Bozzley

Deus Ex: Human Revolution

I’m 14 hours into the game, currently infiltrating a laboratory. I’m pompous enough to deliver a (half-arsed) verdict already.

THINGS THAT ARE WRONG WITH DEUS EX: HUMAN REVOLUTION:

  • Level design. More specifically, the hub level design. Detroit, Shanghai etc. In Detroit, in order to go from his apartment to the police station, Adam Jensen has to crawl through a sewer. Is this what people in Montreal have to do? Have the level designers never been to a real city? One where roads actually lead to places, and that feature pavements and alleyways that don’t always lead to dead ends? Deus Ex isn’t the first or the last game to fall for this, but I fucking hate it when hub levels are designed to waste your time. Make them around blocks! Make them make fucking sense! Shanghai isn’t much better, although with the right augmentations you can take advantage of the rooftops and skip a load of dodging and weaving through the roads.

THINGS THAT ARE RIGHT WITH DEUS EX: HUMAN REVOLUTION:

  • Everything else.

Once I’d wiped the foam off my mouth and calmed down about the fucking stupid hub levels, I realised that this game is fucking awesome. Fuck it, this game is AWESOME. It takes the potential that Deus Ex had, focuses and streamlines it, and serves it up to you like a menu. Deus Ex suffered because you’d recognise which upgrades worked with which items or scenarios, and then you’d try and upgrade to to all of them. Jack of all trades doesn’t work very well in Deus Ex. However, for Human Revolution, Eidos Montreal have been very generous. None of the possible augmentations are worthless, they all have the potential to change exactly how you play through the game. The game is also very generous with them; you can unlock fucking tons of them very quickly, and the unlocks keep on going. Pretty much everyone will end up being a jack of all trades by 15 hours in, and Human Revolution lets you revel in it.

I was planning on writing more, but I want to go and play it again, so I will.

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