Deus Ex: Human Revolution Preview
Make your mind up.
Who died and made non-linearity king? It used to be that you went left to right and that was it. Later we walked forward instead. Individuals we came across were shot in the face. These days you can't go more than five steps without having to decide where the next five steps will take you. Surely if BioShock taught us anything it's that we're happiest when we're doing what we're told?
Haha of course not. We like choice and consequence - or at least convincing illusions of choice and consequence. So does Eidos Montreal, and judging by Deus Ex: Human Revolution's display at gamescom this week, it is following in popular footsteps with confidence and intelligence.
Conscious that some people on the internet are not yet convinced that the game is upholding the first Deus Ex's values, the developers have chosen to show us a level in which protagonist Adam Jensen busts into a Detroit police station and retrieves a neural implant from a corpse in the morgue downstairs. We're going to see it three times in a row.
Jensen is a private security man for augmentation specialist Sarif Industries. By now you should be familiar with them and the general vibe in 2027, when the game is set. We pick him up around 90 minutes into the game. Anti-augmentation terrorists have attacked one of Sarif's manufacturing plants and Jensen's boss believes the guy in the morgue was a mole in their organisation, so he wants to find out what he knows. Or rather knew.
Hit the Jensen button.
Entering the police station, Jensen heads straight past the front desk and is confronted by a cop who says the area beyond is restricted. He ignores his warning and goes on through, at which point it all kicks off. The cop pulls a gun, and in a flash Jensen does something clever to disarm and drop him to the ground, before spinning round to shoot the next cop to react.
He picks up a photocopier (he's got a strength augmentation) and repositions to act as cover, allowing him to safely dispatch two more cops rushing in from an adjacent room. He leans out of cover and shoots reinforcements, dives between cover points, then climbs some stairs and uses iron sights to shoot the cop waiting for him on the landing, which overlooks an open-plan office area where more cops are gathered.
At this point Jensen goes into X-ray vision to see where they all are, their glowing bodies clearly silhouetted against the darkened geometry of his surroundings. He spots a gap and jumps the railing, landing in cover. There are quite a few of them so the developer controlling him dips into a menu and attaches an explosive-bullet modification for his gun (other mods can be found or bought), which sends victims flying and ragdolling all over the furniture. Moving into a nearby corridor, Jensen switches to a non-lethal energy weapon, which sends enemies flying but leaves them alive.
By now we're at the door to the morgue, and it's locked, but Jensen has an app for that. He loads up the inventory and drags a frag grenade onto a "mine template", giving him a frag mine to attach to the door. He backs away and shoots it to blow the door, enters the room, kills the coroner without a word and retrieves the neural implant from the body on the autopsy table.
Vidididididooorrrororo. Rewind time. Jensen is back at the front of the police station, before any of this has happened. He goes inside, but instead of going on a bloody rampage he talks to the desk sergeant. It turns out it's an old colleague of his who rather hates his guts.
Wayne Haas has been living under a cloud for two years, ever since Jensen - then a cop, by the sound of it - rejected an order to shoot an augmented child. Haas was next in line and pulled the trigger. He tells Jensen that nobody gets into the morgue. Fair enough, says Jensen, you're only following orders. You were always good at that.
Zing! This does not go down well with Haas, and Jensen's in danger of losing any chance he had of getting into the morgue. But he rescues the situation. The player can choose between three contextual conversation options - in this case crush, absolve and plead - based on the tenor of the discussion. He mounts a convincing and eloquent defence, partly releasing Haas from his guilt and empathising with him as they talk about their past.
In the space of just a few seconds, Jensen has broken through Haas' bitterness and absolved him, and Haas, whose demeanour has visibly graduated to something approaching relief, begins to agree to put it behind them. He lets Jensen into the main part of the police station.
It's been an interesting conversation, but their mutual past was nicely articulated by the exchange, and Jensen's directness - letting Haas know that he is capable of moving past their history, but that right now he cannot afford to stop and go into it in detail - makes it work. The developers tell us that you will be able to buy cybernetic augmentations that help you in these situations, allowing you to monitor pupil dilation, sweating and heartbeat to help decide on a course of action.
The original cinematic trailer.
Jensen now has the run of the station. He can talk to cops, eavesdrop on their conversations with one another and with people reporting crimes, and even rifle around and steal things or read email. As long as no one spots him doing anything dodgy, he should be alright.
He heads down to the morgue, where the coroner helpfully mistakes him for an official he's been told to expect. He tells Jensen that he has retrieved the neural hub from the dead man, but it appears to have been modified. As with our last runthrough, Jensen exits the morgue and tells his boss at Sarif Industries that he has the goods.
And we're back to the front of the station again. This time instead of entering through the main door, Jensen heads to the side of the building and uses his strength to push a dumpster up against a chainlink fence, which he then hops over. Apparently he could also have overcome this obstacle by finding a hidden maintenance corridor nearby.
He mounts a nearby fire escape and ascends to a service door on an upper floor. It requires a code, and Jensen doesn't have it, so he tries to hack his way through. This door requires a level-3 hacking skill, so we dive into the augmentation menu. Here we see a list of available augmentations, each of which costs XP, and an image of Jensen. When he highlights a new augmentation the image shows where it would go, and each augmentation has its own tech tree. By spending a few XP here he's soon a level-3 hacker.
Deus Ex: Human Revolution's hacking mini-game involves capturing nodes against the clock before a red line representing anti-intrusion measures can reach the first node and trace your location. By acquiring computer viruses and other goodies later on, Jensen can make this process easier, and the developers claim it becomes quite tactical.
Of course, Jensen could always have gone off and found the door code somewhere. He could also have gone in via a manhole, ran around in mazy sewers and found an entrance there. But it doesn't matter now, because he's in.
He's in a maintenance corridor surrounded by bottles of bleach, trolleys, ladders and other paraphenalia. He goes into cover at a corner and peeps round to see if the coast is clear, then moves beneath the green detection beams of a security camera, before switching to X-ray vision to locate nearby cops.
There's one on the balcony, so he carefully moves from cover point to cover point as his unwelcome companion ambles away, half-turning every now and then to heighten the tension. Jensen manages to stay out of sight, but then he comes up against a pair of cops having a conversation.
Fortunately he has a cloak augmentation. It drains energy from a meter in the top left, but it allows Jensen to move around in plain sight without being noticed. As he moves downstairs he darts among desks stealing things like painkillers from under people's noses.
More on Deus Ex: Human Revolution
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Interview: Deus Ex: The Missing Link
Eidos Montreal's Marc-Andre Dufort joins the dots.
Face-off: Face-Off: Deus Ex: Human Revolution
The truth will change SKU.
Review: Deus Ex: Human Revolution
Praxis makes perfect.
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Screenshots: Deus Ex: Human Revolution
Approaching the morgue though, he comes up against another meandering cop, and a security camera, and a door with a security system that only appears to open it when a cop walks through. Rather than worry about that, Jensen moves some nearby barrels and climbs into an air conditioning vent, but this brings him to another dead end - a hatch he could kick out, but not without alerting two more cops standing right in front of it.
He backtracks, only to find the original meandering cop at the other entrance. Helpfully, he's facing away. Jensen uses a non-lethal chokehold to incapacitate him, then grabs a foot and proceeds to drag the unconscious cop toward the door. It detects the cop and lets Jensen through in the process.
What's more, rifling through the cop's pockets reveals a PDA with the morgue door code on it. Who needs mine templates? The coroner mistakes Jensen for a military man and gives him the neural implant.
We've seen the demo played through three times, but if you changed the graphics you might not realise it was the same game three times in a row. And whe developers have chosen to stress extremes of violence, pacifism and stealth, you're more likely to mix and match. The important point is that you can tailor your approach to suit your preferences, one of Deus Ex's core values.
Eidos Montreal may never convince everyone that it has the right to create and tell new stories in the Deus Ex universe, but perhaps its latest demo will convince a few more people to give it the benefit of the doubt. If not, well, hey, that's the power of choice and consequence.
Deus Ex: Human Revolution is due out for PC, PS3 and Xbox 360 in February 2011.
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Comments (82) Latest comment 2 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Fingers crossed.
"It sounds good but I think it will be better if they focus on the shooter component instead of alternative routes. I think they should make ammo universal as well - same rounds for each gun as that suits the setting more.
"
My trolling detector Aug has just gone off the scale.
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By the by, yum, can't wait. I should get around to going back and playing the old one for whatever's sake.
Also convenient the guy at the desk was an old friend! Hah!
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@Game:
Hype levels rising.
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fingers crossed it plays as well as it reads....its the kind of game that has unlimited replay value!
cant wait!!
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It does look pretty good, but I wish they would make the alternate route thing a bit more free form, rather than "you can do exactly this" or "you can do exactly this"
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No, it's because:
a) he is presenting an opinion that runs completely contrary to what Deus Ex is all about and
b) he is clearly making a reference to what Deus Ex 2: Invisible Wars did to the franchise by dumbing it down.
His reference is far too self-aware to be a genuine opinion, ergo he is trolling for negs.
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Because advocating focus on the shooter aspects over freedom of choice, when we have a million generic FPSes already, comes off as intentionally obtuse and inflammatory?
"I wish they would make the alternate route thing a bit more free form"
This I do agree with, but I guess we're not there yet technology-wise. Believable AI, really open physics engine and world design (punch through ANY wall, say) would require even more effort than just designing along the talky/stealthy/shooty choices.
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You shall soon have your dream and you will play it with your own two hands.
If you don't get this, you don't deserve to play DE3.
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Still, I'm really excited to play Human Revolution now. Everything I've seen suggests they've really put the effort in to make it stand out from the crowd.
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They're a late game augmentation... Nanobots encase the eyes in iron filings, allowing the special ability 'steely gaze'.
Also, everyone neg'ing Red Moose just didn't really get the it... darkmorgado was so close, but fell at the final hurdle when he also boiled it down to trolling.
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I think people were negging you for not just sticking iron sights in google. Not that I agree with that attitude anyway, questions are where good discussions come from, and I'd take 10 questions over one firmly held but uninformed opinion any day.
Anyway, iron sights is a general term for sights that involve lining up two special protrusions on the top of a gun (usually made of metal). The term comes from the sights being a physical part of a metal gun (in most cases), rather than a laser or optical lens.
In games, we tend to use iron sights to mean "proper aiming" as opposed to shooting from the hip, even when a scope is used (a scope isn't an iron sight... its scope).
More than you could ever need to know can be found here.
http://en.wikipedia.org/wiki/Iron_sights
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There were also complaints that the use of iron sights is not very Deus Ex. Because they allow the player to enhance their accuracy without XP some chose to take that to mean this game is more of a shooter than an RPG.
Deus Ex fans (of which I am one) are sensitive souls, but negging you is a bit much!
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What's sad is that, as of this moment in time, you have -46 for that post. An invisible attack on you, a war of thumbs if you will.
Either irony is lost on so many, or stupidity is rife here.
Plus 1 from me for a clever post that made me smile.
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Examples are: the Golden Gate Bridge, the Eifel Tower and the Angel of the North
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Erm... no. He made a funnay. That's it.
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Unfortunately though, many people just didn't find it funny.
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I agree with whoever praised the cinematic trailer, I know it was Square's work but it's probably the single best game trailer I've ever seen in my life. Maybe I'm a bit biased as a Deus Ex fan, but I showed it to a friend who's in the unfortunate position of only having played Invisible War (so isn't a fan of Deus Ex like I am, naturally), and he was similarly blown away. Good work Square CGI peeps!
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You can pick up the original (and the not-so-brilliant sequel) for a pittance on Steam. Also, there was a very good PS2 port of it released (with slightly enhanced graphics) which you should be able to easily find second-hand for a couple of coins, and the second one had a fairly good XBox port (good as in good port, not as in good game as it is rather average due to the dumbing-down).
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I know. Which is probably why the developers felt the need to 'dumb-down' DX:IW, as they realised that far too many gamers are thickos to whom subtlety of interaction is an alien concept.
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I thought the second one was a decent enough game, but it had the bar set pretty high with the extraoridinary original. Thief 3 was a better "long time coming" sequel though.
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Agreed, Thief3 was awesome, just a shame that it had to sacrifice sprawling levels for more segmented areas due to the memory problem on the Xbox. I'm hoping that we'll soon see what's going on with Thief 4 (I refuse to call it Thi4f) the closer the DXHR gets to release.
Come here, taffer!
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Not sure to be honest, as I have the original disc and the PS2 version. Have you tried running a google search for "slow steam deus ex" or something? You may need to go into the game files and alter the frame cap.
I have a similar problem with the Steam version of Doom 3 - it won't change the resolution beyond 640*480 no matter what I do with the options. I have a feeling I might need to delve into the game files and manually force it to change the default res, but I haven't had the time between playing Starcraft 2 and Master of Olympus: Zeus.
It is a shame that Valve don't force the publishers of older games to make sure that they work properly with modern hardware before releasing them on Steam.
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There is a difference between being able to appreciate subtlety, and finding a bad joke amusing.
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Old Unreal Engine games are notorious for having speed issues on dual/quad core setups, as well as 'stepping' CPU's such as Intel. Have a look here for a potential fix for your Steam copy of Deus Ex.
[link url=http://forums.steampowered.com/forums/showthread.php?t=808112
]http://forums.steampowered.com/forums/sh...[/link]
This site has some custom launchers for other Unreal Engine games http://coding.hanfling.de/launch/
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Maybe if you can use persuasion techniques to enlist the help of people who can influence whether sentries are there in the first place, admins or commanders who are having thoughts of defection. That sort of thing.
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I love the sound of this game.
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I WAS BEING SARCASTIC
Looks great, I wasted a lot of time on DE1, and most likely it caused me to fail an exam as well.
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@RedMoose. I completely agree, I also suggest each level be split up into tiny little sections so we get more loading screens to watch and enjoy. This is much better than the huge, open levels of the original.
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Story and maps and atmosphere in a game worthy of a DEx name is everything.
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If this turns out to be good and sells well, maybe we get a real System Shock sequel after all.
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It was good, but it reminded me an awful lot of Kieron Gillen's original Deus Ex review for PC Gamer (UK) back in 2000:
[link url=http://gillen.cream.org/wordpress_html/?page_id=16
]http://gillen.cream.org/wordpress_html/?...[/link]
Note any similarities?
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Lookin forward to this game also.
'neg'
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I'm sorry, Desu Ex is probably by favourite game of all time but the plot was absoloutly rediculous. I know the whole point was to try and bring every conspiracy theory since the dawn of time together into one game but it did result in a plot as cheesy and suspect as said conspiracy theories. And it did have a very liberal left agenda. That said the character driven side of the story was fantastic, finding out everyones motivations and quirks and their problems was brilliant. I'm still annoyed that Navarre and Denton couldn't start dating.
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Jesus, the shit people type...
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Im sure this will be a good game, but I think the developers make work harder for themselves by sticking Deus Ex in the title.
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if darkmorgado was made of chocolate he eat himself.go join the thought police
@ shinetop
you're welcome
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I'm not convinced by the trailer but here's hoping it's good nonetheless.
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I probably would. Chocolate is AWESOME.
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