Deus Ex: Human Revolution has proven to be one of my
favourite role-playing games in recent years; it’s a deeply investing and
intriguing peek into a future ruled by corporations, conspiracies and
technological advancement. Recently I got back into the game with the director’s
cut, a pack which cuts down the loading times, implements downloadable content into
the game and comes with a full set of developer commentary. As much as I enjoy
it though, there are still some annoying things which hold it back from exceptional
status.
1. Panchea (A good portion of it)
When taken as a whole package, Deus Ex: Human Revolution is a
very well-paced title, taking you from Detroit to Hengsha and back again while
managing to maintain the freedom of choice it prides itself in offering.
Panchea (An arctic base) is the exception to this rule though. The opening of the final mission
in the game is fairly straightforward; you’re introduced to the scale of the
base and the sheer devastation unleashed by Darrow’s actions. Jensen eventually
finds the intellectual inventor and a very intriguing conversation/social boss
battle unfolds in which you convince him that his deed was unjustifiable.
However once you take the elevator down into the bowels of the facility, things
go downhill. The final stretch of the game turns into a maze with brainless
zombies as the main adversaries; there’s barely any elements of choice here and
many limitations placed on the augmentations the player has spent hours
building up. You can slog your way through it, mowing down the enemies as they
charge mindlessly into your bullets or undergo a process of trial and error as
you attempt to slip by unnoticed. It’s a shame to see Human Revolution clunk to
an end like this, but at least the endings themselves (if you took the time to
unlock them) manage to pick up some of the slack.
2. Some sloppiness in moving enemies and performing takedowns
As mentioned previously, Deus Ex’s focus on player choice is
tightly maintained in Human Revolution but the gameplay itself does have some
hiccups. The process of moving unconscious foes out of view is incredibly
fiddly as you can only drag them around as opposed to picking them up. The game
could have taken a cue from the Metal Gear series and allow Jensen to sling a body
over his shoulder for a more efficient move. The takedowns are incredibly
flashy and cool to watch but they have their own limitations as well; dual
takedowns require two enemies to stand mere inches from each other and it’s impossible
to take down two enemies when one is sitting and the other is standing. Some
further refinement here would have gone a long way to ensure the core gameplay
offered full flexibility.
3. Missed opportunities and brief story moments that could
have had more depth to them
Human Revolutions boasts a very absorbing story and it often
dips into some great looking pre-rendered cutscenes to tell it. As Adam Jensen
delves deeper into the attack on Sarif Industries and the conspiracy behind it
he comes into contact with underground crime gangs, hidden artificial
intelligences and a set of conflicting ideals. Despite this, there’s never a
moment that really wows or shocks the player and some of the darker elements of
the story (particularly the anti-augmentation riots) are kept out of bounds to
the player throughout the game. Some of the cut scenes themselves felt quite
brief too me, falling short of the depth they could have added to the story.
The most prominent of these is the point where Jensen finds Megan Reed after
months of searching; it’s a very quick conversation that ends up putting aside
the bond between them too soon.
4. Few consequences when playing lethally
Depending on how you wish to play, Deus Ex can change and
alter itself in some unexpected ways, such as the quests you have access to,
but this is not carried through every aspect of the game. The impact of a
gun-toting Jensen ruthlessly slaughtering hundreds (or acting unethically) is
miniscule at best. Some of these include Pritchard’s line in response to the
first main mission: “If it isn’t Attila the Hun, back from the killing fields”.
The only real detriment to the player for going the guns blazing route is a
slightly reduced XP intake for killing as opposed to knocking out foes but the
sheer number of enemies taken head-on quickly makes up for this. One of the
biggest offenders is the Detroit police station; if you walk through the front
door and murder every police officer in the building to complete the objective,
the only impact of this is a newspaper headline with Jensen’s face across the
front cover. Other more dubious choices don’t have a lot of weight to them
which throws the element of choice out of balance somewhat. In a Hengsha side
mission, Jensen must head to a LIMB clinic to get information from an
informant. He gives you the information then asks for 1000 credits which Jensen
can refuse to pay. His frustrated words: “You scoundrel! I’ll get you for this”
ring hollow as there’s never any point where this informant comes back to
hinder the protagonist later in the game. A similar thing occurs with Arie van
Bruggen, a hacker who is being hunted by one of China’s largest PMCs, Belltower.
You can choose to give Bruggen a weapon to help him escape or leave him unarmed.
The latter sees him killed by Belltower which felt rather basic to me. What if
the PMC had used the hacker’s intelligence to increase their security in a
later mission? It would have gone a long way towards adding consequence to the
player’s actions on both sides of the spectrum.
5. Inconsistencies in stealth gameplay
Stealth is definitely the most rewarding way to play Human
Revolution; it’s incredibly satisfying to slip into heavily guarded areas
unnoticed, fitting in a silent takedown or two along the way. For the most
part, enemy AI is also well-tuned to this style of play. They’ll check Jensen’s
last known location, hit alarm panels upon discovering fallen comrades and look
into suspicious sights or noises. If only the alarm system itself had the same
consistency; the indicators for the enemy being “Suspicious”, “Alarmed” or “Hostile”
are sometimes tricky to discern from a situation where the an alarm panel has
been hit. When you’re attempting the stealthiest run-through possible, it gets
pretty confusing when the indicator occasionally bounces between suspicious, alarmed
and back again with reckless abandon. I’m hoping that the sequel, Mankind Divided
has managed to tweak this to a better degree.
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