I've been playing the deus ex games recently, beat the first a while back, tried playing both Invisible War and Human revolution switching between one another. My early game of DX:HR was admittedly not fun, I was having trouble getting use to certain qualities about it like the cover system, sluggish movement and firing, regenerating health, and generally the idea I initially was that Eidos had taken to funneling the ideas of the franchise as a somewhat deeper equivalent to modern stealth/action games with rpg elements. My mood eventually did change farther in when I began learning to accept the design choices the dev team decided to go for. There were good things I've found in Detroit, largely due by expansive exploration and, an amount, of experimental gameplay. I like the Praxis system, while I think it's easier on the player than OG Deus Ex's system of separated Skills and Augmentations, I think this system works best for the world design in terms of balance and satisfying progression. (Unrelated sidenote: I sure wish someone would try again at Invisible War's system of overloading the player with biomods and character respec, except maybe with harder choices in the matter beyond trading between high and low level biomods when doing respecs.) Is the conflict of "augmented vs not" ever going to evolve? I see a light amount of discussion surrounding the repercussions of nueropozyne relapse and how augmentation is something that may constantly be out of the poor's reach, but this is game seems so proud of it's "they're unnatural we aren't" rhetoric that it wants to hammer it into center stage instead of letting any of the other more competent arguments have some spotlight. This is all not even discussing the fact that this conflict is a complete rescaling/refocusing on that of which was present. I'm mixed on the aesthetics, things look cool but don't entirely make sense. Why does Adam have implanted sunglasses? In the original it was to hide JC's odd augmented eyes but Jensen's look fine, and even if they looked odd I still find that I would've been more practical to just give him normal sunglasses to wear. This complaint with the art extends to areas like lower Hengsha where this whole portion of a city lies underneath what I assume to be an enormous elevated highway with even higher skyscrapers. Which reminds me, isn't this game also suppose to be a prequel? How come the stuff in DX 1 looked more grounded in reality with it's weapons? It made sense in IW since it was the proper sequel to DX1 and was thereby set in far enough of a future to have more technologically advanced everything. Ah well, I'll get to the point
The point/Verdict/tl;dr: I'm enjoying it so far even if early on I didn't get the best impression I wanted. I think narrative and aesthetic qualities can use some work, but otherwise I'd say thing shave been good.
P.S.: so when I just recently tried booting my game up again, after getting past the Nixxes logo the game stuttered and crashed, help. I'm using the director's cut version and can provide further specifications if necessary.
The point/Verdict/tl;dr: I'm enjoying it so far even if early on I didn't get the best impression I wanted. I think narrative and aesthetic qualities can use some work, but otherwise I'd say thing shave been good.
P.S.: so when I just recently tried booting my game up again, after getting past the Nixxes logo the game stuttered and crashed, help. I'm using the director's cut version and can provide further specifications if necessary.