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Deus Ex Deus Ex: Mankind Divided Pre-Release Thread

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Can you fucks take the endless DX:HR arguments back to the DX:HR thread please
 

Zombra

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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
I hope they have more Voight-Kampff err Computer-Assisted Social Interaction Enhancer stuff, and maybe flesh it out a bit more. Those sequences were tons of fun in DX:HR but ended up being maybe too linear and easy.

I hope they improve upon the potion chugging err candy bar munching mana pool err augmentation fuel system.
 

Sunsetspawn

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words words words critiquing the plot
I not only agree with everything you posted, but I'll add that HR had zero C&C in character skill development. You never had to specialize and could ultimately have every upgrade there was to be had. Completing areas wasn't about figuring out how to apply the particular tools you've developed, but about choosing which tools you wanted to use. There was also the degenerate experience system which rewarded hacking everything in sight and gave the biggest bonuses to one particular Three Stooges-esque style of combat.
Both DX and IW were superior in both plot and gameplay, and that's despite IW's level size and inventory derp shortcomings.

Interestingly enough, I still enjoyed HR immensely because the atmosphere was spot-fucking-on, and the truth is as long as they pull off that cyberpunk atmosphere again I'll gladly open my wallet happily and let Squeenix suckle. If they improve in the plot and gameplay department that'll just be a bonus.
 

DalekFlay

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I not only agree with everything you posted, but I'll add that HR had zero C&C in character skill development. You never had to specialize and could ultimately have every upgrade there was to be had. Completing areas wasn't about figuring out how to apply the particular tools you've developed, but about choosing which tools you wanted to use. There was also the degenerate experience system which rewarded hacking everything in sight and gave the biggest bonuses to one particular Three Stooges-esque style of combat.

You could eventually, toward the very end of the game, have way too many powers for obstacles to mean much. However I don't see why that invalidates the 90% of the game that came before that. Codexers always going on and on about godlike characters after tons of playtime meaning all those hours of limitations before that meant nothing. I never understood that particular selective reasoning.
 

Menckenstein

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I remember playing Deus Ex, my mom asks what game that is, I tell her and she goes "WHAT? DAY OF SEX? PORNO?"
 
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GlutenBurger

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Can you fucks take the endless DX:HR arguments back to the DX:HR thread please
So what should people discuss here? A game no one knows anything about?
Who said anything about discussion? We should be glibly deriding it without knowing anything about it.

"Mankind Divided? Well, I've got something divided. Poised and ready for insertion, Squenix," and suchlike snarkiness.
 

A user named cat

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Pretty sure it'll look something like this:

UOlX6HI.jpg
 

DraQ

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It would have been much more effective to have an argument about early adoption vs waiting for superior technology. 1: It ties into the original 2: it hasn't been done to death 3: it's actually pretty relevant in the current world (why buy a graphics card/phone/TV/car/whatever now when there will be vastly better ones for cheaper next year?)
Well, choice to augment yourself effectively forcing everyone to augment themselves to remain competitive (and stratification, etc.) would have been a good theme, and was hinted at in game, but wasn't explored much because the devs were apparently too busy trying to determine whether augs were more like race issues or abortion, effectively undermining any actual points they might have been trying to make.

The debate between "what I can do with my body" and the "if everyone else gets modified I have to" stuff was good, with parallels to abortion, socialism and whatever else.
The problem is that those parallels were forced and dumb.

Instead of trying to discuss actual new problem that may arise in the future they were busy tripping over themselves by trying to make it racism or abortion.
 

Outlander

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Divinity: Original Sin Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Here's some of DE:HR recreated in Unreal Engine, I guess this Mankind game won't look as good.



Framerate was killed by recording software.
 
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I hope they have more Voight-Kampff err Computer-Assisted Social Interaction Enhancer stuff, and maybe flesh it out a bit more. Those sequences were tons of fun in DX:HR but ended up being maybe too linear and easy.

I hope they improve upon the potion chugging err candy bar munching mana pool err augmentation fuel system.

I felt the the Social aug was making those conversations too easy at the end. I replayed it without it, and if you're not total autists you can win the dialogue "battles". From what I remember there was someone even mentioning, if you had installed it. They should make more of them or try at least make them longer.

Boss fights were easy, once you had Typhoon. I hope they'll change them like in DC for those who prefer the stealth approach. And of course rethink the augs system. In first DX I needed to upgrade to the end. In Human Revolution I could left some of them, because I don't want to see for example, through the walls and such.

Hopefully newer consoles help to make bigger hubs.

And of course :
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I actually think DX:HR's hubs were decently large, laterally speaking. There were a lot of places to go, they weren't tiny like DX:IW.

What they need to do is to make the individual "rooms" within the hubs and levels larger and more spacious, and add more vertical exploration. Dishonored has already done it and sold well so they can't say players don't like it. I am hopeful.
 

Carrion

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I think what HR seriously lacked was the Liberty Island / Vandenberg style of level design. The Singapore level was probably the closest to that, having a number of indoor areas surrounded by an outdoor area that you could explore the way you saw fit, but mostly we got Area 51 with some Hell's Kitchen occasionally thrown into the mix. The hubs were fine, the actual levels just didn't really feel like Deus Ex for the most part. You had multiple routes, yes, but all the possibilities (like taking a "stealth" vent or punching through a wall) were usually presented to you straight away, and rather than coming up with a route of your own you usually just picked one out of two or three.
 

Major_Blackhart

Codexia Lord Sodom
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One of the things I liked was that the alternate routes in the original were considered WAAAAY out of the way and more difficult to find. Like, you had to really look to see all the ways in,
 

Spectacle

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I think what HR seriously lacked was the Liberty Island / Vandenberg style of level design. The Singapore level was probably the closest to that, having a number of indoor areas surrounded by an outdoor area that you could explore the way you saw fit, but mostly we got Area 51 with some Hell's Kitchen occasionally thrown into the mix. The hubs were fine, the actual levels just didn't really feel like Deus Ex for the most part. You had multiple routes, yes, but all the possibilities (like taking a "stealth" vent or punching through a wall) were usually presented to you straight away, and rather than coming up with a route of your own you usually just picked one out of two or three.
This is one thing I'm pretty sure won't change. The new console generation may make it possible to have more "PC-like" open levels on consoles, but the console gamers won't magically get any longer attention spans. :(
 

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