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Deus Ex is one of the PC gaming greats, a cyberpunk RPG with all the elements that make spy movies great, blended together in a way like no other. Over the past decade, the game has made for itself an even greater reputation, leading us up to now, where a new developer takes the helm with Deus Ex: Human Revolution, directly inspired by the original title, and approved by its creators. Hardcore fans (being hardcore fans) have been slamming the game and its design changes for some time now and refusing to believe a new title from a different team could even hope to match the greatness of its forebear. What you figured be damned: Human Revolution is the real deal.
The universe
The story is strong, voice acting is very high quality, music is wonderfully ambient (though consequently, lacking in memorable tunes), and the distinguished art direction makes for a very believable world. Over a decade may have passed and the universe may have switched hands, but Eidos Montreal have, in large part, successfully recreated the distinct feel I got from playing Deus Ex, but painted a fresh, new layer on top that blends in perfectly.
The shiny-shiny
Graphically, it may not be cutting edge, but it's plenty pleasing, provided you're not the type to need that sort of thing. And hey, it's a hell of a lot better than Deus Ex. Textures for the most part are high quality, and a variety of effects and techniques give the PC version an appreciated leg up (see bottom for the full skinny).
Story
As a prequel, Human Revolution puts you in the sexy shoes and coat of Adam Jensen, head of security aka badass spy at Sarif Industries, quite a few years before the events in the original. It's an exciting time, to be sure: founder David Sarif and his team are on the brink of pushing humanity into its next stage of evolution, all self-propelled by 'augmentations' -- bodily enhancements which can do everything from helping amputated war vets to giving one a machine gun for a hand, or hell, go invisible, just to name a few of the possibilities. Think of it as a practical, futuristic version of cosmetic surgery. Like that practice, augmenting is divisive: some groups and citizens are struggling to suppress it to preserve humanity's naturalism, while others are pushing it as far as it can go, and you're smack dab in the middle of it all.
Augmentations
You start off with just a few basic augs, but it's not too long before you'll have a few sweet abilities under your belt, whether it's seeing through walls, tracking enemies, performing the tornado-style Typhoon explosive attack, or hacking with the best of them.
Augs are chosen with 'Praxis', granted after you've gained enough XP. With these, you can choose exactly how you want to play, be that cloaking and dropping from rooftops stunning enemies Batman-style, going all out with guns, or opting for the extreme stealth route, taking in all information possible about the enemy and using it to slip by without a sound, or perhaps some mix of the three.
Different routes
As before, a few main hubs are available for free exploration during the course of your missions, but a good chunk of the game is closed. This is not to say it's linear per se, as within each set mission, there are tons of routes to take and secrets to uncover. Combined with the augmentation options and multiple endings, Human Revolution sports a sheer versatility rare in games today. It is perhaps the game's greatest strength, lending itself well to replayability not only to try out the different styles and routes, but also for self-imposed challenges, (e.g. never killing anyone, not using any augs, etc). Props to the guy who chooses 'Give Me Deus Ex' difficulty, uses no augs, and goes the extreme stealth route, as it's an equally rewarding and challenging experience.
Ch-ch-changes
Two major changes over Deus Ex are passive regen and third person cover. These were some of the biggest concerns for the hardcore, but rest easy as they've been smartly implemented. Regen is again justified by augmentations, but this time your health recovers automatically and consumes no energy cells. The rationale given by Eidos is it's simply to avoid medkit mechanics and keep the game flowing, and it works well enough. Rest assured, even on the default difficulty, enemies can take you down in the drop of a hat if you don't watch it, and it takes a good 30 seconds or so of not being shot to recover, so it's somewhat tough to exploit, and with bosses, near impossible.
As for cover, it makes for some of the game's more thrilling moments, allowing you to observe enemy patterns efficiently and undisturbed. Always fun: popping out from cover to alert an enemy to your position, popping back in, then out again to sock him in the face as he rounds the corner, or cloaking yourself, and rolling between pieces of cover undetected to your goal, and completely avoiding the hassle of confrontation. If you're a stubborn old-timer, though, the cover is completely optional; Human Revolution is certainly viable played with the retro method, if not more difficult.
One change which should delight everyone is the hacking. Improving on the non-interactive version in Deus Ex, it's now full-fledged and cleverly designed. Upon initiating a hack on a computer, safe, or security terminal, you'll see an interface with various objects representing a network, each of which you can capture, fortify, or use directly against the network. Nodes, for example, provide protection if the network catches on to you and tries to trace you; data folders are useless on their own but help you to reach your goals; data cubes provide cash or XP bonuses, and various cogs can be used to spam and slow down the network.
Routes from one object to the next are restricted, so you'll have to plan out carefully which you'll take to maximize your rewards and chance of being caught. If the network begins to trace you, you've got to think quick about how to beat it before it beats you. Three aug trees are available for hacking; I invested mostly in the stealth option, meaning my chances of being detected when capturing folders were minimal, which made for mostly breezy hacking. It all gets a bit tired toward the end as there are tons of terminals to hack, and if you're compulsive like me, you'll hack every damn one for every bit of experience and cash you can get. It's not quite Mass Effect 2 in its monotony, but it's not too far off. Still, a minor detail.
The big guns
Weapons and gadgets are varied and exciting. If you're the ranged type, there's the sniper rifle and tranquilizer rifle. Submachine guns: covered. Silenced laser pistol? You bet. Shotgun? Of course. If you're into explosives, you've got the rocket launcher, various grenades which can be transferred into mines if you're feeling crafty, and of course, Typhoon.
Guns all sound big and meaty -- or small and dainty in the case of the pistol -- like you'd hope. And if you don't feel like using weapons at all, simply opt for takedowns: with the upgraded augmentation, you'll be able to take down two enemies at once.
PC features
Eidos have been working in collaboration with Nixxes Software on the PC version of Human Revolution, knowing full well the hell old-time fans would give them for a poor port. Lay down your pitchfork, son, because it's exactly what you want: graphics options aplenty (including three kinds of AA), DirectX 11 support, HD3D support (sorry, 3D Vision owners, it doesn't play nice), smooth and customizable controls, great performance apart from some occasional stuttering (70-90fps on a 5770 / 1055t, maxed), and a drag and drop UI and quickbar. In short, it feels like a PC title through and through.
Final thoughts
Deus Ex: Human Revolution is a big, satisfying game with tons of replayability, a solid score, unique art direction, tremdendously fun and challenging gameplay, and an intriguing story. Eidos Montreal have done the seemingly impossible: created a game virtually unaffected by the silly trappings of modern game design that's not only true to a classic, but superior to it in some respects.
It's not quite perfect: the soundtrack could be more memorable instead of hiding in the background most of the time, boss fights are often just trial and error methodology applied in the most frustrating way possible (though very satisfying when you do eventually win out), graphics could be better, more open areas would be welcome, hacking is a bit excessive, there are a few serious quest bugs, and animations are somewhat stiff. But in the end, it's petty griping compared to everything else it has to offer.
Games this deep, unique, and thrilling are rare; if Eidos pulls off Thief 4 in the same vein, they'll be well on their way to cementing themselves as a masterful revivalist of classic franchises.

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Good review, I loved the first Deus Ex and this game really lived up to the hype for me. At times it seems a little dumbed down or casual compared to the first but it's an all-around great game. My only gripe is the boss fights and how they're unskippable... Oh, and the idiotic AI and graphics/character models, but the original Deus Ex had dumb AI and pretty bad graphics for its time too.
The cover system works fine and the regenerating health is pretty much useless anyways. I just wish there was more hubs, they originally planned four I think, and Square made them cut it down to two. I have no idea why they would do that and purposely make the game short, the last mission felt pretty rushed... Without giving away spoilers, the endings were a disappointment and didn't actually show what happened in detail like the first. But it was a prequel so...
I just hope it sold well in the PC community and Square allows them to make a DE4. Hopefully they'll scrap Invisable Wars canon.
I've heard some criticism about the AI but I like it. It feels a little dumb but intentionally so, because it's a game and too much realism can just be a downer. It depends on the individual game, but in this case I enjoy it as is.
Four hubs would be perfect. Remember there was a major delay...I'd guess either the other hubs just weren't working out (sometimes that happens), or they weren't efficient enough to polish them all in time. I'd definitely rather two and a fully polished game than four and an inconsistent game.
Yeah but they are based around the same concepts and approach to gameplay. I remember quite clearly I loaded up the game and kept asking "When the hell am I gonna shoot people?" and have no regard to stealth haha
Now it will get even more reviews (and probably still no replies XD).
I played both Deus Ex's on the PC, and they were far, far better games than Human Revolution. I'm halfway through the game and I might feel differently at the end, but all that review does is point out what Captain Obvious might find about a game ...and yet ignores the fun factor.
The load times are horrid. Even back in the PC days, I don't ever recall load times a frequent and long...not even for System Shock 2!
Every single character encounter I've had in the game so far has been so water-thin that I don't give a rat's arse whether this or that character kills himself because I can't reason him out of whatever it is, or choose the right dialogue choices...and why? It's because the character development is HORRID. I don't feel anything about any of these characters. Every time you meet one, it's like entering into a conversation that is in the middle and you only pretend to understand it. What was great about the first two is that characters and situations were SOLID, not scattered into a million different pieces before you even became AWARE of them.
And the first two also allowed many more angles to any given situation. So far, in this one, you're LUCKY if you find the right vent, or crack in the wall, and if you punch through, GOOD LUCK becuase you just interrupted twenty more people who want to kill you...YAWN!!!!!!!!!!!!!! I'm so SICK of all-out combat! Wave after wave of robots and baddies...SHEESH. Give it a REST!!!!!!!!! This onslaught of combat detracts from the ambience, the atmosphere of the game...it's like what Resident Evil 5 did to all its precursors. I couldn't wait to savor each moment in Deus Ex 1 and 2, and Thief 1 and 2, but this one is like ENDURING each chapter to find out what happens.
The only time you actually feel for a character is Malik, because you spent time with her...and we all know what happens there. What a WASTE!
Seriously, what a WASTE of gameplay and time. Didn't hack fast enough? Wait until your next try. The punitive measure is to sit and waste your freaking LIFE TIME because you couldn't capture a node fast enough. COME ON.
So far, I despise this game, but the graphics are so good I will continue. But this doesn't even come CLOSE to the genius of the first two.
You can beat the entire game with only killing bosses, and alerting like, maybe ten total guards to your presence. It's only if you either mess up stealthing horribly, or if you actually attempt a frontal assault, that you will ever have to get in a large-scale firefight. I actually didn't kill any robots at all my first run, wasn't aware you could without using the EMP mines I always saved for bosses.
There is more than one correct way to skirt around a situation. If you don't find "The Golden Vent", you're not screwed. Failed hacking attempts set off building alarms, aka guards know you're there. Though hacking is so easy you probably shouldn't be failing.
I liked talking to the characters, well, most of them. Many of the characters actually were interesting to talk to, had ambitions, secret agendas, etc. Some were wafer thin, but not everybody in life is a complicated spyman bent on world domination. Heck, somebody had his bomb armed with the code 0000. The important characters, and some side-shows, all had backstories and connections to others in the town. If you walk around the whore house you can hear people discussing Mei for example, fleshing out her character. The only character I felt was on shaky ground was Hugh.
I've played through three times now, and it really felt like a game where you take out what you put into it. I had a playthrough where I didn't listen to any speech, killed everything that moved, and generally acted like I was playing Call of Duty 6: Chest High Walls Edition. Felt really dull and not all that fun, save for a couple times when I led guards into mine-filled hallways. But when I actually listened, tried to get through situations in interesting ways, had a blast. In a way it's a bit of a vicious cycle. If you take your time and really pay attention and explore, you'll learn a lot about the world and have a ton of fun. But if you're speeding through it on purpose, you'll miss the little side conversations people are having that you can eavesdrop on, the partially-hidden sidequests, the Viagra email, etc. Heck I'm still finding new things on my 3rd/4th playthroughs. There's a ton of crap to do and find.
Load times aren't great but the patch that came through really improved them a lot to the point where they're not so much an issue for me anymore. The only real downer I have about this game is the Aug Edition preorder goodies are a bit all over the place. Extra mission/items aren't there for people who bought it through Steam.
In short, I think it rather deserved the 9/10.
Lorx Well-said.
Even when you disable a soldier in a hallway or cubicle area, it turns you around so that you are no longer facing the way you were before you disabled the soldier. Then you have to look around and get bearings to drag the body somewhere, and often in the wrong direction, and then get yet another long arse reload when you get swarmed.
It's these little things that keep piling up. The map system is worthless. Splitting the map into tiers doesn't help you when all the streets you are on are dead ends. Over and over, the game FIGHTS you every step of the way to make sure you aren't enjoying it.
The game is very claustrophobic yes, but I wouldn't expect much of the world to be open fields in the future. The tightness of it all was on purpose, and something the developers actually focused on was all the clutter that made it seem so small. The areas provided, while filled with tiny corridors, had plenty of pathways that intertwined with each other at various points usually, letting you pick your route and adjust on the fly. There was never a real case of linearity however, which is the important part. There were a few places were I thought there was only one path, but then later stumbled upon the exit of a different path. While I may never find quite as many routes as what was available in the first level of the original game, there are definitely 'enough'. You would rarely find yourself in a dead end if you studied the map and planned a general route to take.
No game will suit every person, if this game doesn't suit you, that's life, but that doesn't mean the game is bad. The original games were done by a different studio in a different time, and judging the new game based on the old game's merits will only bring about disappointment. Just like Duke Nukem Forever (except, well, that game wasn't great to begin with really)
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