Deus Ex 3: ideas?

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Evil the White

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Apr 16, 2009
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Well, I've been looking around, and I had a think about what could be coming up in Deus Ex 3. The game itself has a huge legacy to live up to; the original is generally hailed as a PC gaming classic, and the first sequal failed, so this has got a lot of missed ground to catch up on.

: Now, here's what I've found on Wikipedia:

In the Deus Ex games, augmentations are body modifications that allow the user superhuman abilities. While the previous two games focused on nanite-based augmentations, Deus Ex: Human Revolution will instead feature mechanical augmentations. Augmentations will be divided into four types: Combat, Stealth, Technology and Social. Every enemy squad will have an identifiable squad leader who will direct the team's actions. If the leader is killed, the squad falls into disarray. Enemies will also react to subtle player decisions, such as a change in behaviour or weapons, etc.

Unlike Invisible War, the game will use different ammo types for different weapons, instead of unified ammunition. Weapons can also be upgraded to better suit the player.

In a controversial departure from previous titles in the series, Deus Ex: Human Revolution will use a regenerating health model. This change was made because the developers didn't want players to get into a situation where they were unable to progress due to low health, and would be forced to "scrounge for med packs." They see this scrounging behavior as breaking the flow of the game when one retreats to search the entire level for medical supplies. They believe their regenerating health model will still encourage tactical and strategy forming retreats, but not to the extent where the tension and flow of the game is disrupted.

Deus Ex: Human Revolution is primarily a first person game, but will feature a contextual third person viewpoint when using the cover system or certain augmentations.

TL;DR: Mech augmentations instead of nanites, universal ammo is gone, enemy AI will supposedly react to the player, will work in squads and panic if their leader is killed, plus the usual weapon upgrades.

Oh, and there is regenerating health and a cover system to 'preserve gameplay flow' and stop the moments where you can't continue because of low health and no medkits.

Now, what are your thoughts on all of this?

1. Will the regenerating health dumb down the gameplay more, or will it only regenerate outside of combat, or in such a way that it would leave the player vulnerable, leaving the supposedly smarter AI to take advantage? I say that if implimented properly, it could help gameplay, so for example first aid kits to heal quickly in combat, regenerate health aility that is noisy, attracts attention and leaves player vulnerable, while not restoring ALL of their health (to discourage running in headfirst all the time) and MedBots to fully heal the player. And will limb damage return?

2. They did not mention the return of the skills that made the original into a true FPSRPG, rather than an FPS with some RPG elements. Will this return to encourage exploration and achievement of secondary goals? Hopefully yes.

3. How good will the cover system be? Will it break flow, encourage camping and choosing an open combat option all the time, or will it be more of an advantage to the enemies to balance the game?

4. Finally, the fun question: What new augmentations could we get? They are going to be divided up into "Combat, Stealth, Technology and Social", and will be more mechcanically based than the other games. Hopefully there will be the arm blade that we saw in the trailer. What else might we get, along with the standard cloaking devices, improved healing, environmental resistance and speed boost/step muffler? I'm hoping for the return of spybots and bot domination (take control of bots).
 

GloatingSwine

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Evil the White said:
1. Will the regenerating health dumb down the gameplay more, or will it only regenerate outside of combat, or in such a way that it would leave the player vulnerable, leaving the supposedly smarter AI to take advantage? I say that if implimented properly, it could help gameplay, so for example first aid kits to heal quickly in combat, regenerate health aility that is noisy, attracts attention and leaves player vulnerable, while not restoring ALL of their health (to discourage running in headfirst all the time) and MedBots to fully heal the player. And will limb damage return?
Given that everyone in the world used the regen aug in the first game, not at all. It'd be nice if they kept locational damage though.
 

incal11

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Oct 24, 2008
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All hopes vanished when I read that "regenerating health" will be by default and automatic :'(
Personally I always used the synthetic heart instead, way more useful, and there are plenty of medkits in the game.

The insistance on the squad AI stuff and the gameflow also gives me a very bad feeling, the first Deus ex was at it's best when I tried to "ghost" it.

This is going to be modern warfare with some mech augs so it can pretend it's different.
 

Evil the White

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GloatingSwine said:
Given that everyone in the world used the regen aug in the first game, not at all. It'd be nice if they kept locational damage though.
Like giving the aug away as a default starting aug, along with the light? I recon that could work.
 

Zacharine

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Apr 17, 2009
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Auto-regeneration cover-based health?

Yeah, that was it right there. Doomed.

Because while there was regen aug in the previous games, using it cost bioenergy, which itself did not auto-regenerate - regenerating health meant less runtime for other augmentations, like anti-missile system, cloak or speed. You learned to preserve those biocells and health-kits, because every time you got hit it meant lost resources. Every time you had to use augmentations more than required meant more consumed biocells.

Take that away, and what possible reason could I have not to run in with guns blazing at every encounter? Because I'm suddenly effectively unkillable: resources become moot, as any melee weapon will ultimately be enough. Simply hit, run for cover, regen, repeat. Without using a single piece of ammo, or any augments.

That isn't Deus Ex. Deus Ex is the suble balance between fighting and stealthing, and oppresive mood and seeing conspiracies everywhere. Not simply another run-of-the-mill FPS.

Why then did limited health not ruin the original Deus Ex, like they are now implying it would for the third one?

Simple: because you could always stealth. You could complete the entire game without killing anyone. Low on health, no medkits nearby, out of bioenergy/no regen aug? Sucks to be you, now go stealth-mode, ambush enemies or circle around them. Nothing is forcing you to kill them. If you're low on ammo as well, better stick deep into those shadows.

Only if you played stupid or refused to explore could you get stuck when health got low. There was always a way.

Does this imply it will not be true in this planned third game? I most certainly hope not. Because that would mean going back to the principles of '90s level design.