It's the whole transition thing. Same thing with Thief DS that the Marquess mentions: the levels themselves were actually bigger than they seemed, it's the whole breaking them up for the benefit of consoles that make them feel smaller. DXHR also tended to focus on narrow streets, building complexes etc. rather than taking place in more open areas like many of DX's missions. Just the Statue of Liberty level alone is mostly empty space.
I have fears for Thief, but from the list of so-called AAA devs I can't think of anyone that would do a better job. I'm glad they went with DXHR first as the DX games were always self contained and a bit of rape in one would not necessarily fuck up the whole set up. Thief on the other hand is GARRETT. T: DS may have been crippled by consolitis and a dying developer to an extent but the atmosphere and protagonist pulled it off. With Eidos Montreal already having some experience with DXHR; even though that's a different style of game even as it shares similarities with Thief; I expect them to have learned a bit more about what worked, what didn't(boss fight shit for one) and let Thief benefit from this.
ps. It even could work well with the concept art world, where "future Garrett" is holding a gun in his Puma rucksack (or whatever it was).
HR was repetetive,boring and bugged
i grey haired on this game.
This for me as well. I was really disappointed with it.
Wasn't there a poll on DE:HR a while back? I don't recall the results...I'm curious what the general Kodex Konsensus was on this one.
Check out the "Codex GOTY 2011" thread. You won't like what you see.
the whole in-game advertisement issue.
I never saw this. I think it's a myth. Or it was axed very quickly.
HR was repetetive,boring and bugged
i grey haired on this game.
This for me as well. I was really disappointed with it.
Wasn't there a poll on DE:HR a while back? I don't recall the results...I'm curious what the general Kodex Konsensus was on this one.
Check out the "Codex GOTY 2011" thread. You won't like what you see.
the whole in-game advertisement issue.
I never saw this. I think it's a myth. Or it was axed very quickly.
Color me shocked, but you were right Infinitron. More than 50% voted above average, which is pretty high praise around here:
http://www.rpgcodex.net/forums/index.php?threads/deus-ex-human-revolution-the-codex-verdict.71058/
I was amazed (saddened) by the posters preferring HR over DE:1 though, I mean...wow. I voted 4/10 for HR (to be fair I haven't done a 2nd playthrough yet), whereas I'd put DE:1 at 9/10 on the same scale. Different strokes for different folks I guess.
Maybe there's a correlation between how much people loved DE:1 vs. hated HR, that would make sense actually...
But if the industry was better skilled, Deus Ex should have been the model for 'mass entertainment' games of the 2000s, not the decline that even FPS's experienced.
I've found that it's better to treat DX:HR's boss fights as very lethal puzzles rather than combat sequences. You've been trapped in a room with this homicidal maniac. How do you dispatch him in the easiest way and get out of there?
I guess its like fallout 3 is to fallout 1&2 fans. I never got into the them massively and i enjoyed fallout 3 alot despite that it has flaws.
I've found that it's better to treat DX:HR's boss fights as very lethal puzzles rather than combat sequences. You've been trapped in a room with this homicidal maniac. How do you dispatch him in the easiest way and get out of there?
I say... rocket in the face! It always works... if you hit them three times...
Meh, the boss battles were the epitome of console-arcade design I am whining so much on TW2 forums. Random augs that can take shots from rocket launchers to the face? Super abilities you can't possibly have? Running and dodging because those dudes and dudesses have - muhahaha - one shot kill abilities. Your most standard mode of dispatching people (hand-to-hand combat) not only not working but giving an edge to the enemy?
The only thing I really liked about it is that it kind of forced you to take pure combat augments. This helped a great deal during the crisis with Malik.
lolle no
fallout 1 or 2 isnt the best game ever created
dx is
Yeah that fucking invisible bitch raped my arse so hard as I had gone a pure stealth wimp with just H2H and that weapons' system thing. Was so hilarious that those things don't work on bosses.
ITT putting FO3 above FO1/2 actually IS worse than putting DX:HR above DX1.
ITT putting FO3 above FO1/2 actually IS worse than putting DX:HR above DX1.
Not really, FO3 is a different kind of game to FO 1&2. If you didnt like FO 1&2 you might like 3. Conversely if you liked 1&2 alot, you might not like 3.
Azreal the cat said:Basically, if you can play Mass Effect you can play Deus Ex. If you can play FO3 you can play Deus Ex. It shows that great design allows you to give the player a lot of freedom, while retaining an intuitive and friendly 'feel' that doesn't scare casual gamers away. The exact opposite of the utterly unambitious attitude ofBiowareBethesda at present, where it's all about cutting features away as soon as a chunk of the audience struggles to understand them -BiowareBethesda games treat the degree of choice itself as being the problem, whereas Deus Ex shows that if gamers are struggling to grasp the complexities of a shooter-rpg hybrid then it's a problem with your interface or your level design, and you need to go back and rework those until you can KEEP the complexity AND the intuitiveness.
DX 1 is pretty much the same to DX:HR, but worse in every way.
ITT putting FO3 above FO1/2 actually IS worse than putting DX:HR above DX1.
Not really, FO3 is a different kind of game to FO 1&2. If you didnt like FO 1&2 you might like 3. Conversely if you liked 1&2 alot, you might not like 3.
Not really. The reasons were aptly given by Azrael the Cat:
Azreal the cat said:Basically, if you can play Mass Effect you can play Deus Ex. If you can play FO3 you can play Deus Ex. It shows that great design allows you to give the player a lot of freedom, while retaining an intuitive and friendly 'feel' that doesn't scare casual gamers away. The exact opposite of the utterly unambitious attitude ofBiowareBethesda at present, where it's all about cutting features away as soon as a chunk of the audience struggles to understand them -BiowareBethesda games treat the degree of choice itself as being the problem, whereas Deus Ex shows that if gamers are struggling to grasp the complexities of a shooter-rpg hybrid then it's a problem with your interface or your level design, and you need to go back and rework those until you can KEEP the complexity AND the intuitiveness.
I fix'd for him.
DX 1 is pretty much the same to DX:HR, but worse in every way.
While I agree that HR is worse than original and can't really conced that it is worse in every way.
Please enlighten us on the following facets: How Deus: Ex human revolution is worse than Deus Ex in Story, Art-direction (not graphics - that would be too unfair) and Interaction (that one may be easy)?
The "Harvester" gang member augs you met in Hengsha looked kind of similar to Gunther, actually.
Ah, that's another thing that I hate in EVERY prequel of slightly older franchises.
Does EVERYTHING have to look squeaky "technologic" and have that orangeish hue? Am I the only one irritated? Why does every Aug look so clean? Fuck, the modernest of the
fucking augs in HR should look older than Gunther. Where the fuck do you ever get the feeling that the thing is set BEFORE the original? Eh?
ITT putting FO3 above FO1/2 actually IS worse than putting DX:HR above DX1.
Not really, FO3 is a different kind of game to FO 1&2. If you didnt like FO 1&2 you might like 3. Conversely if you liked 1&2 alot, you might not like 3.
Not really. The reasons were aptly given by Azrael the Cat:
Azreal the cat said:Basically, if you can play Mass Effect you can play Deus Ex. If you can play FO3 you can play Deus Ex. It shows that great design allows you to give the player a lot of freedom, while retaining an intuitive and friendly 'feel' that doesn't scare casual gamers away. The exact opposite of the utterly unambitious attitude ofBiowareBethesda at present, where it's all about cutting features away as soon as a chunk of the audience struggles to understand them -BiowareBethesda games treat the degree of choice itself as being the problem, whereas Deus Ex shows that if gamers are struggling to grasp the complexities of a shooter-rpg hybrid then it's a problem with your interface or your level design, and you need to go back and rework those until you can KEEP the complexity AND the intuitiveness.
I fix'd for him.
DX 1 is pretty much the same to DX:HR, but worse in every way.
While I agree that HR is worse than original and can't really conced that it is worse in every way.
Please enlighten us on the following facets: How Deus: Ex human revolution is worse than Deus Ex in Story, Art-direction (not graphics - that would be too unfair) and Interaction (that one may be easy)?
I would have thought those were some of the more obvious flaws of HR.
Story just isnt up to the same level as the orginal. Its difficult to make a short arguement that clearly demonstates this. In DX i felt every important part of the plot is both explained during the game and also believable, at least if you do not overanalyse.
DXHR just didnt give me that feeling, alot of the plot was either poorly explained or so unbelievable that it detracted from the game.
Art direction almost explains itself. I don't like games that have "art direction". DXHR has been slated for its so called "piss filter", DX had nice locations and the graphics were good for the time.
Interaction? I'm pretty sure the interaction with the environment is a strongpoint of the original and something that was much reduced in DXHR. If you mean with npc's then there isnt a huge difference. Both offer choices in dialogue, HR adds a dialogue minigame although it is only used at a few points in the game. I thought DX had far more interesting non critical npcs than DXHR however.