Moderator: JC Denton
by keelhaul » 18 Sep 2011 16:08
by icycalm » 19 Sep 2011 13:57
by El Chaos » 01 Oct 2011 16:39
by David » 22 Nov 2011 18:41
icycalm wrote:http://www.next-gen.biz/reviews/deus-ex-human-revolution-reviewThe story is, dare we say it, probably a better yarn than that delivered by the first game. Its themes are certainly more relevant. While Deus Ex was more consciously a pastiche, starting with the premise that every conspiracy theory is true and spiralling off into hysteria about aliens, Human Revolution focuses on more immediate and credible issues surrounding transhumanism – its effect on morality, the vast social inequalities it will create and how the powerful will seek to subvert its potential to their own ends. And the game is particularly good at illustrating how power sustains itself through illicit collaboration between corporations, governments and the media. You only need to turn on the TV to see how relevant that is.
by Worm » 12 Jan 2012 18:05
by Worm » 24 Feb 2012 07:42
Matt Warner wrote:Nothing's ever come quite as close to a genuine interactive sci-fi novel that's written as you go. Other games have tried, but the guide rails have always been way too visible. In Deus Ex they blend in perfectly, while still being there to eventually steer you in the proper direction, so the game never loses focus. It's almost magic.
by icycalm » 24 Feb 2012 21:31
by David » 26 Feb 2012 20:26
by icycalm » 26 Feb 2012 21:54
by icycalm » 26 Feb 2012 22:02
by icycalm » 26 Feb 2012 22:16
David wrote:This mechanic makes one-on-one encounters far too easy, and since you're watching your character kill someone rather than feeling like it is actually you doing it, it breaks your immersion in the game.
David wrote:The themes of Human Revolution's narrative are indeed more relevant than those of the first game, but this is probably the only aspect in which its narrative could be considered better (and it is questionable whether the relevance of a narrative's themes has any bearing on its quality, anyway).
by kini » 27 Feb 2012 01:51
by Yurian » 27 Feb 2012 02:43
by kini » 27 Feb 2012 03:41
icycalm wrote:The last sentence is very badly written and I can't make much sense out of it without a lot of creative thinking. Any chance you could try rephrasing it in a new post?
by David » 27 Feb 2012 19:05
icycalm wrote:Also, two clarifications on David's comments:David wrote:This mechanic makes one-on-one encounters far too easy, and since you're watching your character kill someone rather than feeling like it is actually you doing it, it breaks your immersion in the game.
Be careful when making such statements. It is your instinct that should deliver the final judgement on things like this, not icycalm's theory. For the camera also pulls back in Gears of War when fighting swarming enemies in close range, for example (actually, YOU are the one who pulls it back), but that by no means harms the immersion; it rather increases it, in this case, since it enables you to actually DEAL with the goddamn things, instead of simply taking the hits as in Halo with the Flood, or in any other first-person shooter.
kini wrote:Combat and stealth were dissapointing to me. You can aim while behind cover. You can line up your reticule with the enemies head while you're invulnerable, pop out and headshot an enemy, go back behind cover and repeat. The enemies don't really change that much through the game so you can do this almost the whole way through. As for stealth, I mostly used cloak, so all I had to do was cloak, find a hiding place that is closer to my goal than where I was, wait for my energy to recharge, and repeat. You also do this for every enemy encounter in the game. Both of them eventually get monotonous.
kini wrote:I really disliked the city hubs. They're very big with lots of areas and buildings that serve no purpose. Getting around them is a chore due to their size. I liked the original much better in this respect. Every part of every map had some purpose so you could have fun exploring all of it and learning the maps that way.
by icycalm » 28 Feb 2012 00:23
by Worm » 28 Feb 2012 02:08
David wrote:The reticule not disappearing while you're in cover is the biggest flaw with the gunplay.
by David » 28 Feb 2012 16:45
by kini » 28 Feb 2012 20:45
by icycalm » 28 Feb 2012 22:41
Surth wrote:I started writing a short review, of sorts. Not finished. And the Albert Camus quote is mainly just a jab at icycalm, so I'll remove that eventually :p
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I suppose I should get the most obligatory of Deus Ex-references out of the way first: What a shame.
Deus Ex was released in 2000. Eleven years later, it continues to be one of the worthier contenders for the „best videogame ever“-award, alongside luminaries such as Doom, Quake 3, Planescape: Torment, and Defence of The Ancients. Just kidding, DoTa sucks.
Deus Ex: Invisible War was released in 2003. Sadly, Invisible War turned out to be one of the most prominent casualties of consolization. The game was dumbed down to oblivion – one kind of ammo for every weapon, for christs sake! What we were left with was an empty shell of Deus Ex. Like non-alcoholic beer. Who the fuck drinks that shit?
On the 17th of May 2007, Deus Ex 3 was announced. For the next few years, people gradually got more and more excited. The developers want to stay really close to the spirit of the original! Sure, this is a line which every fan of a video game series has heard at least once. But never did we want to believe it so much. And that trailer looked pretty cool!
Alas, it wasn't meant to be. Deus Ex: Human Revolution was released in August 2011. It's not a non-alcoholic beer, but compared to the original Deus Ex, its alcohol content is miniscule.
And no, it's not just the boss fights. Sure, they suck, but if that was my only gripe with the game, i'd be pretty happy. What makes Human Revolution fall on its face so brutally is a single overarching theme which can be found throughout the entire game: The failure to make the freedom and choices in the game exciting and meaningful. I'll try to showcase this with several examples, each time making comparisons to the original. So if you haven't played Deus Ex, some of these things may not seem as important to you. And furthermore, if you haven't played Deus Ex, what the hell is wrong with you? Stop reading this and get to it.
#1. Why the Human Revolutions augmentation system is not as good as the original one
"Everything is permitted" does not mean that nothing is forbidden.
- Albert Camus
In Human Revolution, however, everything is permitted, and nothing is forbidden. Human Revolution has 69 augmentation upgrades in total. With perfect play (that is, perform a non-lethal takedown on every enemy without being seen once), you can get every single one. But even if you play the game relatively casual, you should get more than 40 at least. I finished the game with 48 and I didn't even bother finding some of the augmentation kits laying around. With numerous utterly useless perks (I'll talk about the speech augmentation later), its not hard to max out your character in just about everything. That isn't choice. You merely choose when to upgrade, not what.
In the original Deus Ex, by contrast, every augmentation canister had you CHOOSE between two different augs. Some of them were no brainers – Faster Running, for example, could literally do everything that its alternative Silent Running could (by simply crouching) and so much more. But there were some real gems in there as well. The cranial augmentation slot is a perfect example. You could either get a spydrone which would, upon detonation, release a small EMP blast powerful enough to take out every robot in the game. Or you could make use of an „Agressive Defensive System“ which, fully upgraded, would detonate enemies' rockets directly after being fired, killing rocketlauncher-equipped soldiers instantly by turning them into small chunks. Neither ability was terribly powerful, but they were both cool. The system in Deus Ex enhanced the games' replay value by making the choice between two augmentations meaningful. Deus Ex permits you to get either augmentation. But choosing one will make the other one automatically forbidden. And that's a good thing.
I mentioned the speech perk earlier. In Human Revolution, there are multiple conversations with NPC's where you have to choose correct responses in order to persuade them. The speech perk is intended to help you with that by providing you with additional information on the NPCs' psyche. Its just too bad that YOU DON'T NEED THIS EVER. A lot of reviewers noted that it's unnecessary because the characters are so easy to read that you can give the right answers anyway. But thats not even the biggest problem; If I fail my persuade attempt, I can simply quickload and try a different conversation tree. And since the game gives me experience points for passing speech challenges, you can bet the life of your grandma I'm gonna do that. But there is an extremely limited amount of different conversation trees, and usually theres even two or three conversation branches which result in a successfull persuasion. So all the game does by throwing these 'challenges' at me is waste my time. Compare this to a room, populated by six heavily armed soldiers. Sure, I can quickload after a failed attempt to shoot them. But if I just keep repeating the same thing over and over again, I could quickload twelvehundred times and fail. If you fail in a gunfight, you have to start thinking what to change up, you have to improve your aiming etc. If I fail a speech check, I just click a different answer and see if that one works. I'll find the right one eventually.
This is how it should be:
Either 'speech' is a skill which is REQUIRED for a multitude of speechchecks, so that if you don't have skilled speech, you CAN'T persuade. This would give players more incentive to get a speech perk.
Or passing a Speech challenge doesn't grant an experience bonus. Deus Ex did this; In Human Revolution, persuading an NPC gives you 1000 XP. In Deus Ex, conversations usually aren't even about persuading in the first place. The answers you give instead define your character. It's a clever trick to make you role-play. You want to antagonise the NSF leader? The game is okay with that. You want to appear reasonable? Go ahead. Neither option gives you a discernible advantage. But the answer that you give is a reflection of the kind of person you want your character to be.
Either that, or the 'bonus' for a speech check only comes up much later in the game so that you can't simply quickload and try every option. In Deus Ex, while you are escaping New York, you can tell a friend of yours to either meet up with you in Hong Kong, or in Paris. Depending on your choice, you will not meet him until several hours later, and if you meet him in Paris, he will give you something different than he would in Hong Kong. That's smart game design. To be fair, Human Revolution pulls this once too. But my point remains that the speech augmentation is simply redundant in this game.
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Next points on the agenda: game design in regards to playing around in the city hubs. Bossfights. Hacking.
Surth wrote:#2) INSTANT GRATIFICATION
When it comes down to it, Human Revolution is akin to a Hollywood Blockbuster, „a remake of a classic that has the rough edges shaved off for mass, not cult, consumption.“[1] Human Revolution is streamlined. It want's to provide instant gratification. THAT is why you get experience points for persuading NPCs. A mainstream, marketed-for-the-masses Hollywood production will do its' best to not leave the viewer confused at any point in time. At no point in time will the recipient have to ask himself „I wonder what happens next!“. This makes for easy entertainment. Guessing the outcome before it happens leads to satisfaction. But when everything is spelled out to you, this satisfaction is shallow. The same applies to video games.By the end of Deus Ex, you will have a very distinctive feel of your character, based on the way you acted all game long. Trying to be peaceful towards the NSF terrorist leader at the end of the first level may simply seem like the reasonable thing to do. But the true satisfaction of this decision comes hours later, when you realize that the NSF aren't just the bad guys, and that they may in fact have acted correctly all along.
Do you even remember what argument you used to convince Sarif that you need to know about that security leak? Yeah, right. You got the 1000 XP bonus for it, you were satisfied, time to move on.
In todays industry, where a major game title comes out every month, no developer seems to give a rats' ass about the longevity of a game. Who cares if players will want to come back to Human Revolution in six months and play it again? Half a decade from now, Deus Ex will STILL be remembered as the one game that did it all right , while Human Revolution is basically an afterthought even now. Games that provide instant gratification, ironically enough, are designed on the premise that they will rake money in within the first few months – they are designed to dazzle an industry of game journalists who play the product for ten or twenty hours in the week prior to release and then write up their thoughts. Whether or not some random bloke on an obscure internet forum recommends your game to a newbie five years from now doesn't matter one bit.
[1] gameranx.com: Human Revolutions failure to be revolutionary
by icycalm » 29 Feb 2012 00:12
by Worm » 29 Feb 2012 00:58