Deus Ex: Human Revolution gameplay trailer shows multiple approaches
Three different ways to approach one small area of Deus Ex 3's first mission are demonstrated in a new walkthrough trailer.
A teasing peek at Deus Ex: Human Revolution's opportunities for different approaches are shown off in an eight-minute trailer with commentary from narrative game designer Mary DeMarle. Three different ways to infiltrate a warehouse in one single, very small area of the first mission are demonstrated.
DeMarle explains that the franchise is built upon "four main gameplay pillars: combat, stealth, hacking and social," the first two of which are the focus of this trailer.
Guards are knocked unconscious, boxes are crouched behind, bullets are fired, bodies are dragged, a crate is moved, vents are crawled through, a breaker box is shut down, and snack bars are plundered. It all looks delightfully like a modern version of the Deus Ex we all know and love.
Deus Ex: Human Revolution is scheduled for release on PC, Xbox 360 and PlayStation 3 on August 23. For more on the game, check out our two-part single-player hands-on preview and interview with Mary DeMarle.
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Comment on Deus Ex: Human Revolution gameplay trailer shows multiple approaches, by Alice O'Connor.
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I hope those graphics aren't indicative of what the PC version will look like. Lighting looked like cheap console yuck. Low poly environment not very nice either, still no round tires? Textures looked kinda bad as well even with the poor quality video. I know the PS3 can't do much texture, poly and lighting wise but please tell me the PC will get proper treatment!
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No, really, we don't. Watch this: http://www.youtube.com/watch?v=xnxpYjQWqVk
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What i would like to know is how does the game "not force you" to have lethal or nonlethal approach yet lethal take down gives 10XP while nonlethal 30XP (I'm talking about hand to hand combat as seen in the vid)? Before anyone jumps on me with "cause it's harder to be stealthy!" - depends, especially since in both cases player needs to get close to the enemy.
Oh and another thing is that in stealthy approach player gains about double the XP for entering said warehouse than in "guns blazing" approach, fair enough... but don't you think that kinda shows the way you should play as gunslingers are kinda penalized for said "tactic" with reduced XP gain?
Also why does shooting an enemy give 20XP? It isn't harder than getting up close and "finishing off" the enemy but gives more experience.
I understand that game tries to "force" players to use their heads rather than a trigger fingers but still it's kinda weird and might lead to the situation where stealthy players advance faster than combat oriented players.
Thank you for reading and have a nice day ;)
~BK-
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I'm not getting this. Is there some kind of allotment for x area and if you get to the end, you get whatever xp you missed?
What I'm saying is that if there are 5 guys and you are only able to kill 3 of them with stealth, you can come back and kill the last 2 guys before you reach the next transition. Do it however to get the maximum amount of xp.
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Dude, no. I won't shut up. Seeing how modern game design decisions ruin great franchises makes me want to beat some sense into game designers.
Do you really think people would complain just for the heck of it? No, people complain because their favorite games from the past are being converted into casual-retarded-piece-of-shit-mainstream bullcrap.
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The comments on reddit were harsh but most of them are probably from PC gamers who played the first. However, this comment did strike me as making a good point.
http://www.reddit.com/r/gaming/comments/g6xi0/8_minutes_of_deus_ex_human_revolution_gameplay/c1ldjsz
Going by this level, I wonder if this is a game where all the viable options/paths are designed and placed for you instead crafting solutions yourself with whatever tools are available.-
Quite. But lets assume that this is a bullvid, and that the whole thing is contrived specifically to communicate the idea of different playstyles in a short eight minute video.
There is also another thing, they've said that the opening levels of the game will be simplified versions of the gameplay later on, to avoid the overwhelming "what is this shit? *quit*" problems of Liberty Island.-
Really gotta wonder about anyone who had that reaction to Liberty Island.
I guess my major concern re: the demo is that in the original Deus Ex, the levels were massive. You could play through some of them 2 or 3 times, and still find new things if you hadn't searched with an eye for completeness. To a certain extent, I agree with the Reddit poster who said that the level design of the demo appears to be very contrived. That's ... worrisome. I want to search for an hour, not 5 minutes (or 30 seconds). Of course, as someone else said, they are trying to get things across in an 8 minute video clip.
Still, I'm curious about later levels ... hopefully this was just a teaser, and not representative of the rest of the level design in the game.
Uh, really don't like the switching between 3rd person and 1st person very much, but that's just a personal pref...
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My guess is this is an early level in which the solutions are supposed to be fairly obvious. Later levels will probably allow a bit more freedom.
That said, I recall a lot of the original Deus Ex's interiors being pretty much like what you see in the video. They just seemed more organic because you were figuring out the solutions yourself.
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This seems like one of those "I LOVE OUR BABY SOOO MUCH!" developer publicist gushings, trying to advertise the crap out of a bullet-point feature. This makes me think of some questions, like "is this feature going to be shoved in the player's face every time?" "Is this feature the 'right way' to play the game, and is the player punished for not using it?"
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Re: R6 cover system far superior to Gears' cover system
I've seen a number of people say this over the years since these two games came out, and I've never really understood it. Do you mind explaining what you think makes the cover system in R6: Vegas so much better than the one in Gears?
I've always felt the opposite in that while R6 had a solid cover system, Gears' was better. In R6 I frequently ran into issues where my character wouldn't stick to the correct piece of wall and so I wouldn't be able to peek around the corner, instead I'd have to move over slightly on that same wall and then it would work. There were also plenty of instances where you'd be peeking through a door or something and it would go through a 'long' animation (long in the sense that it's rainbow 6 and if it takes more than .1 second to peek out you're going to be in pain) of my character swinging his gun out into the open rather than just leaning out.
Other than that I didn't have any problems with its cover system, but Gears' always worked just as well or better for me. Once in cover it was much smoother to me to aim/fire/move between cover.
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Every time I've encountered a cover system, it has restricted free flowing movement.
In the case of rainbow six: vegas, it doesn't even make much sense to go third person. Gears of war was also plagued with small rooms with the same half high rectangle walls, blocks, debris. Mass Effect 2 is just outright fustrating.
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You guys have to understand... half the reason the games are labeled as "console-ized" is because the developers want to tell a story.
Years ago, people would never finish half the games they played because they were too difficult or too complex to figure out. Games have become more like movies, in which the developers want to be the director and point you down a path to the end of the movie...
Think about how many games back in the day youd get stuck on the first level and be like "fuck, what is this non sense? where do I go? What key am I supposed to find? what button interacts with this scene"
All that shits gone, everything is going to continue to be more and more casual. We have to learn to adapt to mainstream.
I for one am sick of it too. but alas we have no choice. -
Read this post! Yay!
I love the OVERALL design. It feels like DX. I hate:
1. The takedown system. Remove it entirely, or keep it first-person. I don't want a god-mode insta-smite button just because I'm standing behind someone.
2. The lighting -- but I'm going to give this one a tentative pass, since it's possible that this outdoor environment is just really, really lit up by the fire and floodlights. If I'm hiding in shadows, make me believe it by actually giving me some inky shadows, not a gray version of the texture.
3. Shadows -- yeah, I mentioned it above but this deserves a second gripe. Watch the video again and pause at 3:13. Holy shit that's ugly, there's 4 fucking rectangles of light gray on the ground. You kidding me? Soft-shadows and gradients aren't enabled or available in this?
4. Bloom. Wow, there's a lot of it. As a PC gamer, I really hope I can turn that off. Shit is more feathered than 80's butt rock.
5. The AI is apparently deaf as a doornail. If I'm jogging around on pavement and it's a quiet night aside from the crackling flames, please hear me and respond. This has been a major concern for me since the original footage was leaked from GDC a year ago, that the AI is stupidly unaware so you can console-sneak up to people and perform your one-hitter-quitter on them.
6. Cover system. It sucks balls. Give me lean-left/lean-right buttons and the ability to crouch, problem solved. If I'm hiding behind a crate, I can't suddenly have an out-of-body experience and see the world in front of me. Remove this stupid console shit.
7. Textures are bland and look very low res for a modern game. If I have to play with these out of the box on a PC, I'll be counting down the days until the modders release a high-res pack. How sad that the community finishes developers games these days when they're built for a console first.
Now for the good} news: if it plays well, has an intelligent and rich story, and isn't too dumbed down, ALL IS FORGIVEN AND ALL HAIL DEUS EX HUMAN REVOLUTION!-
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Graphically I don't really think you're going to have much to worry about, although you may not care for the visual style they've gone with. Their DX11 tech demos have shown that they do a good job of supporting new features like tessellation and they handle multi-monitor just about perfectly, so I doubt the engine is going to fall over on the more basic things. Again, though, that doesn't mean you'll necessarily like the style they go with.
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While graphics aren't a major concern for me (I thought the original DX's graphics were sub-par compared to other games being released at the same time, accepted it and found one of my favorite games of all-time), I don't want them artificially crappy due to console constraints that my PC doesn't have. I've seen the video you're talking about, and my concerns about lighting, shadows, bloom and texture quality remain. Not because I can't stand an ugly game, but because at LEAST half of DX is about stealth for me, and the issues I pointed out in my first post will really detract from that enjoyment if they remain at release.
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I still don't like it. I just disagree with the way it works. DX1 had backstab, and it operated as a damage multiplier. Strong enemies would live through it and I wasn't pulled out of 1st person to watch a canned animation(s) autokill someone. Strangely, I might have been ok with takedowns if they were displayed with a lot of body-awareness functionality built into the 1st person model, Crysis style. Eh, nah. Let me just conk people over the head or stab them normally, Thief style. To this day, still nothing does stealth like Thief.
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As shallow as I know this is, I'm basically not planning on playing this because of it, despite DX1 remaining to this day my favorite game. I just really dislike third person in any game that is mainly first person. Takedowns, cover system, bleh.
I've been using cover forever. No one glues his ass to a wall such that he is facing away from the threat. If you want to glance out from cover to see what's there, what's going to be easier: turning 180 degrees and leaning a little, or just leaning a little?
A while back someone posted footage of an ambush in Afghanistan. The troops all ducked down and took cover behind a wall. Someone said something like "what do all you cover system hates have to say now?" Well, none of them glued their ass to the wall. They got behind it, and continued to face the direction of the threat, exactly like I have always done in FPSs, and exactly like the cover system in DX:HR and other games does not.
Of course this is a game, not real life. It's a game mechanic, and should be judged on whether it adds to the fun. For me it does not, and since it can't really be defended with "realism!" it just turns me off the game. If I want a story, I'll read the plot summary like I did with Invisible War -
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I'm glad it's an aug ability. I admit this is just supposition on my part, but I'll wager takedowns are an early and/or low-cost aug almost given to you because of their status as a central feature, not just some additonal competency you can acquire if you pay the in-game opportunity cost. But again, I'm just guessing on this point.
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I don't even care that it can be explained by the functions of a HUD overlay in Jensen's mechanical eyes, either. The in-game result is that you're acutely aware of the limits of the world's interactivity when you see which items can be manipulated. It's kind of ridiculous for instance to see a crate light up bright gold, but not an unhinged car door laying in the street. My tactical readout believes I could beat up some dudes with that heavy packing crate but not that door? Why? Oh, because the door is part of the static environment and I'm playing a videogame, right. Thanks, glowing hue.
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