• Watch a level from Deus Ex: Human Revolution Director's Cut
    39 replies, posted
[QUOTE=salty peanut v2;41933351]it doesn't look like Barret will actively tear shit apart to find you :\ I always hated how you were basically invincible in air ducts[/QUOTE] it was a fucking relief when i had like no ammo and low health
[QUOTE=CakeMaster7;41955658]How so? They said that the WiiU version would actually be graphically superior (or at least they said they tweaked it stylistically, if not making it actually better graphically), and even the PC version wasn't really that impressive overall, it just had good art direction. I mean, I didn't notice overall if it was much different. How exactly was it worse?[/QUOTE] is there any screenshots/comparisons of this? I can never seem to find any.
[QUOTE=The Baconator;41962671]is there any screenshots/comparisons of this? I can never seem to find any.[/QUOTE] Of the new one? No, we've barely seen anything of it, this is the first gameplay video shown so far iirc [URL="http://www.eurogamer.net/articles/2013-03-20-deus-ex-human-revolution-directors-cut-for-wii-u-confirmed-and-yes-theyve-fixed-the-boss-battles"]What the devs said[/URL] [quote=Eurogamer Interview] Eidos Montreal was keen to improve the graphics for the Wii U version, too. The visuals seen in The Missing Link DLC had more of an impact, Dugas says, than those in the main game, because the developers were more comfortable with their tools when they came to create them. And so, The Missing Link benefited from work done to the game's shaders, which had the knock on effect of making environmental reflections on textures were better. And the lighting system was revamped to be based on an interpretation of a formula used by real world architects during the building planning stage to simulate how light will bounce around an environment. All the visual effects seen in The Missing Link were applied to the main game for the Director's Cut. "It's much sharper," Dugas says. "There are more nuances between the light and dark places." You might also notice a new fog system that, according to Pedneault, "makes the atmosphere really stand out". Shadows that were choppy have been smoothed, Dugas says. "It makes a big difference." Pedneault insists these improvements wouldn't be possible on Xbox 360 simply because there's not enough disc space available. Neither, Dugas says, would the anti-aliasing, which wasn't present in the other console versions but is in the Wii U version. "It's more powerful on the Wii U," Dugas says. "Even some of the graphics that were improved already on the 360 for The Missing Link, we were able to go a little bit farther with the Wii U, just because of the hardware. In terms of the shadows, which are smoothed out, it's much different than the Xbox version."[/quote] So yes, the graphics are supposed to be improved. The weird part is how they say that both console versions had no AA but the 360 version had FXAA and the PS3 MLAA iirc
So there's still no way to non-lethal beat the bosses, this is disappointing.
[QUOTE=Marik Bentusi;41960189] - AI should notice missing guards on overlapping patrol routes and spread the info from guard to guard, giving the player the option to contain the problem before every guard in the level becomes difficult to deal with. It also rewards players avoiding conflict all together instead of choking out one guard after another, Dishonored-style. In fact, choking out maybe shouldn't be offered at all or only be a temporary slumber, making it necessary to gag the guy and hide him in a closet and lock it or something. It makes avoiding conflict in the first place way more convenient, which is kind of the point why your character is doing it as well, without robbing you of any options - AI should investigate more thoroughly, which is hugely important to add tension to the game and actually make it exciting to simply stand in the shadows and holding your breath without pressing a button. Depending on difficulty setting they may also remember your patterns from previous levels if you've been keeping a high profile: If they found 20 choked-out friends in the cupboards last level, they'll check there first now. Most important and difficult thing would be creating no space where the player can feel completely safe (which is about as exciting as ducking behind immortal cover in cover-based shooters), without doing something unfair like guards suddenly directing the flashlight at the ceiling where you've been hiding spider-man-style the whole time. They should also attempt to fix lights you broke and become at least a bit suspicious because of it. [/QUOTE] There were a few times in DX:HR where I'd get seen and resort to bullets. After killing five or six men who charged my hiding spot, I could just crouch behind a box and eventually the other guards would give up and go back to normal. Really? Five of your comrades have been shot dead by an intruder who remains at large, but since you haven't seen him in a while you just assume it was nothing?
[QUOTE=Cl0cK;41964032]So there's still no way to non-lethal beat the bosses, this is disappointing.[/QUOTE] Jensen wants revenge, not to leave them unharmed.
[QUOTE=wraithcat;41960230]My biggest problem with the stealth in Deus Ex was in how zonal the AI was. They seemed to basically only be aware of one room at a time (or slightly larger zone) and their state didn't propagate further. Trigger alarms in one room, clean it up and get to a new one - all the alert flags are reset again. The enemies should at least be on middle alert if you ask me.[/QUOTE] What I hated was how if a guy spots you for half a second everyone is then alerted to your position. That's what I liked in dishonored, there was a certain middle ground where they'd spot you and you could kill them to silence them
[QUOTE=dass;41964348]Jensen wants revenge, not to leave them unharmed.[/QUOTE] Especially seeing as these were the guys who fucked him up, stole Megan (I hope I remembered the right name :v:) and just generally dicked around in the Sarif labs for too long, it made sense he would want outright revenge rather than just getting past them peacefully. [editline]25th August 2013[/editline] [QUOTE=Batmoutarde;41964422]What I hated was how if a guy spots you for half a second everyone is then alerted to your position. That's what I liked in dishonored, there was a certain middle ground where they'd spot you and you could kill them to silence them[/QUOTE] Various stealth games got different things right. MGS had guards in near constant communication, so taking certain guards out (especially if they'd been alerted before) was actually risky at times. Dishonoured had guards who weren't psychics that spot you instantly and know exactly where you went, Deus Ex: HR had guards that were more aware of their vicinity. The Splinter Cell games got handling light and shadow down quite well really quickly. Combine them all, create a (much better but not perfect) stealth game.
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