011). His company title was "Boss Fight Designer".

http://ca.linkedin.com/pub/edgard-oliva/4/818/8b1

There's also Eidos Montreal artists on deviantART, who happen to have the artwork for the boss levels in their gallery. Marie-Eve Danis, a lead coder at Eidos Montreal, was also responsible for the boss fights.

http://ca.linkedin.com/in/marieevedanis
http://barontieri.deviantart.com/art...Boss-258300787

tl;dr: it's not right to blame one side for the work, and let other get away with it.
 
Not true at all. Here's something I posted on Facepunch:

http://www.youtube.com/watch?v=i9YbSkOW7sU

Paul Kruszewski (seen in the video above) wasn't the only person responsible for the work on the boss fights. I was searching for a resume of Human Revolution developers on LinkedIn a hour ago. There's a level designer named Edgard Oliva at Eidos Montreal. He edited his resume, but you can use Google's cache to view his old resume before the edit (saved on August 18, 2011). His company title was "Boss Fight Designer".

http://ca.linkedin.com/pub/edgard-oliva/4/818/8b1

There's also Eidos Montreal artists on deviantART, who happen to have the artwork for the boss levels in their gallery. Marie-Eve Danis, a lead coder at Eidos Montreal, was also responsible for the boss fights.

http://ca.linkedin.com/in/marieevedanis
http://barontieri.deviantart.com/art...Boss-258300787

tl;dr: it's not right to blame one side for the work, and let other get away with it.

Oh? The list goes on. Just because one or two EM employees are listed, for helping in terms of art and minor design, of all things. One would hope their would be at least some congruency to the fights weighed next to the actual gameplay, doesn't mean they should share equal responsibility for their content. Obviously it's a big CONSPIRACY (huehueheh). Many of these sources are actually reputable and do background checks and research. I recommend reading some of these in full. The bosses were obviously primarily made at the other studio

It's not hard to tell they're derived from another studio whatsoever given how they differ so much from the actual game. This sort of thing is apparent with all kinds of major titles, particularly ones with strict deadlines from big publishers. The bosses feel like an entirely different game, inspired mostly by the Metal Gear IP. Come on.

Deadlines are deadlines. Sad story, but why the accusational attitude? If Eidos Montreal had the time to make proper bosses, I'm sure they damn well would have.

http://www.eurogamer.net/articles/2011-09-19-deus-ex-boss-battles-outsourced
http://www.rockpapershotgun.com/2011/09/19/deus-ex-hrs-boss-fights-were-outsourced/
http://www.computerandvideogames.com/319496/deus-ex-hrs-panned-boss-battles-were-outsourced/
http://www.pcgamer.com/2011/09/19/deus-ex-human-revolution-boss-fights-were-outsourced/
http://www.destructoid.com/deus-ex-human-revolution-s-boss-fights-were-outsourced-211794.phtml
http://www.maximumpc.com/article/gaming/explains_lot_deus_exs_boss_fights_were_outsourced
http://www.actiontrip.com/rei/comments_news.phtml?id=092011_2
http://www.gameinformer.com/b/news/...eal-outsourced-deus-ex-39-s-boss-battles.aspx

Grip boss Paul Kruszewski said:
"Full confession: I'm a shooter guy," he said. "I was coming into this not knowing a lot about the Deus Ex world.

The guys at Eidos gave us the design, gave us the engine. We brought in our own behaviour tree engine and we gave them back that experience."
 
You still don't get it, do you? Eidos is doing this. They're letting everyone blame a little company for their work, and they use the paid reviewers, and news sites (like Game Informer, Kotaku) for their dirty work. I'm not a blind man. I hate the boss battles like everyone else, but I don't blame one guy.
 
I get it. Eidos Montreal played a part in the mishap - it's obvious. There's some 'ironic' coverup, etc etc. I think I just lean more towards the mentality that the whole ordeal kind of sucks and relates to external publisher pressure and poorly done content exportation (deadlines, probably) with Grip being largely responsible for overlooking source material.

No need to get nasty.
 
played the first boss fight, hated it. hated the design. **** big open rooms with pillars, shit is old.

in hengsha now, much more interesting than detroit. love the city design, reminds me of ff7.
 
7 praxis? I had practically all of the augs except for a few upgrades because the game doled XP out like candy.

Oh yeah, shirtless Adam gets me wet.
 
With in-game ads the DLC should be free. Which it will not be. And that's why Square officially sucks. We paid the full price and then we get ads and purchased DLC.
 
To get rid of the ads (does not alter the game itself):

launch notepad as admin
Now Open Host File ("C:\windows\system32\drivers\etc\" OR "%systemroot%\system32\drivers\etc\") from File Menu and add these two lines to the end of the file:

127.0.0.1 doublefusion.com
127.0.0.1 *.doublefusion.com

Now SAVE the changes and Close the Host File. No more in game ads!
 
A) Spoilers FFS Remus.
B) It only works if you do it while he's jumping.
 
It's been a full month since the game's been released, I think spoilers are ok to discuss openly especially on page 83. I mean if you come to the thread titled "Deus Ex Human Revolution" after all this time and not expect to get spoiled, what is wrong with your brain?! I know I sound like an asshat, but the line must be drawn somewhere (I say a month).
 
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