Of course, all that dries up towards the end of the game when it starts getting shit. And there are a few places in the game that are completely ridiculous. Mainly theVault101 said:thats also a good point, like alot of those side rooms are filled with cleaning gear..which seems practical...rather than being empty rooms with seemly no purpose except for find random stuff in them (obviously this is a technical issue rather than a design one)Reet72 said:As time went by developers got a lot better at making spaces that looked real and that alone can do wonders for immersion. DXHR is an excellent example. Lots of little details thoughout the game that just feel right and make the place seem more real.
Maybe thats just me though.
although I do wonder why in Deus Ex:HR people leave weopons lying around
secret FEMA facility hidden below ground. It's total bullshit if you think about it (How did they build this massive sprawling complex underground without anyone noticing? Do the employees just file into a this random warehouse every morning without anyone noticing?).
So yeah, for me its less a question of graphical fidelity and more one of plausibility (although you need a certain level of graphical prowess before you can start properly adressing plausibility).