Moderator: JC Denton
by icycalm » 26 Nov 2007 23:39
by icycalm » 22 Dec 2007 21:43
by icycalm » 05 Feb 2009 01:40
UPDATE: A slight clarification for those fearing that DX3 is straying from its roleplay roots - Eidos Montreal have confirmed, as is detailed in PC Zone issue 200, that you'll still garner experience points as you progress through the game. You'll then either choose to plug them into your self through your augmentations or your weaponry. Apologies for any confusion.
by another Riposte » 12 Mar 2010 22:55
WHAT ABOUT COMBAT/COVER/STEALTH & WEAPONS?
The game's main focus is not on combat - it's on you choosing how you want to play. The dev team wants to make combat and the actual mechanics of firing a gun better than it was in DX. Not more frequent, not more important, just better in the instances in which you will use it.
Deus Ex had boss fights - Walton Simons, Gunther Hermann, etc., but they weren't the Zelda "hit the boss in the eye three times to kill it" kind of boss fight, and neither is Deus Ex: HR's.
The weapons in DX:HR will be similar to those of our own time, based on real life models so that they have credibility. In addition, there will be some prototype weapons that are a bit more futuristic. Weapons will be upgradeable and will face the same difficult choices as your cybernetic innards. There will be unique upgrades and customisation that might change the behaviour of certain weapons. There is going to be a mix.
In DX:HR, stats have been removed from the act of shooting and instead relies on your ability to target with your mouse and keyboard. However stats have not been removed from you building your character or modifying weapons. There may be other examples of stats/simulation like this in the game, but it must be restated: combat is not more frequent than DX1, not more important, just better in the instances in which you will use it.
The design has been updated to utilise a cover system should you choose to engage it. As the game is first person, it is only if you press a key when up against a wall that the view changes to third person perspective. As soon as you move away from the wall, the game returns to first person. You don't have to engage the cover system if you don't want to. You can just easily walk up to that same wall in first person and never see the third person cover. It remains your choice... an option if you wish to see the way Adam looks with augmentations you've chosen throughout the game.
Stealth in DX:HR is based on light and sound; shadows are no longer used as the primary stealth element - it will be line-of-sight and sound propagation. You can hide anywhere you see fit as long as you're hidden by an obstacle and don't produce too much noise.
by Nikolai » 11 Jun 2010 05:05
by El Chaos » 21 Mar 2011 01:07
1. Deus Ex : Human Revolution Game Disc
2. Bonus Disc including:
3. Exclusive 40-page Artbook
- A 44-minute making-of chronicling the trials and tribulations of the Eidos-Montreal team
- Motion comic based on the first issue of the DC Comics adaptation
- Game soundtrack composed by Michael McCann
- E3 Trailer and animated storyboard
- Showcasing the concepts behind the world of 2027. Discover the origins of the design, the characters and the weapons of Deus Ex: Human Revolution
4-7. Explosive Mission Pack
8-9. Tactical Enhancement Pack
- Exclusive mission: Tong's Rescue
- Multi-shot Grenade Launcher
- Remote-Detonated Explosive Device
- Automatic Unlocking Device
- Double-barrel Shotgun
- Silenced Sniper Rifle
- 10,000 extra credits
by authstruggle » 02 Jun 2011 15:03
by icycalm » 15 Sep 2011 15:10
The 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 icycalm » 15 Sep 2011 19:37
My advice is to immerse yourself completely by disabling all of the crappy gameplay assistants like objective markers and object outlines. Any chance a developer provides to be free of the shackles of contemporary game design is one you should take. Don’t cheat yourself out of the experience by running blindly toward those floating diamonds on your screen; take the time to get lost in the environment and learn your way around, read a street sign for once! Rather than glance around a room looking for the orange glow of an item pickup, slow down and actually examine your surroundings. It might take a while to get to know what ammo boxes and other useful things look like, but that just makes finding something hidden in plain sight amidst the decorative details all the more rewarding. Once you remember (or learn) what it’s like to interact with the game, instead of the UI, you’ll be glad you did.
by keelhaul » 18 Sep 2011 02:45