Trailers: Deus Ex: Human Revolution Trailer

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Rad Party God

Party like it's 2010!
Feb 23, 2010
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Looking good, I got an MGS feeling in that game for some reason, but it's not a bad thing, I like MGS gameplay style.
I may preorder this game, it's really looking good so far.
 

Zacharine

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Apr 17, 2009
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My thoughts:

A) looks like they belong to the Screed/Splinter Cell type of stealth - ie. wannabe-semi-stealth. Stealth is leaving no trace behind, including knocked down guards.

b) I really hope there isn't going to be any actual cover-based mechanics there. I hate it when I have to glue my backside to a convenient crate to do anything from behind that crate.

c) Why the heck are they highlighting stuff on the game? We're not stupid you know, and part of the fun in the first two games was time spent on finding and scouting various entrances. Highlighting them kind of defeats the purpose of a free approach to problem solving. Please let this be there simply for the illustrative purposes or at the very least something that can be turned off.

d) I seriously, seriously hope the guards aren't as idiotic as shown in this clip and simply stand around on the same spot with their eyes looking only at a specific spot on the opposite wall.

I am not impressed, but there is some small measure of hope that this isn't yet ruined beyond all sanity.
 
Jan 27, 2011
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SakSak said:
d) I seriously, seriously hope the guards aren't as idiotic as shown in this clip and simply stand around on the same spot with their eyes looking only at a specific spot on the opposite wall.
They're supposed to get pretty good, actually.

According to a hands-on preview that I read, the AI apparently mix up their patrols, and when they suspect you are there, they move in groups looking for you. And they can pin you down and flank.

....However they also apparently bugged out and lost the player when they went through a door. I'm hoping they fix that.
 

Karma168

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Nov 7, 2010
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ZombieGenesis said:
I feel rather unimpressed by those 'pillars'. Essentially the two examples there are 'use a gun' and 'move around behind cover'. That's hardly the revolutionary gameplay choice that the game has been boasting. The stealth was most similar to MGS, or perhaps Hitman, but again I feel like that was nothing special.

Actually feeling a little let down.
While the mechanics may be similar to other games i think their big 'revolutionary' point is that the game can be played however you want. yes games like MSG have identical controls/mechanics but often one method is given preference over another; there will be a mission that can only be won by stealth for example. Deus Ex (hopefully) lets you play the game in any way you want without penalising you, with each version giving you an entirely different mission.

OT: does look good, though some things seemed a little frayed around the edges (e.g. when interacting with things i would think they would have hands on screen) but as they have another 4 months to go i'm sure that will be ironed out.

one thing i hope is that you can turn off that gold outline that was on everything, might be useful but it looks awful.
 

Sticky Slick

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Oct 29, 2010
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frago roc said:
Sticky Slick said:
I am unimpressed, are all console games this dull?
You're being ridiculous. For a small part of the first level it seems impressive. Were it a demo featuring augmentations and item management it would be a little more in depth - what exactly do you consider impressive?
Granted, I may have been bland.

Graphics are standard at best, I was expecting a lot more.
Dragging the bodies reminds of the early versions of Hitman. Notice when he drags the body the hand hangs in the air and the whole body behaves like its made of paper. A pick up - over the shoulder, would've made things much more smoother for the same effect.
Controls look very jumpy, almost nausea inducing. Could be that Ive never played games on consoles so Im not used to it.
Takedowns are mechanic and unimaginative. It just lacks flow. Remember the Assassins Creed takedowns, they were a joy to watch.

Feel free not to respond, for I have been branded a troll.
 

ZippyDSMlee

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Sep 1, 2007
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Ya know...why not make usable objects ect extra shiny and not glowing orange?
I am not impressed this reminds me of bioshock and Fo3 a complete trainwrek that the nubs eat up.....
 

Jubbert

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Apr 3, 2010
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Hopefully the game becomes more challenging than this first level. A child could solve the roof entrance thing here.

I also hope that if you go full-out assault in the first part, that the guards could radio it in and then set the guards inside the warehouse on alert, that'd be really cool.
 

Valanthe

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Sep 24, 2009
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Jubbert said:
Hopefully the game becomes more challenging than this first level. A child could solve the roof entrance thing here.

I also hope that if you go full-out assault in the first part, that the guards could radio it in and then set the guards inside the warehouse on alert, that'd be really cool.
I doubt that it'd be considered asking too much of any game to expect it to get more challenging than the very first level.

On the whole, looks like it has potential, if the game isn't due till August I imagine what we are viewing is probably just a beta build so I'll reserve final judgement until the game comes out. but if they do deliver as promised and allow you to solve every encounter the way you want to, I'll be picking this up. I love my stealth games without mandatory run and gun sections, or run and gun games without mandatory stealth sections, barring well done exceptions, of course.
 

Dogstile

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Jan 17, 2009
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That overlay is horrible. Also, why was that guy put on probation? He said exactly what I was thinking. That really didn't impress me in the slightest. "There may be a rooftop entrance mr player, keep an eye out" *que line of conveniently stacked crates, etc*

Edit:

Also, does anyone else find themselves constantly yelling at how she plays?

"That door is wire, why would you hide him there! They can see through it! You fool!". Granted, its all in good fun and I wouldn't do it to someone I don't know well, but damn, that door was made out of wire.
 

Inco

Swarm Agent
Sep 12, 2008
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dogstile said:
That overlay is horrible. Also, why was that guy put on probation? He said exactly what I was thinking. That really didn't impress me in the slightest. "There may be a rooftop entrance mr player, keep an eye out" *que line of conveniently stacked crates, etc*
It was because it was flame bait.

The game has warranted my attention now at least. Not saying i was impressed, i am just going to be bothered to look it up now.
 

Sacman

Don't Bend! Ascend!
May 15, 2008
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I'll just quote myself from before...
Sacman said:
I just watched a Deus Ex Human Revolution mission walk through and it looks lack luster at best... the combat system didn't sit right with me, the whole cover mechanic where it switches between third and first person wasn't smooth and I can see it breaking immersion... but the inherent lack of RPG elements that played into the game bothered me even more... it was an early mission though... but from the looks of it, it seems to be suffering from the same disease as Invisible War, known as missing the damn point...<.<
 
Apr 28, 2008
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Hopefully all the yellow lines showing you where to go/what to do aren't in the final game.

There's no exploration or sense of discovery when the game hi-lights everything for you with a bit YOU CAN USE THIS! outline.

Let us discover things for ourselves.
 

Rayne870

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Nov 28, 2010
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Nothing new, but nothing I don't like.

Irridium said:
Hopefully all the yellow lines showing you where to go/what to do aren't in the final game.

There's no exploration or sense of discovery when the game hi-lights everything for you with a bit YOU CAN USE THIS! outline.

Let us discover things for ourselves.
And you have a very good point there.
 

Andy of Comix Inc

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Apr 2, 2010
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I swear to god the player character is voiced by Keanu Reeves. I know he's not but that's all I can hear whenever he speaks. >_<

Irridium said:
Hopefully all the yellow lines showing you where to go/what to do aren't in the final game.

There's no exploration or sense of discovery when the game hi-lights everything for you with a bit YOU CAN USE THIS! outline.

Let us discover things for ourselves.
In most games, those sort of "tutorial tracks" can be switched off in the menu, or are variable based on the difficulty level. I don't think there's any reason Human Revolution wouldn't let you switch them off.
 

The Youth Counselor

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Sep 20, 2008
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It looks good and I'll check it out.

But what is up with the highlighting? It's useful to know what one item you'll be interacting with by highlighting the one, but the game highlights maybe twenty items on screen at once! It's very distracting looking and kills the immersion factor. And ladders don't need to glow bright yellow for us to notice!
 

DSLCactus

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Jun 17, 2009
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This was part of the demo they showed at PAX, and I have to say, I wish they picked a better part of the demo to show off. This part of the game will probably take a player what, a minute or two tops, to breeze through and never think of again, yet they decided to spend a whole preview video dissecting this tiny little bit of gameplay that doesn't really do a very good job of showcasing combat or stealth.

I still have faith in this game, but I really can't help but think how linear this first level is compared to the first mission in the original Deus Ex.
 

ultrachicken

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Dec 22, 2009
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frag971 said:
Red barrels? Realy? I thought we stopped using those... Sigh. And all that bloom and glow. We'll see more examples of this but so far - meh.
What made you think red barrels had ceased to exist? Haven't you played an FPS recently?
 

ThreeKneeNick

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Aug 4, 2009
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Im not digging the switches to third person perspective for takedowns.

Another, more important thing, stealth seems to be the least efficient way to solve the level. In Batman Arkham Asylum for instance, stealth was the best option because otherwise Batman was vulnerable. Jensen doesn't seem to have this drawback as seen in the first playthrough, yet stealth takes more time and effort.

Another VERY important thing, the glowing boxes and switches. I HOPE this is just the tutorial of the first level, and that they stop later. If you created multiple paths for me to explore, do let me, you know, explore, instead of guiding me. It would make sense in a fast paced game where details are easily overlooked. But if im CHOOSING to find a path of my own, don't hand hold me.

Otherwise seems decent.