![]() ![]() The oft-maligned boss battles do indeed feel a bit out of place, although I would be more disappointed if they were handled entirely in cut scenes or if I, say, was able to one-shot them in a takedown move or whatever. While the augmentation choices might not matter in a metagame sense, they are useful in making you better at whatever playstyle you are accustomed. The stealth mechanics do not feel tacked on like so many other FPS titles (Far Cry, etc). Someone looking for a challenging run-n-gun cover-based shooter will find DX-HR an acceptable challenge. ![]() Legacy issues aside, DX:HR as a game within itself is a rather brilliant experience. This Midgar-looking city makes me want a FF7 remake soooooo bad. Indeed, DX:HR feels more coherent than even open-world titles like the STALKER and Far Cry series, insofar as the latter games mostly present “options” in the form of exploiting AI than necessarily discreet choices. Compared to the generic FPS flair of games like Singularity, DX:HR blows them out of the water. Had this been any other other FPS title, I would have been praising it for its Deus Ex-qualities instead of damning it for the same. And that answer is, unfortunately, “No.”īut that is the rub. Considering all 5 of the different paths occur within 30 feet of each other, you begin to question whether the choices actually matter. The natural inclination to explore all the rooms to make sure you didn’t leave behind valuable items (despite none ever really existing), quickly reveals how many paths lead to the same outcome. While it felt liberating to know there were so many different ways to progress at first, it also meant that none of the ways you did progress felt particularly clever. Use the Strength augment to move a vending machine, climb on top and jump to 2nd floor balcony. ![]() Grab an extra pass in the security room, present to guard.Kill the guards (personally or via hacked security bots), loot the key.What this means in gameplay terms is that since all of the choices are available, the designers included ways in which all of the choices are useful.įor example, about a third of the way through the game you will be tasked to get past a locked lab door. In DX:HR, 100% of the augmentations are available to the player right at the beginning of the game the choice simply comes down to which ones you want to unlock in which order. DX:HR does its best to live up to that open-choice legacy, without really understanding how the original maintained a level of coherency: limited, metered choices. Want to sneak through the air vents, hack into the computer systems, and bypass all security measures without firing a shot? You could do that too. Want to treat the game like a normal FPS? You could do that. One of the defining characteristics of the original Deus Ex was the multiple ways in which the player could progress through the game. ![]() Or in my specific case, struggle within the dichotomy of loving the setting so much that it (almost) washes away all the sins of not being Deus Ex: New and Improved, while the game bits themselves simply show up to work and get the job done. Or for someone else to watch trailers like these and fall so deep in love of the cyberpunk spirit of the game that the actual mechanics becomes irrelevant. The distinction between the three is extremely important because it is easy for someone to write off the entire game because it does not live up to the Deus Ex heritage. The second is a genre showcase of cyberpunk sensibilities. The first is a prequel to the original groundbreaking Deus Ex released in 2000. The thing to understand right from the start is that Deus Ex: Human Revolution (hereafter DX:HR) is three separate things. ![]()
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