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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Fri Jun 11, 2010 3:51 am |
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My obsession with text bleeding off the image and the tired black-white-red color scheme notwithstanding, they should still use my cover, dammit. Better than whatever they're going to come up with. BAH.
Bonus points to anyone who can read hex.
Anyway, reading the rest of this thread.
(yes I know there is probably no UNATCO in DX3 because it's a prequel shut up) _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Wed Jun 23, 2010 6:33 am |
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Deus Ex 1 is $2.50 on Steam right now. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sat Jan 01, 2011 8:26 pm |
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Sigh.
Just been skimming this, I'm still at my folks' house and have a date with an old friend in an hour so gotta get ready for that, but I'm liking a lot of the discussion showing up; I also have a sense of dread that this game is going to just not work. Not because of any one particular thing I'm seeing, just the sense that the aspects that came together in DX1 are simply Not Done Anymore, kinda like how none of the metrovanias ever quite managed to do Symphony again because the experimentation process was over and a lot of the hanging chaff that made Symphony interesting simply doesn't materialize once the formula is down.
DX may well be the kind of game that only works when it's blazing a new trail, not following an established one.
Conversely, maybe they know this and/or maybe the change of staff and publisher is enough to send it in a new direction and we'll see it pull it off. I really hope so. I want this game to be good so much. I would almost rather it wind up being ungodly, Sonic 2006 level bullshit than just being mediocre.
I'm hopeful. I'm just also kind of wary. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Tue Aug 23, 2011 6:08 am |
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God dammit I have work tomorrow.
...staying up anyway... _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Tue Aug 23, 2011 6:39 am |
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20 minutes.
>:( _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Tue Aug 23, 2011 7:02 am |
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Finally. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Tue Aug 23, 2011 7:47 am |
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Deus Ex: The Screenshots
(this will get much, much larger over the next few days) _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Tue Aug 23, 2011 2:59 pm |
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Woke up early to play some of it this morning, and either they toned down the difficulty from the E3 build, or standing on the show floor was just a shitty way to focus on the game. I got annihilated for about an hour straight at E3; at home, I'm playing on the hardest difficulty and just breezed through the opening mission without being spotted or killing anyone.
And it was fun.
Looks like my old standby of Stealth/Sniper/Hacker is going to be my first playthrough here. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Wed Aug 24, 2011 2:18 am |
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Yeah the mouse sensitivity is insanely high for some reason, had to cut it in half and it still feels twitchy. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Wed Aug 24, 2011 6:45 am |
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The amount of small detail in this game is making me incredibly happy. So far, best I can really say is that already-very-much-bandied-about phrase: It feels like Deus Ex. I guess I'll just have to say that more emphatically or something, because it's quite true. Not how Deus Ex actually was, but how I remember it being 10 years on, and that's usually an incredibly difficult mark to hit when you're making a new game in a franchise that hasn't exactly been timely in its sequels (see: Deus Ex 2).
This game is everything I wanted the second one to be, and the fact that the second one was shitty just so this game wouldn't come out until we actually had the technology to make it this nice almost makes the whole thing worth it for me.
I was walking around the city and heard someone cheerily whistling the original Deus Ex theme. I actually busted out laughing to myself like and idiot at such a tiny but fun little detail.
Also, this game was essentially run by the art team and sweet mother of christ does it show. It's like the opposite of the Crysis approach. The game isn't particularly technically demanding, and if you look you can see some cheats here and there, like the low-res rectangular blobs with orange spots they try to pass off as buildings in the distance -- an illusion that works fine when you can barely see them but doesn't hold up when your IGC has a point-of-view airplane buzzing right past them. But, for all that, there's detail where it matters.
Like Adam Jensen's clothing.
Look at this motherfucker:
That is a lot of painstaking texture work just on his clothes. And it's everyone in this game. Everything is dripping with style, and it's not a style that's easily placed (although I guess "The Matrix got it on with a Victorian Reenactment Society" would work). Walking into the LIMB clinic for the first time, I think I spent a good 120 seconds just staring at the light fixture they have in the waiting room.
Man. So much fun so far. I think I might've dumped way too many points into Hacking too early, though. Especially as I'm playing on the hardest difficulty and those combat skills might, uh, actually come in handy.
Also: Has anyone complained about the black hobo lady yet? Because yeeeeee.... That was, uh. That was something, hearing her talk for the first time. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Aug 25, 2011 6:58 am |
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Dopefish Lives
Also, I'm making a somewhat-educated guess (if anyone knows otherwise please correct me) that the no-kill/no alarm achievements don't actually start tracking anything until after the intro sequence, if for no other reason than that they haven't given you a tutorial on it by that point yet, plus they give you a machine gun with infinite ammo and make it pretty clear that you're supposed to be run-n'-gunning your way through at least the very beginning of the game. You're not given a whole lot of other options.
Also, as getting the Ghost achievement taught me, Metal Gear rules apply. Cautious enemies who've spotted but not identified you don't count towards the "You've been seen!" rule, so just making them come check out what they think they saw still counts as not being seen. It's only when they're openly aware of/hostile towards you that it counts. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Aug 25, 2011 7:16 am |
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I'm also going for a minimal-kill. I may have to kill some people because if I run out of tranq ammo and energy, well, oh well, my version of Jensen will try to avoid unnecessarily killing people but if his choice boils down to "kill some dudes or get shot in the face", he's going with the former and I guess it sucks to be a gangbanger when a down-on-his-luck augmented guy needs to get past you and all he's got is all the very lethal weapons your slightly-luckier buddies had on them before he knocked them out. I'm trying to minimize the save/be unsatisfied with result/load as much as possible and force myself to keep playing despite less-than-optimal outcomes.
The one big-ass glaring exception to this so far is when an optional quest popped up, I chose to do a different optional quest first, and suddenly the game was like HEY SURPRISE LETS GO TO THE NEXT PLOT AREA RIGHT NOW and when I got there, the first optional quest was suddenly marked as "Cancelled" with no explanation.
So yeah for that one I reloaded and did that one first.
Although now I'm wondering what would've happened if I hadn't. Does the game keep track? Is that guy going to show up way later? Do I maybe just get another chance to do it later? Does it actually make other quests show up if you let this one pass by?
...Fuuucckkk I should've just kept going.
ALSO: Weird thing. In DX1, my version of JC was very much a sneaky hacker type, but he could also very much hold his own in a firefight and one of the reasons I played him like a semi-pacifist is the idea that it was just flat-out too easy to kill everyone because he was generally so much more powerful than they were (and the game reinforced this).
This...Isn't really true in DXHR. Jensen got spotted by a couple of gang members because I stupidly turned a corner too fast, and BANG BANG BANG he was shot dead in less than two seconds. I barely had time to unholster my gun. Admittedly this is on the hardest difficulty so it's my own fault, but:
My version of Jensen is kind of a wimp, at least relative to basically every other RPG/Shooter character I've ever played. I'm finding myself avoiding combat -- or at least picking my battles very carefully and making sure I have full environmental advantage -- not because it's the "right" thing to do to keep things fair, but because Jensen is no superman, and getting lit up by a room full of dudes, even if they're just packing pistols, will drop him dead in a second and change. It's making me play the game very differently than any other game like this. There's games like Siren where you're intentionally made helpless, but DXHR isn't a horror game, and Jensen isn't necessarily helpless. Instead, he's just vulnerable enough that combat really should be a last resort after all other options are completely exhausted, because it's both the riskiest option and the most protracted. I wouldn't say its portrayal is "realistic" because realistically you're not ever going to send a single guy into a giant warehouse full of armed guards, but it takes the sort of spy-thriller film approach where when you're sneaking into someplace, you're really sneaking into it and not just metagaming the thing because it lets you do that instead of going the "normal" route of casually blowing everyone away.
I mean, I did that in DX1. If I saw a particularly nasty cluster of guards that I didn't want to kill, I'd just circle strafe and crossbow bolt until they were all dead. If I try that in Human Revolution I will get annihilated the instant I peek around cover.
So, in a weird twist, I'm actually barely speccing Jensen for combat at all. He's actually not all that powerful! Sure, if he gets up close he can shatter your jaw, but by and large I'm making him more utility-based than combat based, which you'd think would be counterintuitive on the hardest difficulty setting. All those points that should be going into fighting are instead going into being able to jump higher, lift heavy things, and release pheromones to affect people's moods and reactions while I talk to them.
This game has really managed to surprise me and I can't think of any other game that's made me play this way and actually enjoy the hell out of it. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Aug 25, 2011 3:13 pm |
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| Dracko wrote: |
| DJ wrote: |
| Also, I'm making a somewhat-educated guess (if anyone knows otherwise please correct me) that the no-kill/no alarm achievements don't actually start tracking anything until after the intro sequence |
No, the intro sequence counts too, killer. |
Aww, really? Oh well. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Mon Aug 29, 2011 6:19 am |
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Well, really, the "challenge" is that you're being kinda OCD about the game. Not knocking it if that's your playstyle, but I would say that if it's ruining the game for you entirely, well shit, why not just go "fuck it, this is a Kill Everyone playthrough" and worry about getting a no-kill clear later on? S'what I'm doing.
I'm actually playing it very close to how I played DX1 (and it's working, which is making me astoundingly happy). Jensen doesn't kill for no reason; if I sneak up on an unsuspecting guard, I'm not going to blow him away, I'm just going to take him down. Dude's just doing his job, right? No need to kill him for that. But, if (minor spoiler) something happens where, say, a bunch of PMC goons walk into a place and massacre a bunch of civilians to get to me? Out comes the silenced 10mm and none of them are getting out alive.
I know this shafts me out of an achievement, but it's immensely adding to my enjoyment of the game, which is a more than fair tradeoff. I'll go do a "perfect" run later on. For my first time through, I'm just having fun and playing the game the way it was designed to be played. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Mon Aug 29, 2011 6:20 am |
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I also just want to add that this game is really, really good. It's the DX game I've been wanting to play since DX1. The art design, the level design, even the fucking voice acting is great, even if Jensen sounds like he eats cigarettes instead of food. This world feels awesomely lived in and authentic while still managing, somehow, to be a videogame that you play. I love it. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Tue Aug 30, 2011 2:04 am |
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I don't know a single person playing this game currently who let Diamond Chan live unless they were going for a no-kill clear.
I sure as hell killed him.
Found him later, too, decorating an awning:
 _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Wed Aug 31, 2011 6:24 am |
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I'm annoyed I only get to play this game when I get home every night. I've yet to spend a full day playing it.
On the plus side, it's kept me entertained for quite a while now despite nightly play.
Hopefully it's done by labor day and/or they don't make me work labor day. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Sep 01, 2011 2:00 am |
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Barrett was hair-pullingly hard for me. Jensen had exactly zero in the way of combat augs, and on the hardest difficulty he can literally kill you in one second flat. I will say this for that fight, though: It made me start playing Jensen in a far more ready-for-shit-to-go-down manner. Carry more guns and grenades, throw points into the Typhoon system, make sure his health is maxed out at all times, etc. Second boss was handily annihilated in well under half a minute and I think the worst I got was a light dusting of claymore shrapnel.
Totally gonna finish this on the hardest difficulty setting the first time, then do a pacifist clear the second time. Hell I might even achievement whore this one all the way through.
Also, @TXTSWORD: Disliking the takedowns seems like a weird reason to hate the game. Assuming everyone is going to grow to hate it down the line also strikes me as kinda unlikely. You're literally the only person I've seen who doesn't think the game is at least very good. Maybe not great (I think it's great purely due to my personal highly scientific criterion of "Am I having fun? - Yes."), there's definitely some kvetching about the boss battles, the takedowns, the weird difficulty curve, and the fact that Jensen really is kind of a prick. Still, the apparently-universal consensus even from some pretty harsh critics is that the game by and large nails it, a handful of usually pretty personal caveats aside.
Compare that to something like BioShock, which had (and still has) mainstream critics swinging from its dick but was getting ripped on more or less from the jump in places like this one.
Actually I still kind of expected that here, but with Deus Ex you've really got a game that treats you like a big boy and expects you to be able to handle your shit, something that's extremely rare in this day and age. I think that goes a long way in and of itself.
What other game trusts you with a rocket launcher and a huge supply of innocent civilians an hour into the game? It's perfectly possible to completely ruin the game forever by playing it "wrong" and not taking it seriously. This is serious anathema to modern game design, and something most people who were around for the great CRPG golden age of the late 90s and early 2000s usually peg as crucial missing factor in current-gen titles. There's this sense in modern games of "What if they player just acts like a total asshole and breaks everything? We can't let them do that, then the game will be no fun!" Shepard wouldn't even take his gun out anywhere except for designated combat zones safely walled off behind loading screens and populated with chest high cover. DXHR, by contrast, is like "What, you want to just murder every single NPC for kicks? Fuck it. If you think you can get away with that, knock yourself out. Not our fault if you ruin the game for yourself." _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Sep 01, 2011 4:50 am |
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| TXTSWORD wrote: |
| It's hard for me to think of anything I really like about it. |
Well shit, stop playing it then! Nobody's saying you have to like it.
It did seem like you were harping on the takedown thing though. Maybe just as an example, but still. There's always going to be little things in games that annoy people individually. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Sep 01, 2011 1:43 pm |
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It's 6:42 AM right now, and apparently I've woken up to play more Deus Ex.
Doing all I can to avoid rushing this game (It's been over a week and I still haven't beaten it!) but I'm getting close to the end now and it's hard to keep myself from wanting to just play it all the time until I beat it.
Also I can already tell my second playthrough is going to take maybe 1/4th the amount of time. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Sep 01, 2011 2:48 pm |
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Gettin' there...
The "anytime, flygirl" moment was fantastic, by the way. Finally had a very good reason to bust out the Sniper Rifle I've been lugging around for the entire game up to this point and never used outside of boss fights. Kinda glad I didn't sell that thing now!
| TXTSWORD wrote: |
| Yes, I understand that it is my choice to take a stealthy approach and that I am constantly being punished for it. |
Stealth's working fine for everyone else, it seems.
There's a difference between "stealthy" and "OCD to the point of ruining the game"; blaming the game for the latter approach isn't really going to win many arguments.
It's like... "if I pour this boiling hot coffee down my throat all at once, I get burned! All coffee sucks forever and you guys are weird for liking it!"
"Well then don't just chug it like that. Sip it. Then it won't burn."
"NO I WANT TO DRINK IT ALL AT ONCE I SHOULD BE ABLE TO DO THAT OW THIS SUCKS"
For what it's worth, there's parts in the game where you're forced into Alarmed status, so if you're really adamant about trying to get through the whole game with that never happening you might as well just stop playing now. _________________

Last edited by DJ on Thu Sep 01, 2011 3:07 pm; edited 2 times in total |
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Sep 01, 2011 3:01 pm |
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Wait...How are you having problems avoiding Hostile status? I'm playing on Give Me Deus Ex on a (mostly) non-lethal run and I've had like no problems at all. And I'm not super amazingly great at videogames or anything either.
Maybe dump some Praxis points into stealth? (I mean the see the cones of vision thing, not the cloak thing since I know you have that). _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Sep 01, 2011 3:15 pm |
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Yeeeeaaaah attempting to take every single person out and be nonlethal and be stealthy isn't generally a great idea, at least until later in the game. You can do it, but it will take a long time and you'll be reloading a lot depending on how perfectly you feel the need to pull it off.
| TXTSWORD wrote: |
| Things that I didn't learn were problems until later. |
They're not really "problems", though. They're alternate takes on how to play.
I mean, I guess if you're dead-set on gettin' dem cheevos then they count as problems? Other than that, though, hell just play the game freeform your first time through at the very least. Nothing strips the fun out of something like clamping down a million artificial constraints before you know your way around the thing. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Sep 01, 2011 3:18 pm |
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| TXTSWORD wrote: |
| The game put trophies in for this, which would mean that it's possible and it has most likely been considered in the design of the game, at least that's the way I take it.. |
Yeeeeesss and the game also has achievements for conflicting actions. You get an achievement for not killing anyone, but you also get achievements for killing certain people (and no discrete achievement for not killing them.) The game was designed with multiple playthroughs in mind.
I mean, hey dude, play it however you want, but my point stands and it's something several other people here have made already: Coming in complaining that he game sucks because you're playing it in a particular and very limited fashion isn't really going to convince anyone. That's on you, not on the game. I don't think anyone cares if you don't like because of this, but there's a difference between saying "I don't like it" and "the game sucks and you're all dumb and I'll be right eventually just you wait". _________________

Last edited by DJ on Thu Sep 01, 2011 3:20 pm; edited 1 time in total |
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Sep 01, 2011 3:21 pm |
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Man I really should just say everything I need to say before needing to edit shit. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Thu Sep 01, 2011 3:21 pm |
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Anyway! Going to work now. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Fri Sep 02, 2011 5:56 am |
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Yeah Jensen's kind of an asshole.
On a side note, DXHR manages to sell better than Zumba Fitness. In the UK, anyway. No small feat considering Zumba Fitness was #1 on the charts and had been for something like 10 weeks.
No word on the rest of the world yet that I could find, but definitely a promising start.
"...apparently Human Revolution almost outdid the entire lifetime sales of 2004's Deus Ex: Invisible War in just two days."
Bearing in mind that Invisible War was actually considered to be a financial if not critical or popular success, this is saying something.
Part of me is going to be extremely happy if this game makes shitloads of money. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sat Sep 03, 2011 6:19 am |
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| TXTSWORD wrote: |
| Now I'm trying to "any time fly girl" as a pacifist... I'm at one battery and I don't have any battery restoring items so cloaking+takedown is out of the question. |
Oh god if you actually manage to do this color me legitimately and deeply impressed. I can see how it's theoretically maybe doable, but in practice it appears to be virtually impossible and is quite probably literally impossible if we're also talking about an unseen run.
At least on the hardest difficulty. I dunno if playing on anything lower gives you more time or not to pull that off, but on GMDX there's...there's just no way. You've got like 10 seconds. You have to start shooting waaaaay before the dialogue is over if you even hope to pull it off.
Actually I kinda love that part in the game. It forces folks on a no-kill playthrough to commit, at a pretty horrific cost.
I do wonder if anyone got to that part intent on a no-kill run, realized it was extremely hard/impossible, and just gave up the game.
Probably not. I mean I'm sure you can save just beforehand, blow everyone away to get the achievement, then reload and let things happen the other way. But bleh to that. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sat Sep 03, 2011 9:41 am |
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I wrapped it up tonight too.
Grand metagame tally:
Screenshots taken: 83
Achievements earned: 38
Hours played: 38.7
Overall thoughts: Best game I've played in quite a while. Doesn't quite pull off what Deus Ex 1 did but comes pretty close and certainly counts as a legitimate prequel.
Random stray thoughts:
- Fascinated by the amount of references to the first game. There're a lot.
- Ending was kinda meh but not enough to really bother me at all (and let's be honest, the ending(s) to DX1 was/were/still are pretty meh too. Only game I've ever seen stick this particular videogame landing is Metal Gear Solid 3 and I get the feeling that was by accident.)
- Also lots of Metal Gear references.
- How the hell did Jensen get out of the water after arriving at the finale?
- Am simultaneously relieved and annoyed that making a particular choice in Hengsha didn't have more consequences (because the ones it did have kinda sucked, but they sure don't last long).
- I like how Zeke's final act is to be an asshole (you know you got caught.)
- As with DX1, China is Best Setting for Game. Also, Tracer Tong's boat made me grin.
Conclusion: Goatay. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sat Sep 03, 2011 10:27 pm |
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A lot of the stuff the RPS guys touch on is pretty solid. I particularly agree with Sariff being a much better character than I was expecting. Also stuff like the fact that Megan is Jensen's ex-girlfriend at the beginning of the game lending a subtle ambiguity to the proceedings. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sat Sep 03, 2011 10:27 pm |
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Fuck, you guys. I really really liked this game a lot.
You have no idea what an incredible fucking relief that is. I was seriously prepped for Invisible War all over again. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sun Sep 04, 2011 2:18 am |
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Wow. This is actually a really nice debug menu. Usually they're extremely utilitarian and don't even make anything resembling a token attempt at fitting in with the game world.
Anyone who's seen the "secret" menus on an iPod can attest. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sun Sep 04, 2011 7:37 am |
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Yeah I had a gangbanger croak on me after a near-point-blank tranq round to the back of the head. Not sure if there's a criterion for killing with the tranq rifle or if it's just a bug.
Also I was particularly pleased to learn that yes, you can shoot Zeke in the face with the tranq rifle while he's holding a gun to a hostage but before he manages to pull the trigger, and the game accounts for this. Dialogue, NPC reaction, etc. all slot accordingly. You can even go to the police station and see him behind bars (and talk to him).
Hooraaaay.
How did this game even get made? Deus Ex original flavor was basically a happy accident back in 2000. I continue to be floored by how much they managed to capture in DXHR. And with Squeenix on board, too. It's like some kind of game I'd dream about back in 2003: "Hey man, they're making a sequel to Deus Ex! Except it's a prequel! It's got a giant budget, references the first game liberally, has the best art direction you've ever seen, and it's being published by Squaresoft!"
And yet here we are. Strange Days. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sun Sep 04, 2011 5:25 pm |
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| TXTSWORD wrote: |
| The... the best art direction... you've ever seen? No. No way man. What the heck. |
I'm being a little facetious, yes. But! This game is definitely up there with Ico, Killer 7, Okami, Silent Hill 2/3, Ikaruga, etc. All games that had art direction at the forefront. I dunno if I would say better but definitely in the same group, and that's mindblowingly rare for a Western game where the emphasis is generally on graphical prowess.
And yeah that's an important distinction I guess. I specifically mean Art, not Graphics. Jensen looks good, but a lot of the other NPCs look kinda rough. There's other cheats here and there and while there's an attempt made to sideline them, it doesn't always pan out.
And definitely not animation, come to think of it. While I understand Jensen's occasional shoulder twitches, what I really don't get is why in every conversation with Malik, it looks like she has to pee real bad. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sun Sep 04, 2011 6:45 pm |
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| remote wrote: |
| I guess I'd be interested in seeing if you could elaborate upon why you feel this way, though. |
Sure.
I go into this well aware some people will disagree, perhaps strongly, but I'll strive to at least make my point of view understandable. It does come somewhat from knowing how these things get made, so a lot of the time I was playing the game I was thinking "Holy shit they actually got away with that? Cool!" and this may not be a great base to judge something off of. Still.
It has to start with what you consider to be Art Direction in a game. Generally, the art team does things like concepts, basic level textures, enemy design, etc. etc. all the way up to character animation. Production are the guys who actually make all that shit work in the functional game, and in between the two, there's gotta be some give. The artists may have some grand idea: Let's clothe everyone in cyber-victorian garb! Like, everyone, and it's gonna be really detailed! Management and Production are going to shoot back with: Do you have any idea how expensive that is going to be, both in time and money just to research it alone, nevermind implement?
This is how Western (i.e. Not Japanese, this includes Europe) dev houses usually approach things. It's not necessarily a bad thing, but style generally takes a back seat to substance and/or technical prowess. Art direction still has to be there, and it's still important, but it's secondary to just making the game sing. This even applies to indie developers, so it's not some giant industry machination, it's just how a given culture usually thinks. Take Braid. Braid's art direction is just grand. But. It used to look a lot different. In fact, it used to look downright terrible.
You can add good art after the fact; the usual emphasis is on getting the game down first, and then polishing it up later and figuring out what visual design works with where the game's at. I'm too lazy to do a search for them, but check out some concept art for God of War. They went through something like 20 Kratoses (Krataii?) before settling on Ripped Angry Powder with Red Stripes and a Goatee.
So now, and I'm gonna link to Kotaku here, check out the concept art for DXHR.
Some of those look like fucking screenshots. That's how close the final game is to the artistic vision.
I cannot emphasize how rare this is.
Usually it'll look close. This looks identical.
And in fact when ticking off the list of games I thought DXHR was on part with art-wise, I left out the big one, also a Western game: Mirror's Edge.
I like both games' art direction for the same reason. It's front and center for the entire game, and the amount of detail and care put into it actually outweighs (or is at least on par with) all other design considerations. I loved running around Mirror's Edge just to see how things looked, what kind of world this was, and how it all came together so cohesively. It felt real, it had an internal consistency that enabled me to defenestrate my suspension of disbelief the instant I departed the title screen and just go, and I value that very highly in the games I play.
I'm a terrible artist. I can't draw to save my fucking life. But I love running around in a world built by people who can do art very well, who have the internal logic thing down and don't blink or back down on it for a second. Tons of little details, genuine thought and care put into everything to reward the folks who pay attention and appreciate this kind of thing. DXHR does all that, and you can see the effort that went into building the illusion. Look at any LiMB Clinic. All those lights on the ceiling. The logo. The latticework on the glass partition. Look at The Hive bar in Hengsha. The coasters with the bar logo on them. The obviously-referencing-Heineken placemat. The little notes taped up behind the bar for the staff. Look at Jensen's desk in his apartment. The smokes. The book. The little fan with visible On/Off switches. The real-life pictures of Adam and Megan. The nigh-unreadable brand logo on the computer.
I could go on for hours (and I've got the screenshots to actually do it) but it boils down to: This stuff really matters.
At least to me! It matters a lot.
This game's artistic showing absolutely obliterates the amount of care put into most other games I can think of. Really, the few times you see it this good, it's in Japanese games. Silent Hill 2's relentless but subtle use of sexual imagery to tell a story while also making you feel incredibly dirty. Killer 7's self-referential cool-as-fuck presentation that never missed a beat and extended from opening legal screens to end credits. Ico's film grain covered, low-resolution light show straight out of an early Miyazaki film. It's wonderful (to me) to see a game commit like this, and that's probably why I'm enjoying it so much.
I can understand disliking the aesthetic itself in DXHR, though. I think it's fantastically well-executed, but it's not particularly original. Cyber-victorian has been around for a long time and it isn't really too much of a stretch to cook it up. I also have some serious doubts about the worldwide fashion sense shifting quite that much in a designer's wet dream in under 20 years. Realism isn't really the goal with the art direction (at least I hope) so much as something that's got an interesting texture and is internally consistent. Depending on where your aesthetic sensibilities lie, this can either be the Best Thing Ever or a non-issue.
But, yeah. For me, anyway, everything clicks in that immensely satisfying way it does for games like Mirror's Edge, et al. I'm aware this may just be the way my brain works, and if so, hey, so it goes. But hopefully this at least goes some distance into explaining why. I'm aware it's a pretty subjective issue. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sun Sep 04, 2011 6:54 pm |
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tl;dr - Internal consistency gets me wet. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sun Sep 04, 2011 7:13 pm |
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Well I dunno if Mirror's Edge really needed that art style in order to work like it did on a technical level (again, see Braid: I'm sure the game was perfectly playable with placeholder art). What the art style in Mirror's Edge seemed to do, again this is for me, is set the mood which made the game possible. Mirror's Edge wouldn't be Mirror's Edge without its visual design. You could keep the red highlights in stuff and turn the whole thing into a Gears of War clone visually without changing a single aspect of the game otherwise, and it simply wouldn't work as well. Or, at the very least, I would have liked it less.
I mean, I can go down the list:
Okami wouldn't be the same game if they'd kept that realistic look to it, even had nothing else in the game been changed.
Silent Hill 2 could've swapped out those enemies for anything, really, but then the game would be missing something.
Killer 7 could've worked as a realistic-looking game, but it wouldn't be the same game at all.
On the flipside, Deadly Premonition could've gone with Killer 7 graphics. Would that have worked?
So yeah. And sorry if it sounds kind of glib, but DXHR's art "function" for me is to evoke the world properly, and that's really how I'm stacking it up to all those other games. Even though it serves no real functional purpose technically, it goes along so well with my suspension of disbelief that it feels vital.
It's one of those annoyingly intangible things I sound retarded trying to explain using words. This is when shit like "spirit" and "essence" and "je ne sais quoi" gets bandied about. It's not any of that, it's just "well done, internally consistent art direction that allows for natural suspension of disbelief" but that doesn't exactly roll off the tongue. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sun Sep 04, 2011 7:23 pm |
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I think this game did that, though!
The "trick" of it is that it has less of a real need for such a thing. In Ikaruga, you needed that bi-chromatic art style because it was directly tied to how you played the game. For something like DXHR, you could've just Gears it up and the game wouldn't really suffer technically for it. It would just be a lot less interesting, visually.
So, I mean while I agree with you that high-quality art design should meld perfectly with gameplay, I also think you have to take into consideration the angle of attack the game is going for. Does it really need that kind of art direction? A lot of games don't. It's kind of like a game's plot. Some games need that plot, some games really don't need a plot at all. I love Doom but I'm not really playing it for the story. I love Mass Effect 2 but I'm not really playing it for the visuals. I love El-Shaddai but I'm sure as fuck not playing it for the combat. And so on.
So the fact that it's there, and done that well, is what I'm applauding.
I mean let's be honest, the original Deus Ex - my favorite game of all time - was ugly as fuck. So praising a Deus Ex game for the art direction is more than a little weird to me. In a good way! _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sun Sep 04, 2011 7:32 pm |
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I'm gonna run to the store in a sec here, but I also want to point something out that has nothing to do with the previous conversation but still makes me happy: I'm looking at my friends list on Steam, and DXHR is not only very popular, but people appear to actually be playing it all the way through.
A lot of times when a big-name game gets released, I'll browse my friends list and see who's doing what, and more often than not the breakup will usually be maybe 1/3rd of the people I see playing something will actually play it for any substantial amount of time. Fallout 3, Borderlands, Left 4 Dead 2, Portal 2, etc. You'll have a core group of people who play the shit out of it, but a lot of folks I'll see playing it for maybe 5-ish hours and then it peters off.
I'm looking at DXHR and of the 20 or so people I know who own it, only 2 of them haven't completed it. These are all adults with jobs, often with spouses, sometimes with kids.
Man that makes me fuckin' happy. I miss big, meaty, crunchy, grown up, handle-your-shit videogames, and apparently I'm not the only one. _________________
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Sun Sep 04, 2011 8:15 pm |
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| remote wrote: |
| So, as you've demonstrated perhaps despite yourself, it's actually kind of odd to compare DXHR directly to games like Ikaruga or even Mirror's Edge. |
Hm. I guess? I see what you're saying, anyway.
I guess I just didn't really factor that in. Some games have art direction like they do because it's directly tied to gameplay (Ikaruga), some to story (Silent Hill 2), and some just because (DXHR). To me, it all counts as "good", and the lack of a discrete function of the art doesn't mean it was any less well implemented. If anything it's more impressive to me because it was unnecessarily well implemented.
I don't really care why it's there so much as just the fact that it's there. If the game required it, hey, great. If it didn't but it shows up anyway? All the better!
I think you're right though: We're kinda banging circles around something we seem to agree on, we're just looking at it from different angles. _________________
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