Deus Ex Human Revolution trailer released

I'm mostly concerned that these "Play for you" aspects will make the game way too easy. Choices and consequences also dictate the level of difficulty used in certain situations, and playing "The way you want" does not warrant each outcome to be as easy! All of them should be situational depending on character build, acquired types of weapon and tech, and the players ability to execute a play-style.

The "Takedown" moves performed showcase a double edged sword. If balanced correctly, these moves could be AUG/SKILL level based and require effort to pursue. If they are not, then there is no point to do anything but play a ninja character from start to finish, avoiding all other options due to the rather easy execution of them, making all obstacles trivial, making choices and meaningful pragmatism an illusion; dancing around the elephant in the room that is the deus ex machina of gameplay, the button mashing spasm of one move performed indefinitely.

Deus Ex was the first FPS to shift this paradigm, before all other action based FP video games were evolved forms of Gauntlet, then the ability of tactical maneuvering throughout layered context sent a shockwave through the gaming world, truly combining a tactical RPG with an FPS. If this quality is lost, then this game is not Deus Ex.
 
The gameplay mechanics look like deux ex with contextual animations for taking cover and close combat; I'm actually surprised how similiar it looks. The cutscenes are lame. The dialogue isn't very good, seeming to lack both good writing as well as good voice acting this time around. The level design seems ok.
 
))<>(( said:
I'm mostly concerned that these "Play for you" aspects will make the game way too easy. Choices and consequences also dictate the level of difficulty used in certain situations, and playing "The way you want" does not warrant each outcome to be as easy! All of them should be situational depending on character build, acquired types of weapon and tech, and the players ability to execute a play-style.

The "Takedown" moves performed showcase a double edged sword. If balanced correctly, these moves could be AUG/SKILL level based and require effort to pursue. If they are not, then there is no point to do anything but play a ninja character from start to finish, avoiding all other options due to the rather easy execution of them, making all obstacles trivial, making choices and meaningful pragmatism an illusion; dancing around the elephant in the room that is the deus ex machina of gameplay, the button mashing spasm of one move performed indefinitely.

Deus Ex was the first FPS to shift this paradigm, before all other action based FP video games were evolved forms of Gauntlet, then the ability of tactical maneuvering throughout layered context sent a shockwave through the gaming world, truly combining a tactical RPG with an FPS. If this quality is lost, then this game is not Deus Ex.

whoa, you're reading a bit too much into a simple animation. it's pretty common for stealth-based games to have an automatic stealth takedown. the only difference here is that while in for example AP or Splinter Cell the perspective doesn't change, but in Deus Ex 3 they've chosen to do a more cinematic animation. if the guard had noticed him before he took him down, it'd probably end up in combat like any other game.

or maybe I just misunderstood your point.
 
It's not that, it's the fear of their abuse in a game like Deus Ex that has to be balanced perfectly with difficulty/modlevel/not making stealth the best option all the time.
 
))<>(( said:
It's not that, it's the fear of their abuse in a game like Deus Ex that has to be balanced perfectly with difficulty/modlevel/not making stealth the best option all the time.

Like when you could sneak-kill almost every single guy in the Que-Jin joint in VtM:B, with a sneak skill of 3? No, wait, not! God I got tired of that Katana seppuku noise.
 
The footage from E3 actually reminded me of Alpha Protocol some, albeit in first person. This is a good thing, though, in my opinion.

My main concern is how much variation in character design there is. I would settle for "Bioshock level", if the plot and choices in mission solution are sufficiently good; however, I'd prefer more variation, ala the aforementioned Alpha Protocol.

Hopefully they won't have any "options for options sake" problems, though. Every choice in character design should be there because it contributes something, not just so there are a minimum number of radio buttons. I love Deus Ex 1, but a fair number of the skills, augmentations, and weapons existed mostly as useless clutter. Sure, you *could* buy up Swimming, and it wouldn't be 100% useless, but no matter your play style, those XP would have been far more useful spent elsewhere.
 
well what I liked more about Deus Ex was the interaction between the player and the NPCs. It feelt more like real dialogues from a relaistic point of view. It feelt more natural.

Also what I hope is that they will pay attention to details. I will forget for a moment that Deus Ex Human evolution as "prequel" to Deus Ex looks more futuristic then Deus Ex 1 ever was ... but there have been many small details in the game which have been great to explore. Like the one or other conversation between the people. Remember that time in the Caffee in Paris when you hear the Parents argue about the child and its future and if it should join the military group ? Or when you steal the machinepistol from the officer in the start of the game how you have to explain that later (and lie) ?. Such things give the game a small realistic touch which I very much like. Missed those in Deus Ex 2. Next to a good story.

Letz hope they will go a bit in the metaphysical direction with Human Revolution and REALY make you question the things around you. In other words a intelectual game :P not just "kill kill kill"
 
))<>(( said:
It's not that, it's the fear of their abuse in a game like Deus Ex that has to be balanced perfectly with difficulty/modlevel/not making stealth the best option all the time.

Eh, better than in the first game where augs/mods didn't mean shit and the best option was to just flick on Regeneration and Power Recirculator while running around insta-killing everyone with the Dragon Tooth (even with low-tech weapons untrained, it 1-2 shot most everything besides bots) while healing 40 hp every second and being unkillable.

Or you could just scope your pistol (could get the scope as soon as you finished the first mission) and run around headshotting everything that moved, without ever picking up another weapon.

Balance indeed.


Anyway, I've got a sneaking suspicion that there aren't going to be any weapon/sneaking skills (i.e. it'll be just as easy to pop out and headshot the guy as it would be to walk up and do a flashy stealth kill); and that the upgrades/augs are going to be purely focused on combat (like bullet time, damage absorption, cloaking). Maybe even merge lockpicking and electronics into a single skill and throw that in too.
 
What I would like, if they must merge the skill and aug systems together, is something with several categories of ability, but multiple levels of qualitative enhancement. So, instead of improving the Cybernetic Strength attribute giving you simply more lifting capacity, each improvement gives you one new trick, like throwing large objects, or smashing through walls. Whereas the Stealth attribute, one enhancement might make your walk quiet, while a much later one makes you invisible.

Basically, make the skill/aug system less about gaining 10% better ____ here and there, and more about giving new capacities that each can change the way you play.
 
would be nice if you could also somehow get access with ... ilegal augmentations or something. Making a difference between it eventually. Ilegal beeing eventualy stronger in one aspect but having a huge downside eventualy in another. No clue.
 
Crni Vuk said:
would be nice if you could also somehow get access with ... ilegal augmentations or something. Making a difference between it eventually. Ilegal beeing eventualy stronger in one aspect but having a huge downside eventualy in another. No clue.

wasn't there something like that in Invisible War?
 
I think yes. But I cant recall if there have been huge downsides to it. But to say it that. Its not like I payed much attention to IW.
 
Hi guys,

I am not going to try to read all the comments and reactions that have been posted since the release of the trailer and just put my thoughts on the trailer and the premise of the new DE in words.

Perhaps some of this has been mentioned and some not.

The setting and the looks aside, I really would like to see a Deus Ex 3 that is as close to the gameplay of DE1 as possible, rather than DE2 IW.

Perhaps there should be some streamlining in the skills and mods to remove or combine those that are otherwise not used but I would rather see that game for the rest is what I liked about DE1 rather than something that is made to draw in the Bioshock and the Fallout 3 crowd.

I feel such a game would be something that lasts longer than Bioshock or Fallout 3 which to me are mostly intended to be picked up and finished as quick as possible before the next big hyped title comes out.
 
well I would be already happy if the weapons get different amunition. Just as how it should be. I still ask my self who got this absolutely stupid idea to make all amunition in Invisible War the same where huge weapons just use more amunition and small weapons less.
 
Crni Vuk said:
would be nice if you could also somehow get access with ... ilegal augmentations or something. Making a difference between it eventually. Ilegal beeing eventualy stronger in one aspect but having a huge downside eventualy in another. No clue.

The Illegal and Legal augmentations from IW were actually a great idea and implemented rather well.

I would hope to see something like that, but due to the setting differences with Human Revolution, it's unlikely. The level of augmentation at this point in the setting is rather low, and I expect that having augmentations at all would be illegal in some places around the world.

The level of tech at this point during the storyline regarding augs is full mechanized replacements and surgical grafting/pharmaceuticals/nerve splicing. In Deus Ex 1: JC and Paul were the first (Legally Known) nano-augmented humans. They were replacing agents like Herman and Navara, who have the types of augs that we will see in this setting.
 
This could be just bullshit, but according to an article on Dutch gamesite Insidegamer, Deus Ex Human Revolution director Jean-Francois Dugas tells that we should see the new Deus Ex rather as a 'reboot' than a 'prequel' to the series.

Reason to this is because a large group of gamers is not familiar with the series.

Package it however you want, it seems to me he basically is saying that DE: HR is mostly intended for the mainstream gamers who came onboard with the Xbox360 and the PS3 and will probably reflect that in the gameplay, refocusing the series towards them like so many other franchises have gone before.

Personally I think he is talking out of his ass.
 
The Dutch Ghost said:
Reason to this is because a large group of gamers is not familiar with the series.
He obviously means console gamers (despite the PS2 port that probably went unnoticed), every PC player should be familiar with Deus Ex. It's one of the PC's most recognizable titles.

Let's hope Thi4f (yes, they're really calling it that, probably to seem c00l and l33t with the kids) is a seqeul and not a "reboot" at least, though I doubt that it could be a reboot with a number in the name.

Actually, call me a sceptic, but I'm not even sure I want Thi4f at all, it'll probably be shit thanks to seventh-generation-console-gaming-innovation.
 
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