Games of 2011: Deus Ex: Human Revolution
I asked for this.
SPOILER ALERT!: This piece contains story spoilers - from the very first sentence onwards.
My guilty little secret: I reloaded my quicksave about 30 times to try and save Faridah Malik when her helicopter's shot down and then assaulted by Belltower goons late in the game. Having played a stealthy, non-lethal character throughout the game, I was as much use as an asthmatic kitten in a straight-up firefight, so the rush of robots and heavily-armoured thugs that swarmed the downed bird made mincemeat of me the second I showed my goateed face. Trouble was, I couldn't sneak about doing careful silent takedowns, because after a few harrowing moments Faridah would be so much augmented toast. And while I did have the option of spamming the whole scene with explosives, I didn't want to compromise my 'no fatalities' ethos. What to do, what to do?
Well, cheat. Cheat within the confines of the game - quicksave, quickload, quicksave, quickload, incrementally creeping closer to an idealised set of circumstances wherein I'd made it to point X without being killed, had non-fatally taken out assault cannon-toting guard Y before he could pepper the chopper, hidden deftly at point Z then dropped an EMP grenade under robot Ω. No-one dead (unless you count robots), Faridah was rescued in time and I came it through it all with nary a scratch. That's my story. That's how the game records it. That's why I'm a bloody hero, right?
Of course, what I'd actually done was quicksave every second step, and quickload the second I was spotted or shot. Faridah died a good dozen times, as did I; the poor first guard to enter the scene, meanwhile, suffered 30 assorted fatalities and knock-outs as I experimented with everything in my arsenal in search of the most effect way to get a few steps closer to my desperate goal. It was shameful, it was pathetic, it was a distortion of Deus Ex: Human Revolution's concept that consequences matter. And I don't regret it for a second.
DXHR definitely wins the award for 'best elbow-based kills, 2011'
Why I don't regret it is braided in irretrievably in with why I enjoyed DXHR so much. Nominally, Human Revolution is the story of beardy, growly cyborg security guard Adam "I didn't ask for this" Jensen, but screw that guy, frankly. Screw him and screw his lost love and screw his double-dealing employers. This is about me - because DXHR, with its impressive freedom of action, is a soft, yielding material I wrap around my own brain so that it reflects me. Its reality is the reality I choose to give it - and I choose that Faridah lives, that she's rescued by me and that I do so without my ever breaking my own rules of engagement.
What my savegame abuse also achieved was to show off the game's combat flexibility and quite how spectacular a DXHR skirmish can be in the hands of a (cough) skilled player. This Jensen I'd built really could take out everyone in an open space filled with snipers and body-armoured shotgunners and rocket-spewing robots; leaping from cover to cover, a silent throttle here, a tranquiliser dart in that guy up there's face, a gas grenade at that clutch of thugs as they rush through the door, an EMP mine under that robot and then a stungun blast right to the belly of the last guard. Unconscious bodies and flaming robo-wreckage everywhere, and in the middle of it all lies one still-intact helicopter. I didn't ask for this, but goddamn if I'm not going to make the best of it.
I was Cyborg Batman, an unstoppable force of black-suited vengeance. I would love to see a recording of my 'perfect' playthrough, with the staccato, incremental interruptions of cheaty saving and loading excised. I'd look like a god of war. No wonder DXHR's populace is so alarmed by the increasing numbers of machine-men wandering the world's perma-gloomy streets.
None of these men will ever see me. At least, that's the plan. The reality is a lot more embarrassing.
For all the conspiracies and the moralising about bio-mechanical augmentation, DXHR is also an excellent combat game with an extensive, player-selected toolbox that's never guilty of boxing you into specific weapons or specific playstyles. It might not quite be the equal of its revered forebear in terms of emergent possibilities - its AI and physics are perhaps too machine-tight to allow the sort of flexibility and mad experiments that Deus Ex 1 did - but what a superhero simulator it is.
I could, if I'd have so chosen, saved Faridah by hiding behind boxes and methodically sniping everything that moved. If you want to play it like a boring grey-faced man would play a boring grey FPS with a boring grey machinegun, go ahead and be boring and grey. DHXR allows that too. Me, I wanted to be right in there, doing crazy stuff like plummeting off rooftops in slow-motion.
Despite the high-speed, high-gloss violence, Human Revolution achieved something I honestly wasn't expecting: it made me feel like I was playing Deus Ex again. I was back to 18 years old, the same unblinking, hunched abandonment to this game's world and the jigsaw pieces it gave me to build my path through it. Just as in 2000, I was consumed by the compulsive need to hack every door and terminal, to read every datapad, to steal every credit; to have a strict code of stealth and non-lethality; to become drawn into the paranoid guessing game about which of my assorted contacts and opponents was the real enemy, the true puppet-master of all this conflict and betrayal.
A world forever on the brink of chaos, but one that I could nonetheless dictate the rules of. That's why I couldn't let Faridah Malik die. This was my reality and my story, and I had the tools and the ability to keep it that way. Consequences? Hah. They answer to me.
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Comments (102) Latest comment 5 months ago
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What a game.
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I had a brief go at DXHR but found it a bit intimidating. May go back to it when the scenes a bit less hectic.
Didn't help that I accidentally selected "lethal" in an early conversation, got given a gun, then decided I'd rather be stealthy and sneaky.
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There are other variants of what can happen in Deus Ex: hostages in the first mission are a good example of that. Player can save some of them, all of them or noone, if s/he is late to the party. This is a strength of this game and a true legacy of the original Deus Ex.
That said, I have found the game's action / stealth sequences to be lacking, behaviour of the enemies irrational and artificial, final choices extremely limited and the whole set of augmentations to be along the lines "how much of our meager AI can we expose to player via augs" (how could any future software establish precise cone of view for an unknown human that it sees for the first time is beyond me).
Still, I am keeping my copy of Deus Ex: Human Revolution (I sell all the games I do not get attached to). Great music, voices and sounds, beautiful graphics and animated sequences, convincing locales (Heng Sha!), interesting protagonists, tons of in-game information and hidden spots, but above all that: atmosphere and character. Yes, this game has soul, even if it takes a while to get to it.
Additionally, there are a few sequences that are nothing short of pure brilliance: talking a broken man out of suicide (and seeing him shoot himself, should player fail to convince him) or convincing a politician to admit the truth DURING THE FRIGGIN' CONVENTION are the in-game memories that will stay with me.
All in all: new Deus Ex is not a perfect game, nor does it reach the heights of its predecessor in terms of emergent gameplay or storytelling - but despite its shortcomings, it is a memorable game on its own, one that every serious gamer should at least have tried.
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I'm in the same boat, I wanted to love this game but I simply couldn't.
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This game was almost flawless. the boss battles let it down as did a linear story line. (I don't like the illusion of choice). The atmosphere conjured by the artists (2d/3d and musical) combined into a cyberpunk masterpiece that will now be the foundation of many a game to come. More than anything it reminded me of my youth, mangas, cyberpunk table top rpgs, dissolution and Syndicate Wars!
A damned fine job by Eidos Montreal.
Here's hoping they make a follow-up and take in some inspiration from open world games and maybe even add a little spice from new innovations like Story Bricks to add more immersion.
My Game of 2011.
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This game really is a classic case of getting 2-3 extra points on the score because of the name on the box.
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Maybe it was because I played it on Onlive streaming is okay but it's not the best experience. I might still try again with a my own copy when it drops a bit more in price, like I said it's not a bad game really it just just didn't gel with me like I hoped. I do find sometimes games like that need a second chance.
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Roll on the next game.
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Also, bit of trolling here, but Deus Ex HR was a bit too easy, even on hard.
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This was a game that many other devs could learn from in terms of choiches.
Too many games this year that had the RPG label on them but they didn't do justice to it.(I'm looking at you EAware)
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I didn't see any level of polish in the cut-scenes. The facial animations, indeed all animations, were stiff and PS2-like.
The enemy AI is like something from 2003. You can crawl past a guy with his back to you who is rummaging in a box without him noticing you. But some goon at the far end of the warehouse can see the top of your shoelace sticking out a few millimetres from behind a crate.
None of the augments felt like they made any meaningful difference to how you play. And the choices in the game are always the same: you either hunt about for the vent, or you spend an age reloading constantly to get through a room without being seen, or you brave the controls and shoot your way through.
That section with Malik and the chopper is awful. The game gives you no way of prepping for that so that you can approach it any way that you choose. You've played the game a particular way, and then it screws you over with an awful section like that. The game reduces you to maxing out your briefcase so you can bring along a ton of "just in case" kit.
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But, largely thanks to the explosive revolver, I was the only mother fucker left standing at the end of it. Like most people I was actually raging that they were shooting at malik.
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What happens with Jensen and his girlfriend? I spent the whole game looking for her, yet there's no resolution to that. What about Sarif? Isn't Jensen going to have words with him for augmenting his entire body without his permission? If only they'd ensured the game went out with a bang instead of a stock-footage whimper it would have been an all-time classic.
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I have got the game - got it at launch - just havent had the time to get that far yet
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@JetSetWilly
It didn't 'screw you over' at all, it asked tou to deal with a situation that maybe your build hadn't really prepared for. If it shapes every scenario around the abilities you've chosen, what's the consequences of the choices?
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As for Faridah... the first time through I couldn't save her, but the second time I planned for it. I maxed out the cloak augmentation and made sure I had five battery slots. As I was also going non-lethal, I had a lot of inventory space, so I stocked up on those massive Cyber Boost jars. Then it's just a case of cloaking and punching and an EMP grenade and a few tranq rounds for the guys above.
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Its a game about choices and their consequences.
If you chose to build a sneaky little chap who carries around nothing more lethal than a health and safety manual, then when it all goes suddenly wrong and the shit hits the fan you have the deal with the consequences of not being able to man up and shoot people in the face
Although you could just have taken down the soldier with the heavy rifle on the right of Faridah, drawing every enemy's fire to you and used his gun to blow everything up before going all up close psycho on the snipers.
DXHR was the best gaming experience I've had for... man, a long time. Loved loved loved it.
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Here's a hint. The world doesn't spin around your character. Your choice of turning him into a sneaky ghost with no weapons won't magically make every single encounter winnable that way. Just like in real life.
I suppose the intent of the developers was to make you deal with the consequences of your choices - in this particular case, Malik dies because your approach was unsuitable to that particular situation. Accept it and carry on. (Boss battles are terrible in this regard though, because you're actually required to kill them even if you lack the means to do so).
By the way, you can actually save Malik without killing anyone. It's quite difficult, but doable. Youtube it if you feel curious.
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It was a shame because I was really looking forward to it, even had the Augmented Edition pre-ordered from a lifetime ago, silly really cos it was a fiver a mere week or so later lol.
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Portal 2 = GotY.
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It was never on my radar and so was a lovely surprise.
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If you do it the other way round the bosses are easier to deal with but the rest of the game feels quite lame.
I guess it just comes down to personal preference. I just get the feeling the game only gives you an illusion of choice, there are several ways to do it but only one really works. Wish there was an option to switch off boss-fights too. Reminds me of tenchu.
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I loved it. So detailed, so much fun, so enthralling. An absolutely sublime gaming experience that I'll never forget.
I'd love more DLC too.
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I played through stealth, trying not to be seen by anyone. When I got to that section I stopped sneaking and went nuts with my silenced pistol. Just because you played through the game being stealthy doesn't mean you had to do that section stealthy. In fact you pretty much didn't need to even try to save Malik at all.
And I've got to say the controls were anything bug clunky (on the PC anyway). Some animations were a bit sketchy, but nothing as bad as PS2. Quality game, I loved every second apart from the first boss.
That section with Malik and the chopper is awful. The game gives you no way of prepping for that so that you can approach it any way that you choose.
Thats the whole point! Your hover copter thing just got unexpectedly shot down, you shouldn't have time to choose your loadout and prepare for it. If you want to start a level with exactly the right equipment and be lead down a path showing you exactly how to do things then go and play COD. Or the BF3 single player for that matter.
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Have you played the original through in the last few years? In it's time it was brilliant, but these days it's looking it's age, the AI is truly atrocious, and there isn't the amount of choice people rememer once the main campaign truly gets going. It was a classic at the time, and remains fun to this day, but HR is equally as good in many ways, and far superior in others.
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I was able to do the "wait for the elevator" scene in Montreal without firing a single shot. Blocked the doors with vending machines, called the elevator and that was basically it. Actually, that was pretty boring, but still sorta satisfying.
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It's funny how some people couldn't get into it. My mate bought it at the same time as me and he hasn't played it in 2 months and is only about 20% through it.
Weirdos. (EG Disclaimer: That is a joke)
Oh, and the original Deus Ex is utterly terrible now. The AI just kills it, all they do is run around in front of you. That destroys the game for me.
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I expected all hell to break lose, but instead I was watching soldiers run in circles outside and getting bored sitting in the vent. I actually tripped one of my own mines while waiting.
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I didn't like a game, therefore anyone else who said they liked it must have been lying?
"None of the augments felt like they made any meaningful difference to how you play. And the choices in the game are always the same: you either hunt about for the vent, or you spend an age reloading constantly to get through a room without being seen, or you brave the controls and shoot your way through."
Being able to become invisible for several seconds doesn't affect stealth encounters? Being able to to take double as much damage doesn't affect combat encounters? The game is always going to be about combat or stealth (what else can it be about really), but the augs are a big help in facilitating your chosen playstyle.
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I just can't understand how anyone could deem it to be "horrible" even if they're just exaggerating. Certainly not saying that everyone should like it.
Very, very well written piece this by the way Alec. As a fellow fan of the game it was a good read.
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I have never felt more badass in a video game than when I talked my way into the police station through an old acquaintance, got what I needed, and then proceeded to lift everything of potential value from under the cops' noses. 2nd playthrough I went all Terminator on the place and killed every motherfucker in there. Fantastic.
If it wasn't for the terrible boss fights and disappointing wrapping up of the third act, this would probably not only be my game of the year, but game of the decade. Here's hoping Eidos can iterate and improve on the inevitable next installment.
Also - this game has the best soundtrack I've ever heard for a video game.
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Oh well.
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It feels like real choice is limited in the game. If you're lethal combat + hacking you get loads of XP because you hack everything and kill everybody, bosses are cakewalk (rocket or GL grenade in face and typhoon x2 and they're dead, or almost dead). If you're anything other than that... Games punishes you. Not a hacker? Miss on XP. Not a walking combat tank? Bosses will kick your ass.
P.S. I actually didn't know you can let Faridah die, since my characters normal strategy was shooting everything full of bullets and i got through this scene on my first try.
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Other than that the most over hyped & over rated GOTY.
Emperor's New Clothes explains all the love for this one...
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EMP grenades are a must for taking out the robots here though.
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Apart from the boss fights, the members of the public behaved very strangley at times. Their actions often made no sense at all.
Hopefully they take it all on board for the next game though, lots of pontential here, and good to see them trying something a bit different.
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The helicopter scene as you put it is completely (and rather obviously) avoidable. Just sneak past them with a cloak activated.
I know the boss fights weren't up to much but in terms of total playtime, they constitute very little. So I don't quite get why they're such a big deal to some people.
And you can just Typhoon them all and have them beaten very quickly anyway.
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What are you on about? You appear to be criticising the title based on a total lack of understanding over a basic gameplay mechanic.
If you're spotted or chased, you can just hide and they'll soon go back to their patrols. Or of course you could just use a non-lethal weapon on them.
What do you mean by the "emergent possibilities" being over-hyped? What were you expecting exactly?
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The bosses are a very small part of the game (5% or less), and EM basically ran out of time to do them right, so they had to outsource to another company. The 'boss' in The Missing Link is more in line with how they wanted them to be, I think.
In general, combat is perhaps slightly easier, though with the invisibility aug and double takedowns you're pretty damn powerful.
I almost never play stealthily in games, but completed the whole of DX:HR that way. It's like the stealth in the Batman games – because you're given so many tools, it's rarely frustrating.
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Dark Souls is another game for best game of 2011, have Skyrim too - but have yet to start this. Love Dark Souls world and exploring to find that rare needed items...2011 a great year for rpg/adventure: Skyrim, Dark Souls, Deus Ex - more games like these pleeeeeeeease and COD!
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I don't think those augments you mention change things up in any meaningful way, either. A few seconds of cloaking then you're out of batteries and only one recharges. A few seconds extra of damage before you die. It might change an encounter or two but not really your whole approach to a room.
The boss battles in this game are almost universally panned as being out of step with the rest of the game and your potential build choices. The Malik chopper incident is just as bad as the boss fights with the exception that it gives you a Fuck It Let Her Die way-out so you can still progress. I think that exists only to let the stealth builds through an otherwise nigh-on impossible situation.
Someone earlier said that I shouldn't expect the game to shape itself as a result of my choices. But actually doing so could have given the game a much better balance. For example, if you have a stealth build when the chopper goes down you are much further away from Malik. She's bleeding out and you have minutes to get to her before the enemy finds the crash site. I can use my stealth skills to get over to Malik and disrupt the search for her; my build choice is no longer wrong for this set-piece. I can still fail, she will die if I don't make it but I get to play the objective according to the style that I want to enjoy the game. If I'm a tank build then fine, drop me right in the midst of a ton of enemies and we'll duke it out.
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With the cloak fully upgraded you get 7 full seconds of cloak per energy cell. That's enough to move from any cover point to any other cover point, without being spotted. Behind cover, you can't be spotted unless you pop up. So is essentially it allows you to move around the environment without any risk of being seen.
The extra shielding is the difference between being forced to stick to cover nearly all the time (because stray shots kill you very fast), and being able pop out and engage enemies without being behind cover (round corners for example).
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The first one is not the worst. You get all the weapons you need right there with him, however if you miss a single rocket good luck. The seond one is just bad. It can be as easy as it gets if you happen to have the anti-EMP augmentation or it will just suck for a sneaker.
The third is even worse. If you happen to switch that chip you stand there with a defenseless build and no idea where the enemy is. Yet you're supposed to kill him through the walls. It just sucks.
Final boss was so ridiculously easy I don't even wanna talk about it.
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The game world felt more like a series of puzzles, a bit like a Zelda game, than something to progress the story and the way this hampered the suspension of disbelief was further exacerbated by the excessive loading times every time you died in the xbox version. Find the hidden vent, wait till the guards are aligned, now sprint--bang you're dead. Nope that wasn't it. Loading.....loading....loading......loading.....hmm let's check facebook....loading....ah there we are. Back to the hidden vent, wait till the guards are aligned, wait a little bit longer, ah yes sprint to that box, sneak past it, behind the camera, crap another guard! I can get away if I jump onto that ledge.. shit the ledge is one inch too high, now it looks like I'm dryhumping this wall while six guards are shooting at me..ugh dead. Loading.....loading....loading....loading....might as well read this Eurogamer article...loading....aaand start over. Not exactly how a superhero cyborg would deal with such a situation.
All the hacking wasn't very immersive either. I was in the office of the main boss of my company, and I was hacking his computer and reading his private e-mails right under his nose. No biggie eh. I did the same for the entire police department while people were going about their job. Not sure why I did it, nobody had anything interesting in their e-mail and the hacking minigame was too difficult in the beginning, too easy at the end, and overall not much fun.
Still, when the game and immersion didn't break apart around you, it could be a thing of rare beauty. The best bits were when you are sneaking it up, unintentionally get noticed and pandemonium erupts all around you. One time I was nearly to where I had to be, got noticed and decided to make a run for it. Shot one guard in the face at point blank range, jumped over some barrels while simultaneously shooting another, quickly turned around and tossed a few grenades to keep them at bay, ran through the doors, closed the doors and ran up a flight of stairs, where I waited in the shadows until it subsided. That was the greatest experience in the game (too bad it happened about one thirds in), and I even suspended my disbelief that the guards lost three of their men and wouldn't go looking for me in another room. There just seemed too little of that though, as getting noticed meant having to reload most of the times, and for all the supposed freedom it felt too restrictive.
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But me, I'm glad this Deus Ex is quite close to the original one.
Starting the game for the first time I was mostly impressed with the game music. Starting it at the hardest difficult level I made my way through the introductory sequence and then something awesome happened. I got instantly killed upon opening a door with enemies behind it. I just thought - wow I can die in this game, just like in the original.
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I guess it's pretty crazy but people can actually have different opinions. Clearly a lot of people rate this game - more than those who don't.
Would love to know what is uninspired about it, but to each their own.
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"Only if you have the Typhoon augmentation in the first place. Which doesn't make much sense for a silent approach, which means the boss battles are just bad."
Well... yeah. Unless you already know about their power, you'd probably ignore them if you're on a stealth playthrough.
But if you are aware of their power, then you might as well. The game gives out plenty of Praxis points so I see little reason not to get the Typhoon just for the boss fights.
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That's obvious that you didn't play the game through. Yes, it's true that the bosses are swines if you've taken the stealth route, but at one point in particular that same build will let you completely skip half a level and walk through the rest. That's the beauty - it's set up so that the opportunities for both are there, but at different times.
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A sequel? It's the third in the series!
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You claim the augs make no real difference. I skipped an entire half level by using the slow fall, then cloaked through the rest. Second play, as a tank, i killed the lot and it rook a hell of a lot longer. That's just one example. It was the ambush in the Heng-Sha pod hotel by the way. Lept from the third to ground floor, took cover, cloaked my way through the basement rooms. That was not an option as a gunslinger. It's blatantly wrong to say there's no freedom of choice.
I've also heard that if you kill, you don't get the XP so the game is biased in a certain direction. Now I can only speak for me, but taking the stealthy route, I used as little ammo as poss, took people down where I had to and sneaked through if I could. Taking the killing road, yeah I only got half the XP, but if I opened fire on a room, every one of those mothers were dead, and it balanced out around the same. Consequences, again. Like the man above remarked, you coukd either make a silent path through the Police Station, or do the Terminator thing. The rewards were roughly the same either way, but if you wanted to kill, the game expected you to go about your business properly.
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Not had time for it yet (too many awesome games in 2011)
Will play it as soon as my backlog gets thinner.
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Why no more DLC for deus ex: hr?
Take my money, please.
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That *is* Deus Ex's story though. If you retcon that, you're not really making a game set in the Deus Ex universe.
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Oh, and Malik died in my playthrough. I decided to live with it (I guessed it was probably possible to save her) but from then on my stealth character ended every Belltower merc he saw.
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But I can't be alone in feeling that it desperately needed a third hub city, or in feeling that the ending was among the most disappointing I've ever seen. Budget/time constraints, I guess?
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One more hub city and a few more missions, and this woukd probably have been my favourite game of all time. It's still up there, it's just a fraction away from true greatness.
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Became a bit emotional when I found her body in the Gang hideout later on too.
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...neither could I.
That's such a great game. It deserves to sell more than it did.
About the game of the year subject, I just can not choose between Deus Ex (Curiosity: "Deus" means "God" in Portuguese; yep, I am Brazilian) and Portal 2.
Great year.
In 2010 I just had Mass Effect 2 at my game of the year list.
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not as good as the 1st.
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Nah, that price goes to Skyrim. Dazzling people with fluff and graphios, like a truckload of glass bricks dopped on someone front yard. An arbitrary pile of puzzle pieces that stun with their sheer number and dazzle with flashiness but fail to produce an actual coherent picture...