Extra Punctuation: What Human Revolution Got Wrong

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Yahtzee Croshaw

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I agree with the ending machine. An ending should be a result of the sum of all choices, or at least, if it's going to be made like it was, to give a deeper insight on every possibility during the last mission to make the player evaluate what does he wants to do, rather than making the player do the Pepsi Challenge...
 

Bluecho

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The only FPS I've ever played is Team Fortress 2 (let's all laugh at the FPS noob in the corner! A hur hur hur), and even THAT had melee weapons. In fact, melee weapons were pretty useful if used correctly, and sometimes the only way to kill a dude right up in your face is to hit him with a trenching shovel. How is it that game understands that melee has uses even in a shooter, yet a Deus Ex title doesn't?

Well, HR does have some melee, just as takedowns. Takedowns that cost energy to perform. Maybe I fell asleep and missed the lecture on melee vs armed combat, but isn't the underlying point of melee weapons that you don't need ammo or energy to use them?

And what is with the game just allowing you to beef yourself up in every area? Maybe I WANT to specialize, so that my hard choices with what points I spend on what actually has weight! That they actually mean something!
 

Piorn

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I always hated dedicated melee weapons in every shooter, from HL1 to Bioshock. The only time you use them is, when the enemy comes too close, and in this tight situation, it is a terrible chore to select the weapon and then swing it.
I admit it would make sense in a game like Deus Ex, where guns are not mandatory, but I just played with no weapons at all, his arms basically being the weapon.
 

blindthrall

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The most iconic FPS melee weapon will always be Doom's chainsaw. Because it was actually somewhat viable. And now I feel like some kind of retarded superhero for beating Alpha Protocol with only shotguns-cue someone calling me a retard for playing Alpha Protocol all the way through.
 

Poisoned Al

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Gunther Hermann is the only boss ever I tried to find a way NOT to kill because I liked him. I was hoping for a way to talk him down or avoid him, but sadly you can't. I really wish games had more bad guys that weren't actually BAD, but in your way for some reason. But no, we get Nazis, robots, zombies and terrorists (the kind who's only motivation is that they HAT FEEDUM AND AMERIKA!!!)
 

Chimpzy_v1legacy

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Jun 21, 2009
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1. Agreed. In fact, I felt like most of the characters and factions in the game were underdeveloped. I didn't feel any connection to them, no real reason why Adam would take their side and care about them and their ideals. But the worst offender is IMO Dr. Reed. She's essentially Adam's entire motivation but she only shows up for maybe ten minutes in the entire game. You eventually find her near the end of the game, she gets 10 lines of dialogue and disappears again, only to provide an ass-pull reveal in the post-credits cutscene. This is supposed to be the woman Adam loves, even if they aren't together anymore. Prove it me somehow. But don't tell me, show me. Make me care. The Darkness, for all the flaws it had, did this brilliantly just by having you sit on the couch with Jenny and watch tv. A simple moment, but it worked wonders.

2. Yeah, I really missed my ludicrously sharp and powerful energy sword. I'm serious by the way, I loved slicing enemies with the Dragon's Tooth, despite it being game-breakingly overpowered.

3. Once again, no argument here.

4. Yathzee, you spoony bastard. Quit making me agree with you, it's getting tiresome.

5. NOW EVRYWON VILL SEE WHY I NEED A SKULL-GUN!

Despite it's flaws, Human Revolution also does a lot of things right, like the stealth, the consersations/negotiations and the hacking. I also like how HR looks. I've always felt Deus Ex was visually kinda bland and uninspired, even with the limited graphics technology of the time. Deus Ex is cyberpunk and Human Revolution actually looks the part: the design of the technology and environments, the moody yellow and black color scheme, etc. It does help that it reminds me of Bladerunner Ghost In The Shell, both of which I absolutely adore.
 

oktalist

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Staskala said:
The story was pretty good for the most part, but it really failed as a prequel.
If you preordered the game Jensen interacts with exactly one character from the original, the only character we learn anything new about is Manderley before he joined Unatco. That's it, really; like 3 other characters are also name dropped, but we learn nothing relevant except that they were indeed alive in 2027. We don't learn anything about Unatco's founding, nothing about DeBeer or the other Illuminati, nothing about anything that leads up to DE.
I would have liked to see more of that stuff too, but they might have feared that if they linked in the stories too much, fans might rage that they messed up the canon. They also might've wanted to keep open the option of another game set in the time period between DX3 and DX1.

However, there are more references:
- You mentioned Manderley
- I assume the other character you were referring to was Tracer Tong, and obviously we get to interact with his father too
- It's implied that Adam's DNA will be used to engineer Paul and JC Denton
- VersaLife gets mentioned a fair bit
- Morgan Everett is CEO of Picus and has a couple of lines of dialogue with Bob Page concerning Morpheus
- It's implied that Eliza is an early iteration of Morpheus/Daedalus/Icarus
- It's implied that Megan Reed will help engineer the grey death virus
- There are a few mentions of a UN anti-terrorist unit being set up
- There are mentions of the new technology of nano-augmentation that will replace mechanical augs
- The biochip kind of explains how the killswitch was invented
- We hear Beth DuClare's opinion of augmentation tech
- David Sarif doesn't want to be contacted by Lucius DeBeers any more
 

CardinalPiggles

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What's wrong with Gears of War's Chainsaw lancer :p

Oh and once again, Nostalgia is a ***** right? That should be my signature at the end of every post.
 

oktalist

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Firia said:
I keep hearing about how plentiful Praxis points are. I'm just starting the Montreal-media level, and I've at MOST found 3 kits in all the game. The rest were purchased, or gained through XP. I am finding that I am not abundant with my points.
The ubiquity of Praxis points comes mainly from XP, which you get a lot more of for hacking and being stealthy. After the police station I had all the augs I wanted, and had between 10 and 15 unused Praxis throughout the game because there were lots of augs that I just didn't need or want. By Montreal I had maxed out hacking, stealth and battery, and had a number of other augs too. By the end of the game I had acquired 34 Praxis just from XP.

There are 6 Praxis to be found by exploring, not counting the one in the very first level that you can't miss. And there are 3 given as rewards for side quests.
 

ultrachicken

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thethingthatlurks said:
-Choices. There is no point in having multiple endings if you can change your mind at the last second. Your overall style of play should decide what ending you get. One game that did this absolutely right was Silent Hill 2, but I won't get into fanboyism.
I don't think this is necessarily true. For example, inFamous 2 railroaded you into the ending that was "aligned" with your karmatic meter, while Metro 2033 did a similar thing. That is fucking bullshit. I don't want the game telling me what ending I choose, I want to tell the game what ending I choose.

That said, I think that there should be large decisions that occur throughout the game that affect the ending, but only in a "you destroyed this town, it doesn't join your new world order" kind of way, as opposed to "you destroyed this town, therefore you are evil, therefore you create a society ruled by puppy-murderers."
 

svenjl

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I reckon Yahtzee got it right in terms of specialisation. I like a bit of combat too, but there were too many times where I wanted to go through an area unnoticed but felt forced to go loud. And it became really tedious waiting for all the guard patterns to align so I could scramble two meters to the next crate/desk/vending machine/dumpster. On top of that, I ended up getting almost all the augmentations by the end of the game. This was completely useless by the way...

SPOILER ALERT...

...because the the game devolved into a brainless zombie shooter that forced you unload ammo on crazed but hapless augmented souls. Stupid. Then I got to press one of two buttons and the game was over. F**k that.

I did enjoy much of the game, but I never loved it. Still, I only paid $56 Australian for it, and just traded it in for $63 so KA-CHING for me!
 

octafish

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Indeed. I don't mind the boss fights being there, annoying as they are. I would have prefered a viable stealth hacker pacifist option to defeat them. What really bugged me is that there was no characterisation to the bosses, they are just bad guys. It is the biggest sticking point of the game for me.

I would like to add my own bugbear. Why is an early model augmented human so much superior to Anna and Gunther two second or third generation top of the line military augs?

Oh and on Point 5, are you sure you pressed the right button?
 

solidstatemind

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Nov 9, 2008
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I disagree with most of what Yahtzee said, unfortunately:

1) Why does it matter who the 'bosses' are? You know who they are, actually, but why in the world would you care if they were given backgrounds? After all, it's you guys that insist on calling them 'bosses' in the first place! I don't think of them as bosses- I think of them as challenges thrown in your way when you reach junctures that the real boss

the conspiracy and the constituent conspirators

deems critical. Stop thinking of them as 'bosses' and think of them as just obstacles and it makes a whole lot more sense.

2) Okay, I can kind of see a lack of melee weapons as being a little goofy. Maybe they should've included at least a military-issue baton, but I understand the idea behind the design decision-- Jensen is his own melee weapon. And if the major reason you disliked the lack of a melee weapon is because you couldn't break boxes, well... wow. Way to nitpick.

3) I understand that they probably overdid it with the number Praxis kits you get, but you know you could feel free to skip the ones you can buy, right? Nobody is FORCING you to take those. And even if you have a bunch of other abilities, you don't have to use them.

Oh, and in regards to the weapon specialization thing... did you miss the bit where Jensen was former SWAT? Pretty sure those guys get trained in most of the weapons available... well, maybe not rocket launchers, but still...

4) This is the only thing I sort of agree with Yahtzee on, the implementation of the various ending could've been implemented much more elegantly. For instance, if you pissed somebody off earlier in the game, the option involving that character would not be available to you. Still, I understand that they wanted to leave the player all choices so they wouldn't feel like they had been tricked and get angry.

svenjl said:
Then I got to press one of two buttons and the game was over. F**k that.
Wait, one of TWO buttons? Really? Because I had four I could choose from. Hmm... maybe what I suggested was really going on, but it was too subtle to notice.

---

I think the biggest problem with DX:HR is the expectations of the player. Regardless of its heritage, it isn't DX, and it doesn't really try to be. It isn't DX:IW, either, and it doesn't try to be. And it certainly isn't following the lead of any of the current 'popular' games, else they would've gotten rid of the inventory system, the deep storyline, the ability to play the entire game by stealthing, etc, etc.

It simply is Deus Ex : Human Revolution. The moment you stop comparing it to other games- new or old- and think about the experience it is presenting you, you will be amazed as how good of a game it really is.
 

non_entity

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Jan 26, 2008
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All valid points. And there are more problems, such as the game being too fucking short.

Finished it three times, two of those times on Give me Deus Ex doing a stealthy non-lethal run with all sidequests. In this case "all" means what few there are (yeah, I checked to see I really got all of them). Tried for Pacifist but especially the second time around some stun gun/tranq rifle glitch where it kills the target instead of knocking them out probably screwed me over.

Each run took me around 20 hours (lethal run went faster but I also stealthed some, and I spent a bit more time looking for Praxis kits and the goddamn Hugh Darrow eBooks that sometimes are fucking well hidden).


But damn, overall it's still so great I love it and regret I didn't get the Collector's Edition.



After my second DX:HR run I did a DX1 playthrough again, went stealthy non-lethal on Realistic there too (for about half of the game, just got too goddamn frustrating when Stanton Dowd bugged out and I had to get through tons of enemies to the Ton to zone out and back in to reset him), which pointed out a few good points DX:HR does better than the first game. Such as...

- a stealth system. Not just one that fucking works, any at all. You can sit in the deepest darkest shadow EVER 100 yards from an enemy, crouching, if they stare at you for a second they gonna see you.
- small thing but loved it, you can actually see the weapon mods change the weapons.
- the soundtrack was better. Yes, better! Loved DX1 but compared to the DX:HR soundtrack it really shows its age (except the theme, that's still awesome)
- yeah, a shallow point but ... the graphics. Comparing them as to how good their graphics look compared to other games coming out around the same time DX:HR wins. Yeah, it's no Crysis but I think it looks good enough it will hold up better than DX1. DX1 looked horrible even at release.

In some points they are about equal, as in

- the main character. I care about JCD and AJ both. They are both damn cool guys. On the other hand, who the fuck is Alex Denton in IW and why should I care?

- I care about the damn characters.
I hate Taggart.
I grudgingly like Sarif even though he seems to lack a moral compass for the most part. I grew to like Pritchard even though he was a dick in the beginning.
I liked Megan at first but could have throttled her later on (also, why the hell couldn't she just tell Adam right away that she found something awesome in his DNA? woulda been better than how he found out). And so on.
Just as I liked Carter, Jayme, Nicolette, Paul Denton etc. in DX1.
How I had mixed feelings about Gunther and Anna (didn't hate them at first but when they, well, went on wanting to kill me... yeah...).
Disliked/Hated Bob Page, Walton Simons as is proper for the evil guys.
Both Tongs rocked for their times/games.

On the other hand, Invisible War ... who the hell are those people and why should I care one way or another?

- the overall story
- the freedom. Oh the goddamn freedom. Every DX:HR run I found more ways to access mission objectives, get in/out that I had missed the previous run. Pretty sure I'm gonna find still more during my next run (probably when the DLC is released). Same thing happened in DX1 on this recent run. Hadn't played it for years but I still remembered most of it but still discovered areas/ways I had never seen before.


Overall I really, really, really love DX:HR. Yeah, it's not a perfect successor, it messes some things up - Yatzhee's points all hit home -, it does some things better than the original. It and DX:HR blow Invisible War out of the fucking water (started replaying it for the story, it really, really sucks).
DX:HR is one of my most satisfying game purchases in recent years. And seeing how they really tried to - and to a large degree succeeded - make a valid successor to DX1, listened to player criticism of IW etc. I really hope and believe that the next Deus Ex they make will take the good points from HR and DX1 and fix the bad points and add some other great stuff.

I look forward to more Deux Ex games again, after Invisible War I dreaded those.
 

nyysjan

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Dnaloiram said:
Kurai Angelo said:
nyysjan said:
On one thing i disagreed with Yahtzee, to me, Deus Ex has aged amazingly well.
Decade from launch, and i can still install it on my computer, and play it with same amount of enjoyment i did ten years ago (well, some frustration with having to fiddle with it to make it run on windows 7 and widescreen, but other than that, awesome all the way), sure, i know the story and most, if not all, of the secrets, but gameplay still stands on it's own, story is still good and characters are relatable, all the things i want from a game are there.
There are very few games i can say that about.
You can't objectively say something has aged well when your vision is coloured with nostalgia. A true test for aging is putting it into the hands of a completely new player and seeing how it holds up to them. If they can make concessions for the graphics being outdated and genuinely still find the game fun, then you can say it has aged well.
Well, I only got it this last June, and I think it's kickin' rad.
I rest my case.
Anyway, everyone i know who has played Deus Ex, has enjoyed it, usually despite the graphics, wich were never something to brag about, but still.
 

lowkey_jotunn

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Feb 23, 2011
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Absolutely, completely and without a doubt, #1.

The boss fights themselves were terrible. They have zero personality or character development, you're given zero warning that they're nearing (except before the second boss, where there's a heavy rifle and a buttload of ammo right in front of the door) and there's really only 1 way to beat them. Pound them into submission

The lack of character building feels the worst to me, because everything else in the game is a freaking monument to proper characterization. Take, for instance, your apartment: the only food on display is cereal, Campbell's soup and beer (and condiments.) There's a toaster and a coffee maker. Dishes are all just piled up on the counter, or in the box from whenever you moved in. At his desk we have walls covered in hand-written notes, schematics, designs, etc. All the pictures are in a cardboard box in a corner. Plus, there's that whole secret compartment with a gun, ammo and armor piercing upgrade.

They never have to tell you a word about Adam, because you know, just by visiting his apartment, all you need to know about him

Likewise, the Sarrif Industries Plant (first mission) and the Picus offices give you all the info you need. Cluttered desks, spilled coffee, chairs pushed away ... whatever happened in these places, the worker bees got up and left in a HURRY.


But the bosses. Nothing. Nothing at ALL. The only minor hint of any story is a voice-over (the shit they didn't resort to ANYWHERE ELSE in this game) during the second boss fight.

W.T.F

Oh, and:

2: you've got cyborg arm capable of punching through brick walls and juggling dumpsters. I don't think a Tonfa will be much help at this point.

3: Partly a function of the crappy crappy boss fight mechanics. If I could have used stealth or hacking or Social Savvy to beat the bosses, I wouldn't have dropped a single point into the aim or recoil reduction or armor or typhoon.

4: See the rant above. The devs proved they could tell a great story without resorting to "words words words," and fell on their faces at the end. Kinda feels like the game ran up against a deadline and had to work the last few bits ASAP. Would have been cool to travel around Detroit or Hengsha after the end, so that you could see the results of your decisions. More augmented people walking around, or none. Maybe give David some speech options to congratulate or chide your decision. Likewise Taggart. And a super-quick cut-to-black and roll credits for the 4th option.
 

Trishbot

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I'm trying to enjoy this game. I really am. I heard so many good things, and it seems right up my alley.

... But Yahtzee NAILED how I'm playing. I was convinced I was going to be stealthy and non-lethal if possible... yet I couldn't aim the tranquiler gun well at all, got spotted, and found killing was just so much easier and less time consuming (and, let's face it, the load times when you die are painfully long...)

It just feels very dispirited. Not a lot of humor. The combat is awkward to me. The graphics are just decent (why does every character move around like they have ants in their underwear?).

I don't know; I was just led to expect more.

So far, I've enjoyed Alice: Madness Returns and Shadows of the Damned FAR more than HR.
 

lowkey_jotunn

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Feb 23, 2011
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Oh, and one final gripe: Energy bar. The fact that you only regen one makes it 100% worthless to ever buy more than the default 2. If you need to stealth for a really long time, but pause and chow down a protein bar every 7 seconds.

I can see how full energy regen might be game breaking, but what about two? Is that too much? Just enough to maybe stealth, sneak up and take someone out. Or perhaps throw a vending machine at guard #1 and take-down #2.


Also, final final gripe: The other reason for #3 is the railroaded XP system. Many people default to stealth-pacifist-hackers because it simply awards the most XP. Killing someone is 10 XP. A pacifist takedown is 50, and doing so stealthily allows you to wait for your energy to regen before rinse and repeat. No brainer. And once you've been down that path for a nice long while and are feeling quite specialized: Boom, horrible boss fight forces you into very unfamiliar territory, and people start exploring ways to make those less painful.

As for arms and legs. those are just fun. Who doesn't love juggling dumpsters and jumping over buses?