Deus Ex: Human Revolution

I have finally finished Deus Ex: Human Revolution. According to Steam, it took me close to 46 hours but much of that time was artificially padded by stealth game play. Basically, I really tried to pass every level without being detected even once, and without tripping any alarms. When I would get detected, I would usually reload instead of wasting massive amounts of ammo and health restoring items on a pointless firefight. Now that I reached the end, and had a chance to look back at what I have accomplished, the game does seem a tad short. I didn’t feel this way when I was playing it though.

Adam Jensen

Adam Jensen, master of save creeping

I guess what I’m trying to say is that I definitely got my money’s worth. The fact that the game allowed me to take my time and play at my own pace is definitely commendable. You see, DE:HR has something that is becoming increasingly rare in the modern console driven market: quick saves. Any game that allows me to save creep through difficult battles or stealth sections gets my seal of approval. I guess video game companies know this, and being environmentally conscious they are trying to cut down on the number of seals I have to give out each year. Which is of course silly. Whenever I run out of seals, I just give out walrus’ of approval. Those are not endangered, right?

DE:HR also has an inventory screen that allows you to drag and drop items with your mouse. I have not seen this in a major triple A release in years and it almost made me tear up from nostalgia for the good old days. Seriously, the last FPRPG I have seen this type of inventory was Morrowind. And that was like three lifetimes ago. So this game wasn’t just haphazardly ported from the consoles. Someone actually sat down, and spent more than 10 minutes figuring out how to work mouse and keyboard into the game-play. And that person deserves a medal.

I am a hoarder. I cant help it.

I am a hoarder. I cant help it.

Oh, and FPRPG is a thing now. I am making it a thing – spread the word folks. Anything that has first person mechanics and some RPG elements is henceforth going to be known a FPRPG or FPRP for short. Cause in this day and age of information overload we abbreviate even fucking acronyms. Why not just call it an RPG?

Well, because it is not. There are no stats and no skills. In DE:HR you merely “activate” your augmentations over time. Which works great as a gameplay excuse for not giving you god-like powers right away, but it is not make it a full blown RPG. It is an RPG ellement, and a limited one at that. While the number of possible ways you can spend your “praxis points” seems quite extensive, by the time you reach the end-game I can almost guarantee your character will be maxed out in all the ways which actually count. To me, this is both good and bad.

The praxis screen

This is from near the end of the game. At this point I pretty much maxed out everything that could possibly make a difference in the gameplay.

It is bad, because it prevents you from specializing and focusing on certain gameplay style and instead allows you to make a flawless munchkin instead. I feel that good RPG ought to allow you to create very different character builds, resulting in different playtrhough experience. The original Deus Ex was like that – playing as a stealthy dude provided you with a very different experience than playing as a tweaked out tank of a man. Modern games rarely have this complexity. Deus Ex was 80% there though. Most of its levels were built to accommodate exactly that sort of thing. There were always several ways to get from point A to point B – some would require stealth, while others would force you to punch holes in walls, move heavy objects or fight hordes of enemies. The problem was that around the middle of the game my character could do all of these things. And it wasn’t a “Jack of all trades, master of none” kind of thing – I was more or less maxed out in everything. So I could take the stealth way, eliminate all the guards with silent take downs, then backtrack, and collect all the weapons and ammo scattered around the “wall destroying Rambo” path.

On the other hand, I can’t deny that being able to both cloak and throw refrigerators at people was a lot of fun. My inner munchkin was having a great time with the super-augmented Adam Jensen. In a way, I was able to experience all the different facets of the game without having to start over, and I could switch up my strategies as the situation required. It really did create some very fun moments.

Backdrops are awesome

Have I mentioned how much I like the backdrops in these game? Sometimes I would just walk around and stare out the windows.

For example, that one mission in which your pilot, Malik is in danger and you have to rush to save her – I went into an instant killing machine mode there. Throughout most of the game I have always used stealth and non-lethal weapons. I figured that Jensen, who used to be a cop would have a strong, Batman like work ethics. But when I saw bunch of dudes converging on Malik, I kinda lost it and dispatched all of them in a hail of very lethal machine gun bullets and EMP grenades. In fact, that entire sequence is probably my favorite part of the game – mainly because it incited such an emotional response. I really did not want Malik to die, and I kept reloading trying to save her until I was successful.

Lovely night time cityscapes

Lovely night time cityscapes

The main character is rather strongly characterized – he isn’t a blank slate. But his personality is malleable in certain limited ways. For example you can slightly skew his attitude towards the human augmentation debate which is the core social and moral conflict in the game. You can play him as a resentful and bitter guy who never asked to be made into mechanical demigod, who things such things should be either banner or very rigidly regulated and used only to treat life threatening conditions. Alternatively you can play him as an optimistic progressive who thinks people ought to be free to better themselves through augmentation, and sees it as a next logical step in the evolution of our species. Regardless how you behave in all the conversations, when you reach the end of the game, you end up in this room:

The End of the Game

Push a button, get an ending montage.

You get four buttons, and each of them will give you a different ending. One will result in a worldwide ban on all augmentations. One will result in tight regulations, but may help to thwart the plans of the Illuminati. One will indirectly help to hide the evidence of the Illuminati, but will allow research and development of new augmentations to go on as normal. It doesn’t really matter how you behaved before this point – you can pick any button you want. Then you can watch the end sequence, reload the game and watch another ending. Once you do this four times, you get an achievement… Which is kinda ridiculous.

Not to mention that the endings are a bit weak. They are basically just stock footage montages, with the main character narrating over them. He talks about broad implications of his choice, but we never actually see how it will affect the characters we have actually met. I would love to be given a chance to have a final debriefing talk with Davin Sarif back in the Detroit office. You know, kinda like the non-martyr ending in Dragon Age: Origins where you get to walk around the throne room and talk with all your companions of the last time. It would be awesome walk trough the Sarif offices listening to NPC’s, watching the TV coverage of Pangea aftermath, and reading in game newspaper articles about it. I would love to visit Pritchard and Malik and see what they thought about my choice. Too bad they decided to end the game in such an abrupt way.

A lot of people on the internet complain about the boss fights, but I didn’t find them all that annoying. You see, I’m a hoarder so I would always try to have at least two lethal weapons and about a metric ton of ammo in my inventory, even if I only used it once in a blue moon. When I faced the first boss and realized he was immune to my stun gun, and tranqualizer darts I quickly switched to machine gun and took him down in no time. From that point on I would strategically hoard ammo, and occasionally spend praxis points on combat related upgrades. Yes, the fights felt quite out of place, but they didn’t really ruin my immersion much. I was mostly just annoyed that my super-stealthy assassin Jensen would completely forget his cloaking field and sneaking skills in every fucking cut scene. It was really silly of Edios to outsource those parts of the game, especially considering how great the rest was.

Details

Little details like this make a whole world of difference. They make the world feel lived in.

The level design in this game is really amazing. I couldn’t help but be impressed by the Edios design teams attention to detail. Just look at the screenshots I posted throughout this review. Their backdrops and beautiful and visually interesting, and their environments feel “lived in”. A lot of games will create these sprawling industrial levels that feel very sterile, and linear. DE:HR does not do that – every room has some interesting garbage that tells you meaningful things about its inhabitant. Every computer terminal has flavorful emails that help to flesh out the game world. Offices have rooms full of janitorial supplies in the hallways, apartments have beds and bathrooms. Hell, I have even found this very odd cubbyhole somewhere in the sewers:

WTF Room

Wait.. Tissues, lotion, laptop and... Is that... Eeeewww! There is probably nasty stuff on my shoes now!

This is very, very good design. No, it’s more than that. It is visual storytelling. Very few game companies do it right. Valve sort of pioneered this, and are the undisputed masters of incredible level design. Their games basically tell their story through their meticulously designed environments. Bethesda is also very good at this. God knows they can’t design faces that don’t look like undead with Down syndrome, but their environments are always populated with strategically scattered junk. In Fallout you could get a good idea what each Vault was all about without reading any of the notes on the computers. They would always have enough clues scattered throughout he levels. So now I would like to officially add Edios Montreal to my hall of fame of companies with awesome level design skills.

Despite a weak ending, and somewhat sucky boss fights the game was excellent. I got plenty of entertainment for my money, and Edios deserve mad props for actually making the game PC friendly and making their environments look as awesome as they did. If you haven’t picked it up yet, I highly recommend it.

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10 Responses to Deus Ex: Human Revolution

  1. Jakob DENMARK Mozilla Firefox Windows says:

    It was indeed a great game.

    The best part for me though was the conversations you had, The one were you tried to convince the person you talked to give some information or stop something they were doing. It was intesense and felt pretty real.

    The boss battles sucked though. It could really gimp a person who didn’t know it was coming. And, there was no connection to them. You see a short glimpse of them in the start of game, only to see them again when the boss battle began. I would have loved it if we got a greater insight to these characters, a reason why we would hatethem beyound “they attacked us”.

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  2. jambarama UNITED STATES Mozilla Firefox Windows Terminalist says:

    The last FPRPG I played was borderlands. Which I really like, though it is much more like a traditional RGP with XP and levels and skill trees. And it isn’t serious, it is jokey, and the plot is very very thin, and the attention to detail isn’t there so much, and everything looks pretty blah (junkyards & deserts are easy environments to make, but not good to look at), and on and on. Ok, it isn’t much like DE:HR at all.

    Actually, I don’t know why I like it so much, the interface is cumbersome, the driving is awful, the enemies are all the same, the missions are all the same (shoot some guy), you level far too quickly, the DLC doesn’t have the fast transport system (presumably to stretch out the story). I guess I’m a sucker for numbers.

    Also, what happened that made DE so great, Invisible War so crummy, and Human Revolution almost as good as the first? Edios has a consistency problem, even within the same series.

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  3. Luke Maciak UNITED STATES Google Chrome Linux Terminalist says:

    @ Jakob:

    I think Yahtzee said it best in his review – boss fights should be like a final exam from all that you have learned up to this point and not just big dudes with a lot of HP. You ought to be able to use your the skills you have been practicing on them.

    In a game such as DH:HR there should be at least 3 ways to defeat a boss:

    – full frontal attack
    – stealth take-down, with an option to make it non-lethal
    – diplomacy option

    Full frontal would work just like current fights. Stealth option would be made difficult by giving the boss a complex patrol route, with some random patterns, a huge detection cone, and perhaps an ability to jam your cloak every once in a while. Some bosses could have armor that nullifies the dart gun forcing you to go for close range stun gun or manual take down. Others would be very hard to sneak up on, forcing you to snipe from hiding. Etc.. I thing staling a super-guard like that would be just as fun as having an all out shoot-out with a grenade chucking boss.

    Diplomacy could be used to do a lot of character developments, and giving players extra options. For example engage the enemy in dialog, and then zap them with the stun gun when they get distracted.

    @ jambarama:

    I hated borderlands. Too MMO-ish for me. Though watching Rutskarn (from Spoiler Warning) and his crew (they named their team “Borderbutts) play the game was kinda entertaining.

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  4. xWittaker UNITED STATES Google Chrome Windows says:

    The last boss fight was positively hilarious for me. I started saving up missle launcher ammo and when I fought him, I dropped all 3 rockets on him. Unfortunately he was still moving so I dispatched with 2 final pistol shots :P.

    My rescue of Malik was pretty similar to you. I was all like “Oh shit, they’re trying to pull a Jock on me” (if you played the first DE, you’ll get the reference) and then charged. I dropped my upgraded typhoon on the big security bot and then promptly panicked when I realized it was still alive and I had now had everyone shooting at me while I was standing out in the open. Luckily one pistol shot finished it off (god I love the pistol) and I proceeded to gut the rest of the attackers.

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  5. Luke Maciak UNITED STATES Mozilla Firefox Windows Terminalist says:

    @ xWittaker:

    You mean the last boss before Hyron Project? The one when your augmentations get jammed? I didn’t have any rockets so this one actually took some running around.

    The easiest normal-boss for me was the the merc lady in the computer room. She just de-cloaks and runs at you from a distance. By that time I had by rifle all upgraded with the auto-targeting mod so I just locked on, and held the mouse button down until she died, while attempting to circle strafe. She died astonishingly fast.

    I was stockpiling Laser Rifle ammo for the final boss. When that came along, I just hid behind some cover and started shooting at Zhao ignoring the turrets. Laser goes through glass walls, so she died after about a magazine and a half worth of laser to the face. I didn’t even realize you were supposed to run around hacking terminals until I went to hack them after the fight. :P

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  6. MrPete GERMANY Mozilla Firefox Windows says:

    Hmm, seems as if I should finally catch up on a friends offer to give it a try…
    Level design -though much less fantastic than the stuff you show here- was one of the nice points in the first DE.
    That is if my memory isn’t totally overshadowed by nostalgia :)

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  7. SapientIdiot UNITED STATES Google Chrome Linux Terminalist says:

    It is quite a fantastic game. I have to say though, the option to choose any ending kind of killed the replay value for me. I really wanted to go through the game first in a normal, non-stealth fashion and take a second stealth run after i knew what to expect, and maybe make some different choices as to augs and dialogs, but it seems somewhat pointless knowing that no matter what i get to choose my ending. Hopefully a new DLC gets released that will finish the story a little better.

    Did you notice some of the emails during the part where you rescue Megan duplicated the intro to the original Half-Life? “Work safe, work smart, your future depends on it”, etc.

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  8. Dileep UNITED STATES Mozilla Firefox Ubuntu Linux says:

    Did anyone make the other choice when prompted to go to place to get thing fixed after the Malik sequence?

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  9. Jakob DENMARK Mozilla Firefox Windows says:

    @ Luke Maciak:
    Actually, it is not always the case your argumentation will be jammed :D.

    Before you fight the last mecenary boss, the Tai Young CEO will attempt to disable you. During the game, you experience random glitches and get the chance to have your biochip upgraded. This is what you did. If you say “nah, I don’t want it”, and get to the second last boss fight, something cool happens. She tries to jam your augmentations, but, since you don’t have their upgraded chip, it does not work. This leads Jensen to utter something along the lines of “You thought I was dumb?” with a smug appearance. It felt great to have outwitted her :D.

    @ Dileep:
    Depends on what you mean. If it is not getting the glitches fixed, then I did and just read the above.

    My Malik sequence was a bit rough. I first stayed back a bit, wanting to save her, but I feared my Pacifist play trough would leave me unable to deal with head on. I was wrong. After a few tries, I simplied rushed in with my Dart Gun and Reflex Boost (able to knock out two guards at once). Stunned the machine gunners, knoced out the others, running around. When the robots dropped, I chugged an EMP at them, taking them out. Man, I felt like superman after that.

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  10. Luke Maciak UNITED STATES Mozilla Firefox Windows Terminalist says:

    @ MrPete:

    Yep, it is a good game. The ending is disappointing, and the boss fights are sucky but most levels are fun, and allow multiple paths and approaches.

    @ SapientIdiot:

    I was thinking about doing the same thing, only building a killing machine this time around (I was going for stealth on my first play through) so I never invested in things like armor or thyphon launcher. But once I finished the game, I realized that I wouldn’t see anything new.

    @ Dileep:

    I’m guessing some people might have been confused by the sequence. On my first try I waited too long and Malik died, and I thought that perhaps this was scripted. I reloaded anyway, to see if I can actually kill the attackers and save her. I imagine some people would just grumble and continue thinking the game just pulled a Joss Whedon on them.

    @ Jakob:

    Ah, that’s awesome! I went and got it replaced because it was a quest, and I did not want to leave the area with incomplete quests. Also, I was expecting maybe some bonus abilities to become unlocked. I was disappointed when that did not happen.

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