Very true, but it was very early days and the best they could do. And you could fail - in fact, you were bound to start failing on knockouts as the enemies got better helmets, and that meant you got at least SOME excitement out of chasing them around trying to knock them out before they got to the alarm button. Or on realistic difficulty, they may actually kill you before you can finish the job - I've had that happen in my current game, and it adds a lot of tension to the gameplay.theonecookie said:Eh I dont get take downs in deus ex 1 where nothing more more than sneak up behind who ever you wanted and hold down left click till the guy falls over at least now we get a bit of flare and a neat animation instead of somthing awkward and stiffw00tage said:Manual takedowns from DX1. I loathe the push-button takedown system in DX:HR, it's like the developers are saying "you can't be trusted to actually click the buttons to make your character do the actions of a takedown, but here's a gold star and a lollipop for turning the game on".
I know they do it because they don't want to do the programming for such a system, but they are wasting a terrific chance to put a great mechanic into the game.
personaly i dont know what i would want as from the looks of it everything i want is already in so im gona say the releace of the game
So even though it IS lame by today's technology standards, to me, that's still better than "get within range x of someone and hit a button, then watch as the game developer plays the "you win" cutscene".
I just wish they'd done manual takedowns using today's technology. You could absolutely do choke holds from a first or third person view, and make the player hold or hit a button to keep it on until the enemy goes unconscious. You could certainly do the baton thing too, and choose what kind of hit you aim for - head to knock someone out, arm to disarm them, etc. There's a LOT of things that could have been done instead of cheesy John Woo-style cutscenes