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  #126  
Old 02-24-2011, 09:41 AM
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...but I'm also a journalist who tries to be objective about a game and if you just look at the game without demanding it to be a 1-on-1 copy of the original game, ...
Careful. You're getting close to CopyPasta territory...

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You just want Deus Ex with prettier graphics.
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  #127  
Old 02-24-2011, 09:45 AM
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1) Id say most are stealth/action. Then also some trees for hacking and even less for social. Seemed like a right balance as you can imagine stealth and action being more important augmentations. There where a lot though and all of them had long upgrade trees so I tihnk customazation will be more than most can ask for.
2) Out of the top of my head: single takedown, augmented reality (ie ammo counter etc), basic hacking and communications. Might've forgotten about one though.
3) Didnt see any, but then again, there was no water for you to need a rebreather.
4) No, all locks are done by keypads/hacking. You can actually enter passwords on pc though.
5) There are lockers, dont think there where any crates.
6) Most of those things feel in place, such as crates or desks. No walls unless there need to be walls.
7) Hard to tell, often they focus on the last place they saw the player and then investigate/attack if they find you. Some retreat a bit for safty. Dont have a final vertict on the AI, but its definately better than the original (as you'd hope)
8) Id say: not alerted, alerted and sucpicious. Might also be one for them going from alerted to not alerted.
9) Not extremely, but if you stay hidden long enough they will resume (albeit probably more sucpicious)
10) Yes, I'd say so.
11) I think you could skip them, maybe not the cutscene after tutorial as it is a cut scene/credit roll thing. Didnt try since I was actually interested in the story.
12) Played on PS3, no idea.
13) For Adam, no idea. For enemies: you'll want to aim for the heads as ammo is scarce and they die much faster that way.
Thanks a lot for the answers, Daeda.
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  #128  
Old 02-24-2011, 09:51 AM
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Well, combat, yeah you can play in First person, though you'll probably die even more than I did. But sneaking, I dunno if its fun. You can get some riot prod-like weapon, but when you sneak to an enemy and you want to take him down, youd better press the takedown button, as there's no melee weapons.

I'm not saying the game would be worse with only first person, but the constant nagging of some people about a gamedesign choice that, quite objectively, is not really a bad choice at all, annoys me a bit. Im a die hard Deus Ex-fan (as is evidenced by me coming here) but I'm also a journalist who tries to be objective about a game and if you just look at the game without demanding it to be a 1-on-1 copy of the original game, then its a fine choice that makes sneaking better, not worse.
I've said it before, and I'll say it again here. I don't have a problem with them changing things in a Deus Ex game, I simply hate the way third person is implemented in the game. It could be the next Halo for all I care, a series I have no connection or concern with at all, but if I saw a video of it with the third person implementation HR is using, I'd be cringing the entire time.

As for take downs, I don't plan to ever use one, as I'll simply sneak past everyone. If it's absolutely required to take someone out, I'd use a less than lethal weapon.
  #129  
Old 02-24-2011, 09:58 AM
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I've said it before, and I'll say it again here. I don't have a problem with them changing things in a Deus Ex game, I simply hate the way third person is implemented in the game. It could be the next Halo for all I care, a series I have no connection or concern with at all, but if I saw a video of it with the third person implementation HR is using, I'd be cringing the entire time.

As for take downs, I don't plan to ever use one, as I'll simply sneak past everyone. If it's absolutely required to take someone out, I'd use a less than lethal weapon.
  #130  
Old 02-24-2011, 09:59 AM
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Oh you!
He went there, so I went there. It's how it works.

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Originally Posted by Shralla View Post
What about objective markers...
http://www.gamestar.de/index.cfm?pid=1589&pk=15748

We have a sizable orange hovering X with distance counter floating on our objective in the linked video, redundantly displayed on the radar as well. I could comment here, but whats the use.

Last edited by motsm; 02-24-2011 at 10:09 AM.
  #131  
Old 02-24-2011, 10:33 AM
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It's easy to die (a few hits) and scarce ammo. There's already articles posted at some sites about more and more players not finishing games they buy. There will be people finding this game too frustrating and will quit playing. Dying a lot isn't fun.
  #132  
Old 02-24-2011, 10:50 AM
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It's easy to die (a few hits) and scarce ammo. There's already articles posted at some sites about more and more players not finishing games they buy. There will be people finding this game too frustrating and will quit playing. Dying a lot isn't fun.
More fool them if they can't even be bothered to complete a game they've spent £40/€40/$50 (pick your currency of choice) on. It still counts as a sale.

Most previews are selling "it's hard" and "you die a lot" as positive things. It sounds like the game is set up in such a way that it encourages you to go back and attempt another solution, rather than think "f**k this, this game suckz". It sounds like if you die, you've pretty much only got yourself to blame. They've playtested it on the CoD-ilk and whilst I appreciate you wouldn't get up and go "f**k this" at a playtest session, it does seem like the game's difficulty isn't necessarily off-putting.
  #133  
Old 02-24-2011, 01:50 PM
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1)how was it on the ps3 any bugs
2)whats the controls on the ps3
3)how does the hacking system work.thanks
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  #134  
Old 02-24-2011, 03:38 PM
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I'm afraid I can't bring up a link as it was an article I read quite a few months back but the gist of it was: people actually respond more compulsively to a challenge. Giving people a cakewalk is much less engaging than giving them something that requires several failed tries to achieve success. I imagine the sense of accomplishment plays a role in this that is absent otherwise. The key is to not make failure hugely frustrating. Having quick saves and checkpoints helps. If you had to restart from the beginning each time you died it would be a different story.
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  #135  
Old 02-24-2011, 03:40 PM
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Your time and effort is much appreciated Daeda.
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  #136  
Old 02-24-2011, 03:47 PM
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Your time and effort is much appreciated Daeda.
Yeah what Pinky said.
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  #137  
Old 02-24-2011, 03:59 PM
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Yeah what Pinky said.
Yeah what mentalkase said.
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  #138  
Old 02-24-2011, 04:06 PM
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Yeah what mentalkase said.
Yeah what MrFoxter said.
  #139  
Old 02-24-2011, 04:07 PM
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Could you elaborate more on the stealth side of the gameplay? The previews are quick to point out the cover aug and cloak aug, but they do not mention the sound in any way.
  • How much sound does Adam make while walking? Do enemies pick him up from afar?
  • How much sound does he make while crouching? How fast is he while crouching?
  • How much sound do walking enemies make? Do they still have a tendency to talk to each other or themselves while walking?
  • How fast do enemies pick up on Adam's presence when he's not in cover?
  • Could you explain their search behavior a bit more? Do they just walk single file to Adam's last known location?
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  #140  
Old 02-24-2011, 05:00 PM
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Quote:
Originally Posted by Dragonknight View Post
It's easy to die (a few hits) and scarce ammo. There's already articles posted at some sites about more and more players not finishing games they buy. There will be people finding this game too frustrating and will quit playing. Dying a lot isn't fun.
Depends on why the player's avatar is getting killed, really. If the player senses they need only to adapt to something, like finding the weakness of what's killing them, they are more likely to try again. If it appears to require something the player him-/herself doesn't have ability or skill in, among a wide range of physical and mental categories, chances are slim. How much time they have to play is a factor, too.
  #141  
Old 02-24-2011, 05:24 PM
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Question about the time limit before the 1st mission. How much time did you feel like you had to explore in the Sarif offices prior to the 1st mission before the hostages started dying? Seems like the demo stopped before you got to this point, but do you know if you can go back after the 1st mission and explore the offices and pick up any coversations/items/side-quests you missed because you left soon to make sure hostages aren't killed?

Oh, and a comment about the "dying a lot" thing. I played Deus Ex for the 1st time last year. I kept on dying in the first mission at the dock with the informant because I couldn't figure out how to sneak past the one stationary guard and the one walking in circles and kept getting killed over and over, and practically gave up for a month or so. Then one day, while thinking about it, I suddenly remembered the patrolling bot was on my side, so I fired one shot at the guard and had them both chase me to the bot which made short work of them, and I was absolutely thrilled by this. So, I'm actually looking forward to the stated level of difficulty in the previews because it means there's going to be lots of variety and head-scratching involved which I haven't seen in too many games recently.

Last edited by sackyhack; 02-24-2011 at 05:31 PM.
  #142  
Old 02-24-2011, 07:12 PM
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Right, so I've been off this board for a while and come back to this. Very nice thread to get back in the thick of things with. Thanks Daeda!
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  #143  
Old 02-24-2011, 07:34 PM
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Quote:
Originally Posted by pi r squared View Post
More fool them if they can't even be bothered to complete a game they've spent £40/€40/$50 (pick your currency of choice) on. It still counts as a sale.

Most previews are selling "it's hard" and "you die a lot" as positive things. It sounds like the game is set up in such a way that it encourages you to go back and attempt another solution, rather than think "f**k this, this game suckz". It sounds like if you die, you've pretty much only got yourself to blame. They've playtested it on the CoD-ilk and whilst I appreciate you wouldn't get up and go "f**k this" at a playtest session, it does seem like the game's difficulty isn't necessarily off-putting.
Dying constantly used to be completely normal in games just a few short years ago. At least in the way that, if you made a mistake you were punished by death for it. I imagine the games difficulty is nothing but standard when compared to those old shooters, games have just gotten so much easier lately.
  #144  
Old 02-24-2011, 07:54 PM
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They used to make you have to insert another token, or two, or four, into the arcade machine to keep up the trial and error of each level. Running out of tokens sure made me give up on many games. Also, having to start a level over from the beginning made damn sure I didn't want to play the game, even if it was a game on a home console.
  #145  
Old 02-24-2011, 08:00 PM
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They used to make you have to insert another token, or two, or four, into the arcade machine to keep up the trial and error of each level. Running out of tokens sure made me give up on many games. Also, having to start a level over from the beginning made damn sure I didn't want to play the game, even if it was a game on a home console.
Yeah, but now we have saves, so I welcome the most punishing game experience possible on the hard difficulty. Though I don't honestly believe HR will be very challenging.
  #146  
Old 02-24-2011, 08:04 PM
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Yep. Also, saving where one wishes is the reward for those who have more trials and errors than most, and for experimenters, regardless of skill.
  #147  
Old 02-25-2011, 12:11 AM
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Sorry if you've already answered this but can you explain how the controls work, if you remember? Like what button does what etc. Thanks.
  #148  
Old 02-25-2011, 12:21 AM
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Thanks Daeda for all the answers and taking the time to answer. I'd post a witty internet meme here, but I'm fresh out of wit.
  #149  
Old 02-25-2011, 05:02 AM
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Originally Posted by Enderrr View Post
Sorry if you've already answered this but can you explain how the controls work, if you remember? Like what button does what etc. Thanks.
From top of my head, on PS3:

Interaction: X
Fire: R1
Aim Sight: L1
Cover: Hold L2
Reload: Circle
Switch weapon: Hold Triangle
Holster weapon: Press triangle
Use augmentation: D-Pad
Inventory/Menu: Select
Crouch: Press Left Thumb

Not entirely sure though, but controls worked fine.
  #150  
Old 02-25-2011, 05:27 AM
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Thanks, Daeda, for your patience! You deserve at least a praxis point.
Seconded.
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