• Why I love Adam Jensen's troubled apartment
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[url]http://www.pcgamer.com/why-i-love-adam-jensens-troubled-apartment/[/url]
A lot of effort went into this along with the rooms some of the bosses inhabit. True testament to the art team's genius. Even the plants are dead because he spent most of his recovery depressed and in mourning, not taking care of himself or his place.
I'm disappointed that they didn't mention the lines of cereal boxes in the kitchen. Adam Jensen fucking loves his cereals.
Re: your dog :cry:
Vice City and Driv3r had something like that. [t]http://i.imgur.com/dz4FyOu.png[/t]
[QUOTE=RaTcHeT302;50125856]Vice City and Driv3r had something like that. [t]http://i.imgur.com/dz4FyOu.png[/t][/QUOTE] I like Vice City's gimmick of having safehouses gradually being filled with clutter after certain missions.
[QUOTE=WrathOfCat;50125682]Re: your dog :cry:[/QUOTE] When I stumbled across those emails when playing I felt really disappointed.
Was wondering why we didn't have a pcgamer bot earlier. Didn't realize they put out such a massive quantity of articles per day. On topic though, the "safe place" should be a thing in all video games. The concept is perfect, its the place to wind down after strenuous events and having that place's sense of security be violated is one of the best things that can happen in a video game. Silent Hill 4 comes to mind as well as many other examples. One of my personal favourites is the bunker in Vietcong. It's so damn cozy.
[QUOTE=Lucien1337;50126926]Was wondering why we didn't have a pcgamer bot earlier. Didn't realize they put out such a massive quantity of articles per day. On topic though, the "safe place" should be a thing in all video games. The concept is perfect, its the place to wind down after strenuous events and having that place's sense of security be violated is one of the best things that can happen in a video game. Silent Hill 4 comes to mind as well as many other examples. One of my personal favourites is the bunker in Vietcong. It's so damn cozy.[/QUOTE] [video=youtube;1BR1ZGFuuJc]https://www.youtube.com/watch?v=1BR1ZGFuuJc[/video] I need to play Resident Evil 4 again.
Surprised they didn't mention the infamous dismantled machinery on his desk. Scattered cogs and tools and a few miniature telescopes. The devs just put that stuff there to reinforce the "cyberpunk renaissance" theme and reflect how people in that universe have become interested again in old-fashioned Renaissance-related philosophies, aesthetics and gadgets. Just a general throwaway reminder for selling the world. But a popular fan interpretation was that Jensen started to explore machinery as a way of coming to terms with his body that's now part machine. One of the writers liked it so much she talked about it in the dev commentary and said that it was a much better idea than what they had intended to say. I really love exploring a space and concluding things about the world or its inhabitants myself. Usually that kind of detailed exploration isn't rewarded, but when it is, it can make the world come so much more alive. In the case of a protagonist's apartment, it's also a great way of "making them talk about themselves" even if there's no good justification for spouting exposition or they are the type of person that keeps (certain things) to themselves. It's crazy how implying little things like Jensen being a big fan of cereal instantly gives him so much more character and makes him so much more human. And of course, in some games having a safe house also allows the narrative to hit where the player's more vulnerable. It doesn't have to be outright raided by goons, having David Serif "invade" my apartment in DXHR instantly gave it an additional layer of tension for me, and DX1 of course completely pulls the rug from under your feet in that category.
[QUOTE=Marik Bentusi;50127217]Surprised they didn't mention the infamous dismantled machinery on his desk. Scattered cogs and tools and a few miniature telescopes. The devs just put that stuff there to reinforce the "cyberpunk renaissance" theme and reflect how people in that universe have become interested again in old-fashioned Renaissance-related philosophies, aesthetics and gadgets. Just a general throwaway reminder for selling the world. But a popular fan interpretation was that Jensen started to explore machinery as a way of coming to terms with his body that's now part machine. One of the writers liked it so much she talked about it in the dev commentary and said that it was a much better idea than what they had intended to say. I really love exploring a space and concluding things about the world or its inhabitants myself. Usually that kind of detailed exploration isn't rewarded, but when it is, it can make the world come so much more alive. In the case of a protagonist's apartment, it's also a great way of "making them talk about themselves" even if there's no good justification for spouting exposition or they are the type of person that keeps (certain things) to themselves. It's crazy how implying little things like Jensen being a big fan of cereal instantly gives him so much more character and makes him so much more human. And of course, in some games having a safe house also allows the narrative to hit where the player's more vulnerable. It doesn't have to be outright raided by goons, having David Serif "invade" my apartment in DXHR instantly gave it an additional layer of tension for me, and DX1 of course completely pulls the rug from under your feet in that category.[/QUOTE] I thought that the fan interpretation was also that he was learning clock-making as a way to master control over his new augmentations; that sort of thing requires patience and fine motor control, so that's why he did that.
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[QUOTE=Lucien1337;50126926]Was wondering why we didn't have a pcgamer bot earlier. Didn't realize they put out such a massive quantity of articles per day. On topic though, the "safe place" should be a thing in all video games. The concept is perfect, its the place to wind down after strenuous events and having that place's sense of security be violated is one of the best things that can happen in a video game. Silent Hill 4 comes to mind as well as many other examples. One of my personal favourites is the bunker in Vietcong. It's so damn cozy.[/QUOTE] The time the Normandy gets invaded in Mass Effect 2 also comes to mind.
Penumbra Black Plague is one of my favorites when it comes to safe havens. [media]https://www.youtube.com/watch?v=_pCaAs_Bq-w[/media] [sp]That moment when you can't open the door because you're feverish and your hands shake too much and you lose the one safe spot you had in the game[/sp]
Makes me want to go back and play Human Revolution another time. Loved the game so much the first time through, the world was so detailed and I felt so immersed in it. It really was a treat to be able to explore the city hubs and everything. I really hope Mankind Divided is able to achieve the same kind of amazement from me.
[QUOTE=Ganerumo;50125419]I'm disappointed that they didn't mention the lines of cereal boxes in the kitchen. Adam Jensen fucking loves his cereals.[/QUOTE] the only other game I see with this attention to detail is GTA5 the teeny tiny details you spot are insane you can go into the back of some car mechanic shops and read the damned work schedule. That's detail.
[QUOTE=t h e;50128781]Makes me want to go back and play Human Revolution another time. Loved the game so much the first time through, the world was so detailed and I felt so immersed in it. It really was a treat to be able to explore the city hubs and everything. I really hope Mankind Divided is able to achieve the same kind of amazement from me.[/QUOTE] this is one of the reasons im hyped for mankind divided. i have the feeling that bringing back deus ex with a new game was a little bit of a risky move, and that the devs may not have been able to do as much as they wanted to without pressure to cut down in human rev. but now that human rev was successful i hope the devs have been given the freedom to do and add more of what i loved about human rev into mankind divided.
[QUOTE=Lucien1337;50126926]Was wondering why we didn't have a pcgamer bot earlier. Didn't realize they put out such a massive quantity of articles per day. On topic though, the "safe place" should be a thing in all video games. The concept is perfect, its the place to wind down after strenuous events and having that place's sense of security be violated is one of the best things that can happen in a video game. Silent Hill 4 comes to mind as well as many other examples. One of my personal favourites is the bunker in Vietcong. It's so damn cozy.[/QUOTE] if this was a PCGamesN bot, it would be "TOP 10 THINGS YOU'LL LOVE ABOUT ADAM JENSEN'S APARTMENT - HAVE YOU LOOKED AT OUR TOP 10 LISTS"
I do agree that its a nice piece of environment but I wouldn't praise it as anything great or subtle. There was an attempt and the environment kind works on its own, but Jensen as a character had much too little personality. Really, his apartment could have looked a number of ways, all of which valid and well designed but without much of a personality to project the environmental narrative elements onto, it just kind of stands on its own. Nothing really feels like it connects to Jensen in any subtle, believable way because he's just not a very clearly defined character. Just imagine another character in that world who's also been fitted with artificial limbs that he's conflicted about. If the game told you it was their room, you'd probably think 'I guess that's his' instead. I'm not saying anything about the design of the apartment is bad, not at all. I like it when people take time to flesh out environments, but I wouldn't praise this as the one of the best examples or best execution of such a thing. Its just kinda neat.
[QUOTE=FunnyStarRunner;50126162]I like Vice City's gimmick of having safehouses gradually being filled with clutter after certain missions.[/QUOTE] GTA Online has a similar mechanic. If you invite a stripper to your apartment, there will be panties and other clothes littered around your living room in the next session you join.
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