Deux Ex Human Revolution, for PC
Rating: 9.2/10; Masterpiece
Played 2019
This exceptional game should be experienced by everyone, even if you are not interested in first person shooters or stealth. The story and world building alone make it worth it. The Director’s cut is the superior version though.
Deux Ex 3 is an immersive story driven first person shooter/rpg with considerable stealth mechanics. It is very much the same type of game as the previous Deus Ex games but updated with modern gameplay, graphics and overall production value. The Deus Ex series is about player choice, particularly in how exactly to proceed through the world to complete objectives, and this game delivers magnificently. You have the option of using a variety of guns and explosives to solve problems with brute force or you can use a stealth based approach. From non lethal takedowns and tranquilizer darts to hacking to bypass defenses or turn them on your enemies, to knocking down walls to make new routes. You are given the freedom to proceed however you wish, kill who you want, loot what you want, fully explore everything or bypass hostiles.
Your options early in the game are limited however because most alternate routes are unlocked by specific abilities in the augmentation tree. A couple abilities are given for free, such as the basic HUD vision and health regen, while the rest have to be purchased with praxis points, which are granted from level ups and a fixed few from other methods. The augmentation options are quite extensive and in some ways they are better and more powerful than the ones in the previous games. The best thing about them is that each ability clearly states what benefits you will get and what requirements are needed, so you can fully plan your build. I truly felt like a kid in a candy store when trying to decide which cool augment to get next.
However there is one serious flaw with the entire xp system that undermines the player choice aspect of the game. The previous games awarded fixed xp amounts for story progression and reaching specific areas. This game does that but also rewards xp for every enemy defeated and hack performed. There are xp awards at the end of story missions for never being spotted (if a guy turns around at the last second just before you punch or eviscerate him that counts as bring spotted) and for never raising an alarm. But there are no rewards for leaving enemies standing that never knew you were there. So this means the optimal way to play for maximum reward is to stealth take out or kill every enemy and hack every single thing even if you know the password. Though of course nothing is forcing you to play that way I did feel compelled to try to maximize my rewards and choose augments (such as hacking) that yield the greatest xp rewards over time. I feel the game would have been better if enemies and hack devices were simply obstacles to progression rather than a source of rewards to farm.
Hacking further exacerbates this issue by granting additional money and xp rewards for completing optional objectives in the hacking mini game, I guess in an attempt to be like the ATMs from the previous games. It makes absolutely no sense to encourage the player to hack instead of using the known password because of rewards. The mini game itself is fairly fun though. Set up as a network of nodes with 1 and 2 way branches between them, the goal is to make a path from your starting position to either a goal node or the enemy start. The game did not tell me and I only figured it out much later, but you can interact with every node that is connected to your tree simultaneously with the only limiting factor being how quickly you can click and operate the menus. At the start the enemy does not know you are there and you have infinite time to plan what to do (as long as a patrolling enemy does not notice you with your face buried in a terminal). Capturing an enemy node comes with a % chance of alerting the enemy, which causes the enemy to play the same game as you. It will branch out from its start until it captures your start and then you lose. The AI is also not subject to the player's limitations of using a mouse and menus so you are at a huge disadvantage and it can be quite nerve wracking when you are detected and start frantically clicking to beat the clock. In addition to simply capturing nodes, you can fortify them to make it take longer for the AI to capture them. This comes with a risk of detection also so you have to be very careful. There are also consumables items to help. It is a fun and well made mini game but it would have been better if you had a fixed number of moves instead of the % chance before enemy detection. To illustrate why imagine the first node to capture has a 50% detection chance. Then you should back out and start the hack over (or load quicksave which is faster) until you beat the odds. There is simply too much RNJesus involved.
The basic gameplay is a first person shooter with a 3rd person cover system. Cover grants better stealth capability than not being in cover, even if your head pokes over a bit. This is important to keep in mind because at one point I tried to sneak without cover and kept being seen by someone who had no right to see me. Once I went into cover against the wall I was good. Shooting from cover uses a crosshair and allows aiming before popping out. However on Hard difficultly I found the delay between popping out and shooting when the enemies were alerted almost always got me shot and I was better off being in first person mode and camping in wait while aiming down the sight. Gunplay is very tactical with significant recoil, limited sight options, headshots usually being one shot kills without armor and your ability to take hits is very low. Overall the combat plays like old school Rainbow 6 and Ghost Recon only with regenerating health.
Due to your fragile health and relatively low ammo carry capacity, stealth is very important. Cover allows you to look around without being spotted while crouching allows you to move silently. As long as you keep an eye on patrolling enemies to not be spotted it is fairly simple to sneak around. Melee attacks are contextual and allow you to knock out enemies silently with a button press, or hold it longer for a flashy and loud lethal cut. The only advantage of the lethal is that knocked out enemies can be woken up by other enemies (which also applies to the tranq gun), but if you want to kill someone in a way that will alert nearby enemies you might as well use a gun. There is an interesting tactical aspect to knocking out enemies and hiding the bodies so they cannot be woken up but there is literally no reason to use the lethal melee, especially when non lethal grants more xp. Where is the trade off? On top of this each melee takedown costs 1 full bar of energy and there are no melee attacks outside of this. This energy is also used by augments (such as cloak and see through walls) however any bar that is not fully depleted will regen over time and the first bar always regens. The result is that melee takedowns are often tactical choices based on available energy restoring items, otherwise you will be spending a lot of time waiting for energy to get back up. The entire melee system feels off and unnecessarily restrictive, not to mention unrealistic.
Like the other games there are a variety of human and robotic enemies, as well as turrets, laser grids and other defenses. The enemies have fairly good AI for the most part. They will take cover and flank and can be very difficult to deal with if you get yourself detected. In one of my first battles I was taking cover as enemies approached me from both sides simultaneously. This can be negated by using stealth, range and fighting from strong positions. Enemies will go to your last known position and will go to the position of loud noise. There is also the trick of letting them see a body to lure them towards it, among other types of luring. Despite all of this the enemy can be easy to cheese. Even if you are tossing explosives and leaving piles of corpses, they will mill around aimlessly instead of searching for you. There were times where the enemies refused to chase me too far back through the level. I kept thinking what tactics I would use to counter myself and the enemies were not even trying to win. No splitting up to search with guns trained on entrances, no booby traps or ambushes and no aggressive pursuit when I backtracked out of their area. Probably the silliest situation was when I disabled the alarms and the enemies would run to that panel and just stand there doing nothing... "duhhh why isn't the alarm working?" while I created a pile of corpses right under the panel. One time there was even a queue of 3 or 4 all lined up to use the panel. I mowed them down.
There are major boss fights throughout the game which feature arena style combat against a single very powerful opponent. Don't expect to get much use out of stealth or cover and do expect to be easily killed while they withstand entire clips of bullets. They come with special powers/gimmicks that make the fights even harder and victory relies on skilful run and gunning and some luck. There are no alternative stealth, dialogue, exploration or sabotage options to creatively deal with them, making the fights seem out of place compared to the rest of the game.
Despite all of its gameplay flaws the overall game remains fun. The star of the game though is the story, including the settings, world building and characters. There is so much attention to detail, from the TV playing in some locations, ambient npc dialogue, reading material, well written dialogue, superb voice acting and all kinds of little nuances associated with each location and main characters. The result is a fascinating world that is both fantastical and a chilling look at what our future might be like, relevant commentary of real world issues, with believable characters that you will grow to care for (or hate) and how they change over time. Whether or not you like the gameplay, the story and world building are master crafts that should be experienced by everyone.
The Missing Link Dlc
Rating: 8.5/10
In the Developers cut this mission is incorporated into the campaign. Otherwise it is a stand alone mission that takes place between 2 missions of the main game. This is a very odd choice and I think the very concept is flawed, especially when the base game + dlc was not updated to make it part of the campaign too. Despite this the mission is built with the same quality and gameplay as the base game. There are no developments for characters from the base game, other than Adam himself, and only a bit of lore that ties to the main story. Instead you get a bunch of new characters, who are not bad but do not stay around long enough to get to know that much, though there are plenty of similar characters from the main game that are only present for 1 chapter. The only glaring flaw with the dlc itself is that the boss fight uses the same mechanics as regular gameplay instead of the one on one arena fights of the main game. The dlc builds him up as a badass antagonist who is augmented (and thus should prove a difficult fight) but he is just like a regular enemy placed in the level among other regular enemies. He went down like a regular enemy to the point where I did not even realize I killed him and was still anticipating a verbal showdown followed by an epic battle.....oh.
Pro
- Exceptional story, setting, dialogue and characters
- Warnings for points of no return
- Can freely backtrack within levels
- Augment effects in the progression tree are clearly described before
spending praxis points
- Fluid cover system
- Good stealth and enemy AI (for the most part)
- Significant choice regarding how to approach objectives. Usually
multiple alternate routes and secrets
- Dialogue choices can greatly alter the story and gameplay (especially
for the few times you do the persuasion mini game)
- Npcs can comment on things you have done, such as killing vs
non-lethal
- Fun hacking mini game
- Good variety of weapons, attachments and upgrades, and consumable
items
- Alcohol and healing items boost your hp above maximum instead of
being useless with regenerative health
Con
- Mouse acceleration on by default and requires registry edit to fix
- Rewards stay on screen after hacking, often partially blocking emails
- Multiple dialogues and background conversation happen at the same
time, which can make it hard to understand what is being said
- Sniper rifle bullet can hit an obstruction despite the target being
clearly visible in the scope
- Cannot pick up ammo from weapons unless you have that weapon (there
are 2 entirely separate types of sniper rifle that use the same ammo)
- Picking up a gun when you already have it only gives you ammo. If
you first drop your gun you can get everything. Can lead to tedious
running back and forth selling 1 gun at a time
- One side quest broke by spawning an npc that needed to be killed way
up in the sky
- Xp and loot rewards for defeating enemies and hacking undermine
freedom of choice and realism
- Lack of balance between lethal and non-lethal melee takedowns to the
point where there is literally no point to use lethal
- Other than the final boss, the boss fights are entirely too combat
focused
- Does not contain the improvements in the Director’s cut version
- Shotguns have so much spread and so little range that they are
useless