That’s a pretty nice way of putting it.

I’ve never liked the original DE quite as much as most other people seem to, so for me it’s a net positive that it’s been tidied up.

I just fired up Deus Ex, at least in part because I wanted some sort of perspective. Yahtzee said in his recent review that most people remember the first hour of DE, because when they go back to play it again, they’re put off by how much it looks like ass and the quit after an hour. In one regard he’s right: the 16 bit textures are beyond awful. It looks halfway decent with 32 bit textures. Not great, everyone is awfully blocky in a Half Life sort of way, but that doesn’t trouble me much.

What does bug me about running through the tutorial again is that they expect you to use stealth, but don’t really give you adequate tools. In particular, there’s no way to watch hostiles without them being able to see you. Yes, you can lean around corners, but that makes you visible to them. It makes me appreciate how extremely stealth friendly DEHR is. I bitched about the stealth aspects a lot upthread, but it’s light years ahead of DE in this respect. I now know why I didn’t bother much with stealth in DE, stealth sucked.

Oh, I absolutely agree with this. I find DE:HR to be one of the most stealth friendly games I’ve played. And you still have the option turning on invisibility for the hard parts (for the price of a candy bar, sometimes).

So far the best aug for emergent stuff is lift heavy things.

Boss fight getting you down? Try taking a hacked turret with you in the elevator to the fight…

Wasting time trying to shoot the basket with that infernally difficult hoop? Pile up some boxes and drop it in from eye level.

Bad guys coming up the elevator? Wall them off with vending machines.

Tough combat situation? Drop a fridge in the middle of the floor – now you have perfect cover.

Can’t hack every police computer without drawing unwanted attention? Pile up some equipment to block line of sight and hack away. “Don’t mind me, just delivering some boxes…”

Even simply carrying a fridge around is pretty damn good defense, it shields you long enough to walk up and throw it at a dude. That aug is WAY more useful and fun than it was in the original game.

My biggest disappointment is thematically, the game grapples only with one axis – the augs or transhumanists vs the anti-augs or naturalist or whatever. It’s kinda weird because I never considered Deus Ex to be ABOUT the augs, it was just one issue in that universe. Why is every single book about augs? Deus Ex wasn’t like that at all.

On the upside, they did better at letting you see the human side to that issue. But boy do I miss ridiculous conversations about democracy with bartenders.

Arguably, that made the game more focused for me. Also, given that this game was set just around the time of the Augmented Revolution, whereas in the original, it’s pretty much just one of the technologies around. Imagine Augs to be like social media this decade, where almost every tech blog is about facebook, twitter, social gaming, etc, etc. In a couple of years time, that noise machine will die down.

Really liked and enjoyed the game. It’s telling that one of my biggest complaints is the use of boxes and vents. The vents are crutches, and the main reason the boxes are there is to hide the crutches…and then there’s the boxes over electricity bit. I dunno, maybe it’s just homage…

…still, if that’s my main complaint, it’s a pretty fine game.

I’m a bit disappointed in the utter idiocy of friendly NPCs. I’m stealing credits and hacking terminals right in front of everyone’s eyes, and unless the area is explicitly marked as no-go there’s never any complaint. Don’t the Sarif employees ever notice that all their offices have been looted? :p

You ARE the head of security

I don’t know for sure…

Late into the game, well after I had stolen a bunch of stuff from employ offices at Sarif, a number of employees emailed my office computer complaining of a new office bandit. They suspected someone but it looked like she may have been wrongly accused. I’m wondering if maybe the emails were in fact about my actions.

The first cardboard box I saw… I lifted it up, and underneath is a credit card. Arrrgh! Its barrel smashing lotto all over again. Why do game designers think this is a fun mechanic?

Yeah, the game is disappointingly old-fashioned there. Searching a million lockers and moving a million crates to find the hidden goodies = not fun. (And really, what’s up with the boxes and crates everywhere?)

This is the typical stream-of-consciousness opinion post so don’t hope for an ordered and organized text. Incoming long post.

ART

The first thing I have to say about Deus Ex: Human Revolution is great visually. Technically it’s solid, but the good part is the art design. It’s lovely, a very stylish slick future, mixing also a bit of renaissance style in some characters to give it an original touch but overall with a sense of cohesiveness rarely seen in videogames and without forgetting the functionality aspect, so it never looks like too crazy, but grounded in something real, plausible.
You can see how not only they had great artists, but they thought carefully about what they were designed, and how all should make sense. From the distinctive style of China or Detroit, to the fictional companies with their own Logos used in the game, the publicity seen in walls, the design of vehicles (robots, cars, bikes), or how integrate different styles in the same area, like going from the slums part to the visually cool districts. And of course the looks of the augs.
Worlds of difference from the original Deus Ex, where I remember even when I played it in 2000 (and taking in account the lower computing power in that year), it had a pretty uninspired and bland artistic design, and not very good artists. It was more a game done by coders and game designers, but Ion never had very good artists.

SETTING

Once of the virtues of this game it’s how carefully built is the setting, the entire world, how establishes the conflict in society and the problems and promises of the augmentation technology. In comparison, in the original DX it was much more directly “we are a sci-fi game, people have cybernetic technology, roll with it”. It’s happened to be a cyberpunk game, where the augs where the equivalent of scifi spells. Here, the cyberaugs are integral part of the setting, the plot, the dialogues, etc. Everything is permeated by it. It gives a laser-focus treatment to the issue and great detail to the game, but It also could be argued it’s a bit fake, it seems a world is spinning around the augs and nothing else.

Of course, like the old game, there is a lot of emails and magazines to realize this world and to make it feel alive. But a nitpick here, they went a bit too far in the quantity, there is like 250 emails in the game in total, so some number like that. Next time, they should take a ‘quality before quantity’ approach, because in the end very few of them are memorable.

STORY and CHARACTERS

The game has an interesting start plot wise, with the possible breakthrough in aug. technology, a mystery in the origins of it, and some deep conspiracy behind the attack. The characters like Sarif or the computer expert (and other secondary characters that appear later) seems nuanced, and well grounded, there isn’t any over the top stuff. I liked people like the ex-swat police in the reception of the police station or Tong or the mother of your ex-girlfriend. Part of it is the good voice work and body expressions.
Good work overall in the characters, they feel human.

Is the spoiler tag going to stay finally? Should i move this to the other thread??
I think the height of game’s plot is
plot

[spoiler]when you discover the FEMA is behind the attack, and your boss says “WTF, most of our contracts are from defense, it doesn’t make sense!”. You come back and Pritchard reveals there was a backup door in the system put by David Sarif. It’s a moment i said to myself “government is my enemy, conspiracies, my own company is not what it seems, yeah, this is Deus Ex!”.
Shamefully the game lingers around that point and going forward it doesn’t feel as the story moves on. All the rest is just following the clues and discovering there was a set of companies which helped in the attack. The plot doesn’t progress from that point, and the real story is truly pretty basic: your company technology was stolen to be used by nefarious purposes by the powers that be. A good Deus Ex plot would have much more conspiracies, plot twists and ‘nothing is what it seems’ vibe. The vibe here is ‘it’s exactly what it seems’, one you reach a certain point.
And the master plan is so plain and boring, the Illuminati, who always wanted to control society, just want the technology to make a biochip to literally control the humans with the chip installed. I don’t like the idea especially, it’s like too straightforward for the Illuminati! :P.

I also have issues with the end itself, the 3 button room. I didn’t like any of the three decisions, they seemed mostly forced to me (in what the game writer tries to tie each decision with what it will happen in the world), and i liked even less Jensen’s narration in most of them, as i felt he interpreted wrongly my point of view.
The final level is visually spectacular but the gameplay is not that interesting, it happens a bit like the boss battles, they don’t seem integrated well enough in the rest of the game, they rise like a sore thumb.

Special mention to the very obvious plot twists like Megan Reed not being really dead, and painful plot moments like when you discover that “you are special” ™ and the great secret from the technology it’s based on your DNA. I suspected as much when one the first level they comment you recovered very fast and without dependence on drugs, but i disbelieved the writer’s quality was so bad, i preferred to think they used the new technology on you and that’s why you didn’t need drugs, so it was like a hammer on my head when Megan says at much.
Or the AI, it was a bit jarring moment. I am talking of the Eliza character, the reveal she was an AI was superfluous and not relevant to the plot (apart from a bit inconsistent with the timeline), put in there because hey! this is a DX game and in the old Deus Ex there was also some super AI as characters. So let’s put one also here.
[/spoiler]

Apart from the plot, i want to make a point about the sheer quantity of lines given to the npc banter, it barely repeats lines, and there is a new set when you go to another location and return back to the same city. Lots of work there, even if i would liked more effort in having more interactive dialogue, instead of having a huge amount of passive lines.

Social encounters

YES, great idea. I always said it, if you want to make a game heavy on story and dialogs in your game, instead of a simple shooter, do it, but do it well, with the same attention and care you put in the shooting part. Not only a few lines said by a npc and that’s it. It’s a videogame, videogames are interactive. So if a fair % of your game is talking to people, the talking have to be interactive. And it does have to be reactive, your decisions should change something, not be pure fluff.
DX:HR developers got it right and did it with a great execution, the talks with the characters have that back and forth feel in the discussion that make them feel real and more active, giving the social duels an aspect of a boxing match. The main npcs are very well designed and mostly well animated, so you can see their different emotions as the discussion progress. They have a defined personality so there is a main thread of conduct in how the talk goes, that makes them coherent, and the application of the social augmentation is novel and gives an interesting edge on the social duels.

Weapons

One of the problems of the game difficulty (or lack of it) it’s in how some of the weapons are overpowered. An example: in some parts of the game would appear a great spider robot, it looks powerful and fear-inducing. The player shouldn’t solve the problem posed by an enemy like that pressing two buttons: one to select the emp nade and other to throw it. But that’s precisely what it happens in the game.
Or the taser, I almost did the entire game abusing this weapon. Let’s think about it: it’s a weapon that makes an enemy (any human enemy except bosses, included the heavy soldier type) go down in one hit, instantaneously, without opportunity of failing, silently, and it’s not like the ammo is very rare, I always had 35-40 uses in reserve. The only bad part it’s a close range weapon and have slow RoF, but even then it does have more range than a normal melee weapon, around 3-4 meters. Not even Dragon’s tooth was that good!
The other too good weapon is your own melee movement. Insta-down/kill movement, which pauses the game world, and is usable every 20 seconds? Tsk, I think the art of designing balanced games have been lost. Stuff as powerful as that need more drawbacks. Deus Ex got it right more often, the good stuff is very sparse and limited by ammo, or it does have a great inventory size (in the other hand, the sniper rifle in DX:HR is huge and it’s not that good) or you have to aim for the head or you have to be very close or they need some seconds to take effect, or only works in enemies unaware of your presence (attack from behind), etc etc.
It seems the actual designers falls prey on the temptation of doing a “press a button to win and be awesome” too much.

BTW, am I the only one who put around 15 upgrades in a weapon (the assault rifle, in my case) to use it only 3 or 4 times in the whole game? Because I always used the “temporal” weapons (sniper rifle, heavy rifle, laser) or the taser or the melee, leaving what I thought it would be my main weapon for later, for later… until the end of the game.

Economy

The economy is broken. In the original game you would never have money in the pocket, there was always some expensive and juicy weapons or upgrades. Here there is barely anything to buy, the praxis points of course, a pair of upgrades for the weapons, that’s it. The game will provide of the rest as you advance. Hell, in fact I had to left some stuff in the scenario sometimes. And that was with buying the inventory upgrades within the first part of the game. I finished the game with near 20000 credits, I think.

Character advancement

Other of the problems of the game is I felt the augmentation system is poor. Over half of it I didn’t want to take it because they felt unneeded or a waste of points. A good amount of augmentations are related to stealth, from memory: the 2 eyes augmentation, 6 stealth augs, the 3 invisibility augs, the radar aug, and a pair more. Problem is, the stealth of the game is already too easy as it is, why I would want to make the stealth even easier using up praxis points? I can’t understand it!
After we have stuff like the better aim aug, the better recoil control aug, also unneeded because it’s not like the weapon handling is hard. Or the “sprint slightly longer” aug or the “run slightly faster” aug, again a waste. Or the aug that protects you from flash grenades, there are augs like that one they are a waster because it’s very situational: I think I was affected 2 or 3 times in the whole game by said grenades.
The hacking augs are good, but it’s not needed to take all of them, and I finished the game with twenty-something of each special usable software.
Overall, i think the character progress with the augs could have been done better.

Stealth

There is something i noticed in this game (not saying it’s something bad, only something i wanted to point out), and it’s very focused on the stealth side. I mean, you could try being stealthy here and there in the first DX, and most or less worked but not everywhere and they usually got you at some point. Deus Ex always felt it had a base as a fps, with added options and a rpg layer, but the basic FPS cornerstone was there. In Dx:HR, it feels more a first person stealth/rpg/adventure than a fps/rpg, sometimes. Part of it it’s because they have done stealth more easy, the takedown system integrates with the stealth very well, there is lots of stealth augs and they have made sure stealth was viable in every map while doing the normal gunplay hard in comparison.

As i comment above this point (and also below), it’s a bit in the easy side. Why? Multiple reasons. First it’s the enemy, it’s seems to have a field of vision trending on the narrow side, you have to position yourself almost in their front area to be seen. And they are a bit deaf, you can follow them without problem at a few centimeters of distance from behind (without any aug.) and they won’t notice you, just crouching, and btw, the movement while crouching is slower than normal movement, but still you move at good pace, in fact you can catch up with a enemy walking while you are crouched. Second it’s the minimap. Xvision Ray augmentation? Mark and trace? Hah! You always have a minimap where you can see easily all the enemies (and neutral npc) around you, if they are in hostile mode or not, and the direction they are looking to.
The third person cover system also helps a bit too much in the stealth, of course. All together makes for a too easy stealth styem. Ideally, it should be a different but equal challenge to the shoot-everything style.

AI

Continuing the stealth part above: And finally, they are kind of <derp> (insert here derp macro image). If you make a mistake and they pass to alerted, they barely will investigate. Several times they almost got me but it seems the AI only goes to the “alert point”, move a bit and turn around a pair of times inside a 2.5 mts circle in the alerted area, and finally will give it a rest. In other words, they don’t have a proper search function, they barely move from the alerted area. The search area should be at least 6 times bigger, if you get what i am saying.

But it’s not only in the stealth part of the game where the AI is mediocre. Unfortunately, it’s the same in the other half of the gameplay (related to hostile encounters), the combat. Basically, the AI is very passive. I had instances where the AI only had to advance and shoot me to beat me, but they didn’t advance. I also remember the Alice pods area where you are attacked by some bad guys after talking with the chinese hacker. Well, they entered by the ground floor, climbed up to the first floor, i exchanged some bullets from my position above… and they stayed there. I was a floor above. I could leave the game playing go to a coffeee shop, return, and nothing would have happened, it seemed the AI didn’t know how to go up a floor more, even if there was some big wide stairs.
And another example more, near the end of the game, in the parking area, an enemy was shooting me, i almost die, but got behind a concrete column just in time, with the enemy only 3 meters away. Well, i could recover my health without problem and even wait for the energy to recharge, the enemy stayed in his position like he was nailed to the ground. He only had to walk a few steps (3 m.) to my reach my position, he had to make even less steps (1.5 mts) to the left to have a line of vision to me and kill me.
Some people have memories of a irregular AI in the original Deus Ex. They could be a bit basic, they didn’t have complex tactics in combat, but at least they could move forward until have LoF and shoot at you, or run to your position and beat you up. Not particularly interesting or complex, but it was something. Something the AI in Dx:HR is not capable of doing. They have some interesting behaviors and good animations like when they try to push you away from their area while still being neutral, and after a time they begin to shout louder and aim with their weapons. But actual running and gunning? Too much for them.

Combat and difficulty

One of the problems i have with the game is that it feels too easy. The normal combat (with assault rifles, revolver, smg, etc) is pretty hard, even on normal difficulty you die in two or three hits sometimes, so the first impression is that the game is hard. But that’s only if you try to play it as a normal fps, which is a mistake in this game.
The truth is the game is pretty easy, but it’s hard (or long) to explain why, as there are several factors in play, some of them commented above:
-Part of it is the poor balance in some weapons
-The easy stealth
-The instant takedown system
-The regen. Health.
-The first block of energy which recharges automatically.
-The too passive AI in combat (and in stealth).
-You don’t feel limited or constrained by resources. An example is the new hacking system, which is very cool but also it works with doors, control panels, etc, so unlike in the first Deus Ex you are not limited by the number of lockpicks, multitools, etc.
-You don’t have to specialize in your character skills to be good at one thing. I was a master hacker AND have the damage resistance AND the upgraded inventory AND the skills to improve your environmental freedom (jump, icarus, arm strength, wall punching). And that was around past the middle of the game, not just before the end of the game, at the end I was buying augs I had no real interest in them like the recoil control or the typhoon system.

I don’t think the game suffer especially if we take and look only one of said “features,” but all of them together it creates a paradigm of gameplay without barely any tension and it doesn’t push me like the original game did. As I said before, I kind of need a fair but proper challenge to enjoy fully my videogames.

And no, playing in hard aka “Deus Ex” difficulty doesn’t solve anything, as affects mainly the difficulty of the normal combat, which ironically is the only part it doesn’t need tweaking, it’s already enough hard. It would take a full rebalance / redesign of the game to get what i want.

FREEDOM OF ACTION

The thing, in an indirect way this easiness also affects one of the main features of a Deus Ex games, the different solutions to the obstacles. Because congrats to the DX:Hr team, they mostly got right one of the most hard things to copy from DX, all the paths and ways to advance, from climbing a roof to using a vet to finding a passcode to open a door to hack an alarm system for an auxiliary maintenance corridor, etc etc. It’s very easy to just put a pair of doors or vents and call it a day, it’s much more harder to get right the multi-layered approach of Deus Ex.
Being honest I don’t think it quite reaches the levels (scenarios were bigger, a bit more complex and multilayered, and less linear) of the original DX but it’s pretty close, no other game have reached the levels of the original game because this was his best feature, so being this close is a very good job.

In fact, sometimes i surprised myself counting the number of ways i could advance… and i hate to say this: b-u-t

Buuuut, when I was playing, sometimes it didn’t feel right. Something was off. I felt as it didn’t have the freedom and the organic solutions of Deus Ex the First. Was I biased? Was I being a cranky old man looking with rose-eye tinted glassed the old glories and judging too harshly the new game to be sure it wouldn’t be better than the classic? I started to considerate the possibility. But playing more and more convinced me it wasn’t like that, while the game at first it does have most of the freedom and interesting situations of the first Deus Ex, it actually feels more superficial, more hollow, a bit more bland.

The quid of the question is what i have said before, the game lacks difficulty, and it lacks resource management. To compare, in the original DX if i could evade an enemy patrol using an air vent, i would do it because that way you don’t “waste” resources (like health kits, supposing you are going to lose some hit points in the combat), valuable ammo, or energy if you use augs. Or if there was several ways of advancing, one with a closed door and other needed to manipulate electronic devices, i could choose one or the other depending on the level of multitools and lockpicks i had, and the way my character is built on the skills with each one, or maybe using hacking if my character was geared toward that.
In the other hand the lower difficulty of DX:HR makes the choices less relevant, less important. I don’t have to think what way i have to choose to advance, it’s more a question of “What it please me more at this time, using the air vent, or just avoiding the guards using cover? Or maybe just killing them”. There are lots of choices, but ironically they went too hard in doing them all perfectly viable for almost everyone, and without difficulty, without resources to be efficient, without need to search for a path appropriate to you character build, there is no need to search and take a more advantageous one.

In that sense, they got right the physical aspect of the Deus Ex gameplay, the stealth, combat, hacking, exploring,the layout of the scenarios, it’s all there, but all that was related to the gameplay systems,and in their casualization and “streamlining” of some of said systems they lost a fair share of the soul of the game, even if at a cursory glance it seems mostly the same.

EDIT:
I forgot to mention the new HACKING system. It’s very good! :). Not surprises in that point, i think most people also liked it.
If i have to nitpick it, i would say it could be improved with a bit more of complexity, of depth. Why? Because in the long run you hack hundreds of computers/other stuff, so around 2/3 in the game it starts to feel a bit like a chore, even if it was a good minigame in the dozens of hours before.

I agree with all of that.

I do want to add that I really liked the initial characterization of the major NPCs in the game and was disappointed that none of them had a satisfactory emotional arc at the end of the story. But you’re right in the lack of challenge. Often times, I’d find a single way to the objective, then before activating the objective, I’d just wander around, looking for the other paths I might have missed.

The original wouldn’t always have let me do that. Sure, I progressed, but it shouldn’t be at the detriment of the challenge it’s taken me to progress. It’s almost as if DXHR is a content tour of this kind of gameplay while afraid to close off viable paths because the player kinda screwed himself. It’s easy and pleasurable to play, but won’t lend itself to multiple playthroughs the original did. I kinda felt I’ve discovered way too much in the first play-through already. I may be wrong, and gamers might surprise me with a few extras later (like the Hangar 18 reference), but overall, it was a good play experience without hinting that anything might be too different if I did it all over again.

Still, I’m glad they managed to hew so close to the original’s vision and added layers of style on top of it. I hope this game does well enough that it’ll spawn either a sequel, or influence other games down the line.

Write your congressman today! Eidos Montreal for a new Shadowrun rpg or else!

They’re already making Thief 4. So hopefully, the success of Deus Ex convinces them to remember Looking Glass. REMEMBER LOOKING GLASS!

Fuck Thief, give us a new TERRA NOVA! :-)
The world needs more Mecha games, Mechwarriors 2 Mercenaries, Terra Nova and ofcourse Steel Battalion cant be all there is.

You agree with all of it?!!! Someone give a prize to this man!

And yes, i agree with that comment, the initial characterization of the characters was good but they didn’t have proper character arcs with a good climax or closure. An example is
late spoilers?

your relation with Megan Reed, left in the air once you rescue her, the game forgets about it.
Of Jensen himself. Did you notice how in the first 1/4 of the game there is a few dialogues here and there about how you feel about the aug. technology and what they did to you without asking?. The past trailers of the game also seemed to point to some personal inner drama about it, about your loss of humanity or transhumanism and what not. But after the first 1/4 the game forgets about that particular aspect of the game, and it doesn’t build up a character arc for yourself.

Yeah, the quality of this certainly makes me a bit more confident about Thief 4.