Deus Ex: Human Revolution V3 - I Never Asked For This
12,683 replies, posted
[QUOTE=Coffee;32489104]Except this isn't an RPG.
It's an FPS with RPG elements.[/QUOTE]
Action-RPG.
The revolver with the :pcgamer: EXPLODING ROUNDS :pcgamer: was just amazing. I conserved the bullets but in the boss fights everyone just went down like rocks. And in Panchaea I shot up everyone because I felt like being a dick in my second playthrough.
Yeah, that's right. I also told Malik I didn't like people asking questions. What now?
[img]http://i.imgur.com/7x8oT.png[/img]
every time someone uses the word 'elements' in the description of a genre it makes me want to smack them in the face
[editline]27th September 2011[/editline]
"ITS NOT AN RPG ITS AN FPS WITH RPG ELEMENTS"
"ITS NOT AN FPS ITS AN RPG WITH FPS ELEMENTS"
[media]http://www.youtube.com/watch?v=IRsPheErBj8[/media]
-snip what the hell am I on about-
Playing through again, I missed a lot on my first playthrough.
Notice all the protest signs littered outside the LIMB clinic when you first visit Detroit?
Damn that's cool
[QUOTE=MoarToast;32489896]Deus Ex was an action RPG, HR is an action game with some elements from RPG games, because it has a lot more focus on metagaming than an Action RPG like the first Deus Ex (And yeah, I did steal most of that from Zero Punctuation, but I agree with it nonetheless). You can really take that as a good thing or a bad thing.
It can still be considered an Action RPG, because it still technically is, but it's still a lot less of an RPG than Deus Ex was and even then, it fits more in the category of FPS than it does RPG.
Also this argument is stupid.[/QUOTE]
or you could say
that it's an
action-RPG
Deus ex is a first person role playing game.
FPRPG.
End of debate.
no Deus Ex is a massively single player first person puzzle party fighter
I thought it was a racing game
[QUOTE=elitehakor v2;32497451]I thought it was a racing game[/QUOTE]
That's only if you put in the special code. Unfortunately, it also changes all the loading screens into "Unboxing Jensen".
I'm amazed this has gone on for 300 pages.
Stealth FPS with RPG elements.
Definitely one of the most beautifully crafted games I've played(for me), it's nonlinearity which is quite challenging rather than just staying on the main route. Graphics are awesome and absolutely deep storyline and plot.
The only thing that I didn't really like is the boss fight which seems too weak. The boss fight difficulty seems to be going from hard to easy. The final boss is much more easier to beat that Barrett(Seriously). That Yelena boss? Just get the suit upgrade where it can resist Emp and electric,blast every power generator there,a revolver to the head,done. Namir? If you have your Grenade launcher at the ready(before the cutscene),the moment the black screen pops up to the Namir boss fight,spam 2 couple rounds and it ends in a couple of secs.The inventory can actually be more properly well managed(the ammo and grenades I meant). I just wish if the ammo can be all stacked up together(not like 20 shells for 2 square boxes and another 20 shells for 2 square boxes and so on and the same goes for the grenade.I can only carry like 2-3 grenades at a time.)
Other than that everything's fine. No idea if this will win GOTY awards.
And I just realized you can actually save Malik when her chopper was shot down. You just have to worry about the snipers and heavies(If you got a heavy rifle with laser sights and cooling, It will be a breeze) and an incoming battle bot(not a problem if you have an EMP grenade). It's hard to keep her alive though(I failed like almost 10 times). Nothing happens if you just leave her to die :v:
[QUOTE=TankHawk500;32501703]Definitely one of the most beautifully crafted games I've played(for me), it's nonlinearity which is quite challenging rather than just staying on the main route. Graphics are awesome and absolutely deep storyline and plot.[/QUOTE]
Spoilers :geno:
Wow just finished it and it was amazing.
I just finished it too. Funny, since I started playing at release day. I just took quite long breaks in between, as I'm generally very bored of video games. Not sure which ending I prefer, [sp]Taggart or Sarif. Probably Taggart, Sarif relies too much on chance.[/sp]
I haven't played original, so it took me like 15 seconds to realize what the other song was.
The godliness that is Deus Ex Theme.
Deus Ex is an "immersive sim".
[quote=Giantbomb.com on the definition of "Immersive Sim"]Influential sub-genre pioneered by Looking Glass Studios in which the player is free to act as they choose in a richly simulated world, often associated with action-RPGs. The term was coined by Warren Spector in his Deus Ex post-mortem.[/quote]
[url]http://www.giantbomb.com/news/vive-la-revolution-a-look-at-deus-exs-unlikely-comeback/3696/[/url]
[quote]Deus Ex: Human Revolution's game director talks about reinventing a classic and the future's obsession with vents and ladders.
[img]http://media.giantbomb.com/uploads/0/30/1699705-dxhr_screenshot_thinker_super.jpg[/img]
"It's always [a set of] complex feelings when you finish a project," said Deus Ex: Human Revolution game director Jean Francois Dugas, speaking to me on the phone last week, as the Internet furiously debated his game's boss encounters.
Games have to ship eventually, even phantoms like Duke Nukem Forever. It doesn't always work out. And like virtually any other game developer, Dugas wanted more time to tweak his game. Human Revolution was a risk. Much was on the line..
To say Dugas and his team of Eidos Montreal were facing tough odds is an understatement.
In terms of open-ended game design, there are few games more cherished than Ion Storm's Deus Ex, a sentiment that's only engrained itself with time. You don't have to look far to see a designer citing Deus Ex as an influence, but the series came to a crashing halt after the disappointing Deus Ex: Invisible War. That Ion Storm imploded certainly didn't help matters, either.
Eidos Interactive tried to revive the franchise. Crystal Dynamics was working on a third entry, Deus Ex: Clan Wars, which was eventually released without the Deus Ex narrative hooks as Project: Snowblind. The combat attempted to harness Deus Ex's revered sense of player agency.
For the past four years, Dugas has been working on what was once Deus Ex 3 and became Deus Ex: Human Revolution, a sequel that's actually a prequel. A prequel gave him leeway to play within the Deus Ex universe without having to push forward story implications of Invisible War.
Invisible War was released in late 2003. It's been almost eight years since the last Deus Ex game. Anticipation for the game was all over the place.
The response has been hugely positive. It's probably my favorite game this year, praise I do not give easily, as I'd written the series off after Invisible War. I begrudgingly accepted the idea of a non-Warren Spector lead Deus Ex, but many hours later, I was in love.
"Where I'm the most at peace...often times, people have super high expectations, it's easy to fall short of those expectations," said Dugas. "Globally, it seems like, for the most part, we have met or surprised those expectations. For me, it was a huge relief and I was super happy because we spent a lot of time on that game and we were really dedicated and we put a lot of energy and effort in that, so getting that kind of feedback is really exciting. I'm in a good place in my head right now."
Part of what makes Human Revolution feel so different is how old school it feels. In some respects, it feels like an active rejection of modern, focused tested game design, which often struggles to offer true choices and consequence. If a player isn't having fun every second, is the game doing its job correctly? This has stamped out much of gaming's biggest taking too many risks, streamlining adventures to the point where the term "rollercoaster" probably means "scripted, linear experience."
That's not Deus Ex.
"I always wanted it to lower the level of intimidation as much as possible," he said, "whether it's in the control department or trying to evolve the mechanics and things like that, but I always said that I never wanted to compromise the depth and layers of what the Deus Ex experience was."
[img]http://media.giantbomb.com/uploads/6/65113/1859756-revolution_22_super.jpg[/img]
"It's always been our vision, so with the publisher [Square Enix], early on, that's what we were saying," he continued. "We wanted to respect the intelligence of the players. People are not that stupid, and we need to respect that."
You make choices all the time in Human Revolution, whether it's to clear a room with tranquilizer darts, spamming grenades, sneaking through via augmentations or blazing in with a shotgun in hand. And that's just what's happening in the combat; there's a surprisingly deep conversation system, too. One thing the game doesn't do until the very end, however, is make a judgement call on your actions. Your decisions are simply decisions, they don't inform a morality meter on a status screen.
The team did throw around the idea of having a visible morality meter but it didn't last very long.
"I'm more attracted to choices where it's more about your own ethics, your own morality and your response to that," said Dugas. "The [idea of] clear-cut morality [is something] we threw it out of the window very early on of the development cycle. We just moved forward with what we thought would be more engaging on an experience level, as opposed to a gameplay level."
By "on a gameplay level," Dugas pointed towards games where players make decisions based on how they influence character progression, weapons and status. In BioShock, for example, players are asked to sacrifice or save the Little Sisters. If you sacrifice them, you gain more points to allocate towards powers than if you chose to save them. When Dugas plays games like this, he tends to make his decisions based on what will benefit him most as a player, not what he would do as a person.
There's a reason these feelings are swirling around. Soon, Dugas will be turning 40-years-old.
"As I get older," he said, "I'm more compelled to more meaningful stuff, than just the purely entertaining stuff."
You know...like ladders. And vents. Or vents and ladders.
Climbing ladders and crawling through vents remains the most common way of getting around--a Deus Ex staple. It's pretty ridiculous. Find a stack of boxes, there's gonna be a vent. Not sure how to scale a building? Look for the friendly, nearby ladder! When I asked Dugas how his team determined the future of mankind would deal with so many vents and ladders, he burst into laughter.
"Good question!" he coughed, as he worked to compose himself.
"One aspect where we kind of didn't have the time to spend more time in thinking it more through were those alternate paths with vents and ladders and stuff like that," he admitted. "It's something that if we were to revisit making that kind of game, it's something that would be different."
He alluded to the frankenstein nature of game development as a stumbling block, where systems and tech are constantly evolving and you suddenly have to make the best out of what you have. Here, ladders and vents helped stitch things together.
[img]http://media.giantbomb.com/uploads/9/93384/1909788-ladder_super.jpg[/img]
In response to that comment, cue complaints about the game's controversial boss battles. Dugas adopted a very serious tone when I asked about the fan reaction to the inconsistent nature of the boss battles. The one-on-one confrontations shifted the game to a very action-oriented style of gameplay that didn't work for every character type (read: my stealth dude).
The situation flared up even hotter when the Internet discovered Eidos Montreal had not created the boss battles themselves; they were outsourced to another development studio named Grip Entertainment. Our interview was conducted as fans were reacting to the news about Grip, so this was fresh in his mind.
"The last few days we've seen a lot of people flacking the company Grip that worked with us on the boss fights and 'Ohhhh, now we understand why those boss fights aren't on par with the rest of the game, it's because they outsourced it.' The truth is that it has nothing to do with that," said Dugas. "We worked with Grip. and Grip did an excellent job in the confines of what they were asked to do."
Dugas did not excuse the boss fights. Rather, he acknowledged the issue, and said his team realized the problem too late in development to make any sweeping changes. Eidos Montreal had built key plot points into the fights, so ripping them out of the game was out of the question, so the primary objective became to make sure the boss fights weren't frustrating.
"At some point, we were wrestling kind of bit with some of the features and the right amount of time and right amount of resources to work on those systems," he said.
The confused reaction is not what surprised Dugas but the outright frustration. Dugas claimed internal playtesting, which he credits improving many aspects of Human Revolution, didn't raise a red flag here.
"With the boss fights, this is the place where there was a disconnect where what we experienced during the playtest and what we experienced with the game being released," he said.
Dugas has chalked the response as a lesson learned.
Where Dugas will apply those lessons is a good question, too, though one we didn't mull over much during our conversation. Not long after Human Revolution shipped, Square Enix's said it's doubling the size of Eidos Montreal, signaling the publisher's happy. Combined with a sneaky epilogue, a sequel is all but assured, even if Dugas is unsurprisingly noncommittal.
Eidos Montreal is also making Thief 4, which finds the studio again resurrecting another beloved but dormant franchise.
"It [was] our goal to revive a Deus Ex experience, and that's what we did," he said.
I had to ask one last question before hanging up, though. As per tradition, Human Revolution offers a variety of options for how the game can end during a critical moment. If given a single option, I wondered which one Dugas would have picked.
Endgame spoilers: [sp]"I would go with sinking the place because I don't think it should be one individual who makes the decision for mankind," he said. "But since like in real-life, maybe I wouldn't care or not ballsy enough to sacrifice myself--I would go with either Sarif or Taggart.[/sp][/quote]
[editline]27th September 2011[/editline]
[media]http://www.youtube.com/watch?v=ymtCllSsfcg[/media]
I don't get the point of non-lethal it's so much more fun to me to kill people brutally.
[QUOTE=POLOPOZOZO;32515281]I don't get the point of non-lethal it's so much more fun to me to kill people brutally.[/QUOTE]
I like the challenge of non-lethal. And then the game is so immersive, I try to put myself into it. Would I really kill someone when I can either knock them out or leave them alone completely and achieve the same goal? There were a couple parts where I did go lethal though because I thought the people we dick bags that deserved it.
Also Sarif's voice is really annoying yet hypnotic at the same time.
[QUOTE=shatteredwindow;32517436]Would I really kill someone when I can either knock them out or leave them alone completely and achieve the same goal?[/QUOTE]yes
Deus ex HR is available at UltimatumGames.net only for $28.89 / Augmented Edition for $32.99
+5% off if you like them on facebook.
[highlight](User was banned for this post ("Advertising (again) in multiple threads" - Orkel))[/highlight]
[QUOTE=POLOPOZOZO;32517979]yes[/QUOTE]
Also if you had years of experience as a cop?
[editline]28th September 2011[/editline]
And could get an achievement?
[QUOTE=Gilboron;32519258]Also if you had years of experience as a cop?
[editline]28th September 2011[/editline]
And could get an achievement?[/QUOTE]That would push me even more.
Also did anyone see the skybox for upper Hengsha? That was N64 quality.
[QUOTE=KorJax;32465964]This game would have easily been GOTD for me if the boss fights and ending were like MGS3's bossfights and endings - in that MGS3 had some of the best boss fights and one of the best endings to a video game I've ever played. In addtion to the character models being closer to Mass Effect in look vs. something from the xbox generation, but that's pretty minor overall.[/QUOTE]
I agree completly.
The ending not only felt rushed and incomplete, it felt very anti-climatic.
For example, we get to Panchea. Its a freaking giant hole in the ocean and its treated as just another base or so. It could have been soo... Awesome. Soo mystical.
Then the ending was just some speech, showing some pretty pictures, and its done.
Jensen and Meg's reunion was pretty bad aswell. For 2 love birds like those and Jensen being all asking for revenge and such, it wasn't that big of a deal.
Sure this wasn't a sex simulator, but ffs, could have been soo much nicer.
[QUOTE=Zezibesh;32507029]I just finished it too. Funny, since I started playing at release day. I just took quite long breaks in between, as I'm generally very bored of video games. Not sure which ending I prefer, [sp]Taggart or Sarif. Probably Taggart, Sarif relies too much on chance.[/sp][/QUOTE]
[b]HUGE SPOILERS:[/b]
[url]http://cloud.steampowered.com/ugc/596949883927561455/07F4850AF14C727C499D88C8AEF1FC96E34618B3/[/url]
[url]http://cloud.steampowered.com/ugc/596949883927562417/B65A0DA48487DC898C3A8849F65E1333CCE46BF7/[/url]
[sp]I felt bad for doing it.[/sp]
[QUOTE=gamerman345;32522189][b]HUGE SPOILERS:[/b]
[url]http://cloud.steampowered.com/ugc/596949883927561455/07F4850AF14C727C499D88C8AEF1FC96E34618B3/[/url]
[url]http://cloud.steampowered.com/ugc/596949883927562417/B65A0DA48487DC898C3A8849F65E1333CCE46BF7/[/url]
[sp]I felt bad for doing it.[/sp][/QUOTE]
I killed Hugh and Taggart, but Sarif I only punched in the face.
[QUOTE=Dr Bob;32508225]
[/QUOTE]
The water effect really tickled my fancy.
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