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Not even 2/3rds down their scale, and the game is already more flawed than not? Dang.6.0 to 6.9 (Passable)
Games in this range have more faults than strengths, but still might be worth a look if you're into genres of its type.
Yeah, it's a cliche because you just used it. Also, because anyone who's a "diehard fan" probably already knows whether or not they want the game, rendering your shitty review even more pointless.5.1 to 5.9 (Mediocre)
Sure, it's a cliché, but we have to say it: only diehard fans of the particular genre will get any enjoyment out of middling games like these.
When we last spoke with Warren Spector, director on the original Deus Ex, about what he hoped to see from Deus Ex: Human Revolution (the prequel he has nothing to do with), he said he wanted Eidos Montreal to retain the element of gameplay choice that fans loved so much about the original. After having seen a demo of Human Revolution at Gamescom today, we're eager to inform Warren that his hope has been met -- Human Revolution looks as if it may even surpass the original in terms of its depth and gameplay choices.
The demo we saw was actually shown to us three different times -- it's the same exact scenario, just played through with entirely different approaches. Here's the setup: about 90 minutes into the game, you're given the task of infiltrating the morgue at a police headquarters to retrieve a chip embedded in a dead terrorist's head. This terrorist is part of a group against transhumanism (people augmented with cybernetics, which is the product Sarif Industries, your in-game employer). But here's the catch: the terrorist himself has cybernetic implants. So he must be some sort of plant within the terrorist organization -- but a plant by who? The government? You're on a mission to find out, which is why it's imperative you get access to the morgue and get that chip.
You have a few different ways to reacquire the chip. The first we see is probably what many gamers will instinctively do -- blast their way inside. That's exactly what our demoer does; he basically runs in, guns blazing, and shows off some of the cool tactics at your disposal. As he makes his way through one of the police offices, he picks up a copy machine and throws it forward to use as cover. Once behind it, he's able to position himself to blindfire at cops (who are using their own desks as cover). We also see how you can use your X-ray vision augmentation, which highlights exactly where enemies are within the environment (we could see several waiting behind some cube walls).
After that, we get a demo of some weapon choices, like enhancing the pistol with explosive bullets (each weapon has multiple possible upgrades). Another cool example of this is the mine template -- a schematic that lets you combine a mine with any sort of grenade you have in your inventory. And if you were wondering, yes, there are also weapons that just stun your opponents instead of killing them. Anyway, our demoer makes his way through the station, unfortunately taking out plenty of cops along the way. He uses mines to disable sensors and eventually makes it to the morgue, gets the chip, and escapes out a lower exit into the sewers.
The level is then restarted. The next goal is to use communication skills to, essentially, charm your way inside. The neat thing about taking this route is that you talk to a lot of guards and learn a lot of the backstories between you and them. In one part, you have to convince an old cop friend to stick his neck out for you -- you have to remind him of your history together. It's still possible to "lose" this part -- if you're not convincing enough you'll have to resort to other means (see tactic 1) -- but in our case, the friend gives in and gives us the access we need. And though we don't spend time doing it, you can use your time in the station to find out all sorts of extra information (by digging through peoples' email at unmanned workstations). Anyway, it's relatively painless from then on to make it to the morgue, grab the chip, and walk out the front door. Without an army of policemen in the way, we're able to avoid the sewers altogether.
The third and final demo is all about stealth. Our demoer shows how you can walk to the back of the station, use a strength augmentation, then pick up a dumpster and place it next to the security fence to climb safely over. Not that you have to use a Strength Augmentation -- you can simply climb to the top of the roof and make your way in from there. But then you'd have to make your way through multiple floors before getting to the morgue, which seems a lot more difficult. Anyway, once inside, your Cloaking Augmentation makes you entirely invisible to the guards (in fact, if you're careful, you can even steal things off of their desks). However, at one point there's the need to bypass a security door to progress further, which requires you to hack into it. Normally, it would be impossible to break the code, but by using a Cranium Augmentation, your mental skills increase and you're able to break the code with a minigame of sorts (though I should stress it's more of a mind teaser than a time-button-pressing game -- it keeps you in the experience).
It's neat to see that, even with all of the Augmentations you have available, you can still assign augmentation points to specific skills. And each skill has its own tree, meaning there's going to be a lot of room to progress your character just the way you like. Another nifty demonstration in this stealth scenario involves a sequence in which a guard passes safely through a section with infrared lasers (because they're tuned to recognize him, turn off, and let him by unharmed ). By stunning and then carrying him, you can make it through this section without setting off any alarms as well. Also cool is the ability to disable cameras and infrared sensors using EMP grenades. With those tactics our demoer eventually makes it to the morgue, gets the chip, and then sneaks out through the sewers (to avoid backtracking all the way through the upper floors again).
So those are three disparate ways of obtaining the chip from the police station -- but as you can probably discern, each strategy can be deviated from at any time. Getting spotted while attempting stealth is likely to result in a firefight, as will getting into a heated face-off with one of the guards while attempting Persuasion. Just this small window into the choices and paths available in Human Revolution is enough to have me really excited about the gameplay possibilities in the full version. And that's without even discussing the incredible atmosphere and audio design that wowed us during this and the E3 preview. Few games have me excited as Deus Ex Human Revolution.
Did you see the inventory? If so, please describe.
Did you see the hacking minigame? If so, please describe!
Did you see any kind of aug upgrade menu?
Yes, yes, yes. Well the inventory, that probably wasn't final, was just the picture of Adam on the left and cubes on the right with the items stacked. As you hover on the different items, say upgrades, it would focus on Adam, on different locations of his body (head, arms, back, ect...).
The hacking game seemed really cool and innovative, you have to catch something without behind caught by the firewall. Didn't get it but it far better than anything in Mass Effect 2.
Hacking seemed pretty long actually, but was it because they explained it at the same time? There are 4-5 small bars on the top left hand corner, very discreet. You seem to be recharging your augmentation power by absorbing "nutritient bars". Not sure about that one though.
1. What's the UI like, in general?
2. To continue Ashpolt's inventory question, can we see weapon stats in the inventory?
3. Is the yellow/gold tint as dense as the content we've seen so far, is it everywhere, or are the colors more "balanced" indoors?
Thanks in advance.
Discreet UI but charged with many informations. When you receive a message (Sarif) his head appears on the top right hand corner with the text under it.
Didn't notice weapons stats, didn't really pay attention tbh.
It wasn't too much yellow/gold, even outside, actually inside it was green/blue/grey. Very nice.
were there any signs (or any visual elements) that would suggest that we could read books and/or newspapers like in Deus Ex 1 and 2?
mhh didnt pay attention but the level was pretty stuffed with computers, newspapers, boards on walls, books, ect...
Oh and I'm pretty sure I heard the coroner refer to Manderley.
This. Especially as it concerns the enemies. How did they handle you? Was there any flanking, or grenade use on their part?
I don't remember them using grenades. Combat wasn't particularly fixed yet, I talked about it with EM as it didn't look very engaging or dynamic. They are well aware of that.
Just seen it. Completely blown away by how awesome it was. Some quick things before i return to writingt my (dutch, sorry guys) preview of it.
- It was mentionned that the game entered beta. So all elements are in place
- I noticed a pailkiller item on a desk
- The time required for health to restore is really low, so it looked hard to play just gun blazing
- HUD(not final) currently consists of health/enery bar at left top, communication info at right top, weapon info at right bottom with selected augs above it.. cant remember what was at the left bottom
- Inventory seems like first game, with only difference that you can rotate items now
- I counted 21 augs, all with their own upgrade tree
- Character from Deus Ex was mentioned:
Manderley- Switch from first to third person is really smooth
- There was an non lethal weapon showed, but the game crashed (happens sometimes with alpha builds) before i could see it
- Hour of cutscenes, all at chokepoints in the game so you cant have them differ
- Graphics looked just slightly as if they where painted, looked nice
- Hacking looked complex
- Saw no newspapers, though they confirmed emails as readable
Oh, so it was in alpha. That... actually explains a lot. This game is starting to sound pretty good now, especially since this is the first time in years I've seen a developer reference alpha or beta in a non-hype way.It was mentionned that the game entered beta. So all elements are in place
Almost nobody played SS2 when it came out. And for that, you should be thankful, because otherwise we'd be getting System Shock 3 from Activision.
Why do idiots seem to think anything below a 90 is average?
Also, the "consoles are the problem herp derp" card has run out. People need to find a valid argument.
Same here. It's strange, like everything I see of the game has me extremely skeptical, but everything I hear about it from the developers or people who've observed it is really encouraging. Then again, I've witnessed the same thing with other games (namely MMOs pre-launch), and a lot of it seems to tie into hype and marketing. I'll wait to see something more final before I start getting excited...Man, this game keeps jumping up and down on my excitement meter. All that sounds really good. So happy to hear the inventory is a full fledged inventory. 21 augs with upgrade trees sounds fantastic. An hour of cutscenes in just that demonstration though? Jeez
Huh? How would a quick health recharge make combat hard? Typo maybe?Some guy said:The time required for health to restore is really low, so it looked hard to play just gun blazing
Huh? How would a quick health recharge make combat hard? Typo maybe?
I'm down with lengthy cutscenes.
What the hell is that thing on top of the sky scrapers in the beginning of the trailer? The game looks meh, especially in comparison with other things coming out in 2011 like Brink, GW2 and Portal 2.
You mean the city ontop of a city?
Yeah, apparently by the 2020s Shanghai has had an entire new city built on top of it.
I'm not even sure what to say, that makes no sense, it would collapse under it's own weight, and even if it didn't the piles it rests on would have to be driven thousands of feet into the ground in order to stop it from swaying back and forth.
Not to mention the issue of logistics, how the hell would something like that even be constructed, and even if you suspend disbelief the costs would astronomical. A project of that scale and magnitude would require tens of thousands of people.
Also why is everything yellow? I hate this game.
It's in bloody China! Everything is possible in China.A project of that scale and magnitude would require tens of thousands of people.
I just find it difficult to believe that all mechanical locks are going to be replaced with hackable electronic ones in the next few decades, then by 2050 we'll reintroduce them again because we're idiots.
I understand that making a prequel in the series does puts constraints on them, but the setting and style still strike me as ridiculous. They should have just gone the Bioshock route and called it "Payus Threx: The Spiritual Successor" or some bullshit if they wanted to simply channel a facet of the DX formula without riling up longtime fans.
Not that any developer or publisher has ever given a shit about longtime fans, but whatever.
It's been said time and time again by both fans the original developers that Invisible War suffered from its change in setting and style since they removed a lot of grounding in the experience. While HR hasn't tipped over to that point yet, I do think EM risks doing the same. The double-decker city is balls no matter how many pretty pictures of modern day Shanghai you show me. The decision to remove mechanical locks is doubly stupid because it seems almost solely justified by the developer's bright idea of removing all lockpicks and multitools, instead replacing them with a hacking minigame. The renaissance clothing and style will apparently surge for a few decades and then get wiped out without a trace... blah. These "historical inaccuracies" don't seem like the result of careful, measured thought with respect to what worked in the first game, but the collateral damage of some guy who makes dumb console shooters (Dugas) and a goatee'd twat (Belletetetetete) who thinks he's clever for having a gold color palette and pilfering the ****ing overused Icarus mythos. It's not so much that the changes to setting are horrid, but that they seem symptomatic of a design mentality I'm really not digging behind this game.
Deus Ex's story and setting are important to me because they were ultimately what propelled me through to the end of the game, and I've really come to dislike this casual attitude of "So what, the story doesn't matter, it will get made up for". I'd prefer any running narratives between games to be consistent. To me, Deus Ex was more than a cyberpunk game with multipath solutions. Its greatness came from lots of different elements, even if they didn't always intersect in the cleanest of ways. This has nothing to do with expecting perfection. What I want to see is an evolution of the first game's formula. So far it looks to me like EM is trying to make a kind of DX game, but not a true successor. They've taken some bits they've liked, but they've also jettisoned a lot of others and replaced them with components lifted from other titles. I had hoped for DX Squared, but instead it just looks like Deus Ex with half the shit done differently.
It might be a good game. But it's not the sequel I've been waiting for. If they wanted to avoid flak, then I repeat: Should have made a different game. That's clearly what they seem to want to do any way.
It's hard to believe that Hexagons have died out, isn't it? I mean, it's 2052 and I don't think I saw a single Hexagon today, period. Everyone's so worried about terrorism, the insurgency in Texas, and the plague to even remember the halcyon days of the Hexagon Fandom. Isn't that a goddamn tragedy? I mean, look, don't get me wrong. I like featureless squares as much as the next guy, and those new buildings they do, with the escher-like floorplans where the inside can't possibly contain the outside? That's awesome too. But every night I always go to bed thinking of the 2020's and the marvelous hexagons we used to have.
I got into the hobby in 2027, and Gosh what a great year for Hexagons that was. The BEST year, Hands-Down. I remember my parents took me to Hive, to see the Hexagons? They looked AMAZING under the deconstructivist lighting. I knew from that moment on: I was a hex-fan for LIFE. Within a few months I had every Hexagon I could beg, borrow or steal, in every color under the sun. Brown, Yellow, and every color inbetween. Even gold and amber! In retrospect it's pretty obvious that that was the golden age for Hexagon Collectors, but I guess I thought the good times would go on forever.
Part of me's glad that Hexagons were just a passing fad. Us true devotees will always have our collections (unless our parents or wives make us sell 'em off!) and honestly? If they tried to make a new Hexagon today? Some big corporate manufacturer like VersaLife would be bankrolling it and it'd just look like another featureless cube with more sides. Uch! No thanks!