Deus Ex: Human Revolution gameplay
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Deus Ex: Human Revolution footage
Published 21 March, 2011 Duration 7:58
Eight minutes of mission footage.
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Comments (0) Latest comment 1 year ago
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Looks a bit Alpha Protocol in this demo.
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Looked slick enough, but hardly anything new. The lady doing the voiceover was trying to soundlike they were breaking new ground with these features, which we've all seen in countless games beforehand.
Still, this is the first level and you'd expect it to ease you in gently in the game mechanics. I'm still optimistic that this will be deserving of a purchase come release...
P.S. And is is just me or does the lead guy sounds like he's trying to do a Clint Eastwood impression throughout....?
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Edit: Took me a while to realise my semantic mistake. I just don't see the difference between lethal and non-lethal take-downs, save the fact it's a different animation. Non-lethal in Deus Ex did not mean "smash a steel elbow with the force of a runaway truck into the skull of a guard to knock him out". This seems like a cheap offer to those who don't want to kill anyone. If I do get this game, I'll try to avoid triggering these take-downs altogether.
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Disappointed with the camera view, totally lifeless, robotic look to it. Thought we moved past such things. Lost immersion there. I don't want a floating camera.
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Please, please tell me we WON'T have to have yellow glowing bloody outlines like a radio active ready break commercial around every interactive object in the game.
Immersion killer.
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They've invented STEALTH and CRATES and ALTERNATIVE routes and ANNOYING GUY THAT TALKS TO YOU WITH REALLY CHEESY DIALOGUE!
"You'll notice that this area is exactly the same as the other". Yeah, I noticed... you make half a level and duplicated it.
And yeah, as Guv says, Ready-Brek highlighting for morons!
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'Oh crap, I need to find a way up to the roof.. Oh look! A glowing yellow crate! Perfect!'.. I really am not a fan of interactive objects that glow. Hopefully you can turn it off, or it's just an Aug at play.
Another thing, an 'avoid the enemy' playthrough and gun em' down playthrough? This stuff has been taken for granted in gaming since forever, there is no need to make a video to explain these forms of play. Alternate roots are cool, but not when they're so clearly highlighted.
This has brought my anticipation meter down a notch or two.. They really should have shown video footage of the press previews from a few weeks ago.
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"There are guards on the roof and in the courtyard"
"OOOOH, I know, I know. Help me, matron."
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But that doesn't really matter, because this new Dues Ex could be to many fresh faced gamers what Metal Gear was to us now veterans (yes I'm talking to you if you were born in the 80's, the 80's).
If Dues Ex can inspire kids to think creatively and appreciate more to gaming than how many explosions they can cause then I'm all for the cause.
For me though, it'll always be about Metal Gear.
I feel old!
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Cant say that the graphics look all that great either! (not a dig at consoles, just an observation)
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It reminds me of Fear and Splinter Cell mixed...or MGS.
It's basically a series of challenge rooms isn't it? Not just one huge map with multiple open ways to get in and out...although it is the first mission so you have to expect it to be simple to ease you in
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Depending on the old wallet, I might get this one day one or release week.
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PS3 version obviously and a little stuttery and jaggy-looking but visually fine otherwise. I'm suddenly very excited about playing this on the PC...
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The original treated you like an adult in that it left it up to you to decide how you played the game, this is giving you such massive road signs on how to do things and where to go that its not so much a game as an interactive movie and I hated those years ago and now they appear to be bringing the buggers back.
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what worries me slightly is the fact that she sees the "main pillars" as combat and stealth... with stealth being worth more XP. you get double the amount for entering without being spotted and extra bonuses for not killing by the looks of the numbers.
The level design itself also doesn't look particularly inspiring. on the third run through when he goes "travelling" (getting extra points for taking certain routes? hmmm...) the way the level is layed out is pretty uninspiring. someone just happened to leave a thin bit of plywood on an extractor fan? that's handy! oh, but there's no way of getting past the electrified floor... better move this crate and see if i can go through the "secret" tunnel to turn the electricity off.
Maybe i'm being overly harsh. after all bioshock had its fair share of superficial lock and key mechanics, but they didn't feel too out of place. i've never played either of the previous deus ex games which stands me in good stead for not being disappointed. As others have said this does look quite reminiscent of snake entering shadow moses in mgs1 (and 4). I guess if i just look forward to a nice 'shooter' i won't be let down, and might end up absolutely loving it
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no It's Ezio's brother.
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Like other people said, I am bothered by the guards that basically just stand there, shake a bit when you shoot at them and then fall down. I'm also bothered by the floaty cam and how is takes away control for the third person cutscene when you kill someone. And by the crates, etc. It has so many old school game trappings (the hud is immense) that it seems intent on constantly reminding you that you're somebody playing a game. The fourth wall is very much apparent and because of that I don't feel immersed at all.
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"The choice between 'kill everyone' or 'kill everyone quietly' is not equivalent to true open-endedness."
I'm currently playing through the very first Deus Ex, and try as I might to do things stealthily and be as non-lethal as possible, sooner or later, you get spotted and have to switch to getting the in-accurate assault rifle out. (maybe that's just me
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