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Deus Ex 3


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Heh.. Biker, all good fiction has parallels to the present world we are living in. Or extrapolates the current world into the future. Those node points make the fiction more engaging.

 

I recently read Well's Time Machine and now I'm reading Orwell's 1984. Great books, both of them.

 

This all reminds me of DX1 where JC asks a UNATCO augmentation specialist about the infolink:

JC: "can the infolink be switched off?"

Jaime: "This is gonna sound strange, JC, but I am not allowed to answer that question."

It is hilarious that to this JC just says okay, it does not bother me that much, while it means he can never have privacy.

Clipper

-The mapper's best friend.

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  • 3 months later...

Heh... Completed deus ex 3 just now.

 

Minireview:

 

The beginning of the game was fun and interesting, and it evoked the feeling of caring about the people who got killed in the attacks.

 

There were a few interesting plot twists like

the faulty biochips the player got to choose whether they fix it or not

 

The gameplay was overall nice, but the AI was a bit boring: like robots on rails. After the player gets the invisibility augmentation the game got a bit too easy even on the maximum difficulty.

 

I did not like the city hubs: they were too much running around like an errand boy. I would have preferred a few more well-focused missions instead of those.

 

The biggest gripes came from the endgame:

 

The panchea was totally and utterly hideous part of the game. The insane augs were totally helpless against the player and there really was not much challenge in that part, although it was fun to blast a horde of them with the PEPS a few times. The ending felt very unsatisfactory and even sloppy. Especially the final boss fight was retarded. Also the ending choices weren't very interesting. What on earth were they thinking when they devised those? Instead of yadda yadda boring ending narrative, I would have loved to hear what happened to the other characters after the finale, depending on the ending the player chose. A large portion of the game was about running/crying after Megan, so I expected to see some sort of closure between her and Jensen. Also I liked how the relations between Jensen and Pritchard lived during the game, that would also have been nice to see what happened next. But no.

 

 

 

But yeah, I think it was a worthy discount purchase. I had fun, although the ending left a hollow feeling in me. (Sometimes that is good, but not in this case.)

Clipper

-The mapper's best friend.

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I agree with anything but the city hubs. I for one liked them, as they were infinitely better designed than the hubs in Thief 3. They actually served a purpose, gave a feeling of the environment and led to interesting missions. The AI... well, if you try to ghost the mission, gameplay is not as easy as when you pick them off one by one. I agree that the AI could have been smarter (the discussions here in the forum about smart guard behavior point to an interesting direction), but let's face it: we live in the console/COD era, where anything but complete linearity is discouraged by the gamers themselves. So to make DX:HR like it is was brave enough.

 

There are no excuses however for the f.cked-up ending(s). What were they thinking...

My Eigenvalue is bigger than your Eigenvalue.

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I liked those city hubs, but concur that the finale did not feel well-explained (the inventor's motivations were fairly random, lacking foreshadowing) or even epic, and was mostly unchallenging. Most of the endings were blah, but I must say,

when I got to him, I immediately teamed up with Mr. Taggart. Even over the game, I could not help but agree with him over Sarif and his associates.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Heh... For me the 'externalize the responsibility by telling the world the whole truth' -ending was a nobrainer over all the others, didn't need to think it over at all.

 

I agree the Sarif's ending was the most distasteful, Taggard came a good second but had too much conspiracy in it. The suicide option was totally stupid: Jensen would be equally bad murderer as the main villain, or worse as the world would learn nothing from the whole mess.

 

 

Clipper

-The mapper's best friend.

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I'm playing it right now for the first time and I like it.

The city hubs are good as they are. They look great, are big enough and it takes a while to memorize the layout. I like that.

But the missions themselves could be designed better. They are beautiful but too obviously built around the cover system (Which I absolutely don't like. That third person switch is really annoying). A lot of the space is just big rooms with desks, crates, railings etc you can hide behind.

The alternate routes to your goal are also not very interesting. Most of the time it's just a vent hidden behind a crate or something similar.

But on the whole it's a very good game.

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The end doesn't really bothered me that much, I think it is just more like a book you are closing and you can make up your own ending in mind, selecting your preferred one as a reference.

However, the meeting with Megan bored me too.

 

The difficulty was good for me in overall, eventhough the A.I. really could have needed some improvement. The DLC weapons pack is waaaaay unbalanced btw.

Edited by Radiant
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Yeah, the city hubs are not so useless as in T3, but I still don't think it added any value to the game. I played the city hub parts staring at my mini map.

 

I feel like they went on the trail of open world games, like assassins' creed, infamous etc, but it's a whole different deal there. In open world games the city is where the action happens! so, even when all you want is to reach a certain location, there is "full gameplay" along the way, in the sense that all elements of the gameplay are present. In T3, sure, there were guards to sneak by but there is more to a Thief mission than just that. In DXHR too but at least there is more story going on, so the city hubs with the side quests have some value in that regard.

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Anyone played that DXHR: Missing Link DLC?

It was bundled in the special offer package I bough off steam and finished it just now.

 

It is about what happens

 

 

between the Hengsha explosionwhen Jensen goes in the stasis chamber and Omega Ranch.

 

 

 

Mini review:

 

I liked it very much! The sneaking and gameplay was ok, and the plot was very nice. It wasn't like those "yadda yadda" -whatever quests the missions are often about.

 

I felt the plot, its ramifications and the people involved in it. The plot was felt on a personal level and kept me sucked in so that I had to just dig up more and learn more what is going on. After the turning point I got the need of changing my approach when dealing with the enemies, because of the way the plot made me feel. These three things are incredibly rare nowadays, I almost never feel so engaged with the plot. How was this feeling evoked? I'm still not sure. This must be disassembled, catalogized, categorized, analyzed and memorized.

 

There weren't similar stupidities as in the main game ending, the mission was solid from start to finish, although there was one stupid errand boy task, which was slowed down needlessly by forcing the player to stop a few times. On the big plus side: the mission gave me critical choices to make and I felt my actions made a difference.

 

I really recommend this, if you see it on steam in special discount, it is a good purchase. If this was originally with the DXHR game, it would definately been among the best three missions in DXHR main game.

 

Important message for TDM mappers. This mission has exactly the stuff which is great: give the player choices in the plot. Give the player all the information about the decision they are about to make. Put the player in the position of choosing Hideous Option A, Terrible Option B and The Abysmally Horrendous Option C. Then watch them squirm as they consider and weigh the ramifications of their actions. Don't put the decision to the very end so that the mission just ends after the decision. Oh no, you put the decision in so that the player has to face the consequences and see what happens because of them. Put in small decisions that come back and bite them later, depending on how they chose.

 

Oh, so good stuff! I wish there was more of these things in games... <sigh>

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Clipper

-The mapper's best friend.

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That sounds good. I'm buying it when I replay DX:Human Relations. How long did it take to finish it?

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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That's not bad for an add-on. Not at all.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Absolutely loved Missing Link! Why? Pure gameplay (sneak, hack, gather intel, beat em up), no stupid dialogues, moral dilemmas, drama and all this irrelevant stuff.

 

Not bashing Human Revolution, great game, but the predictable talking to people makes it more difficult to replay. Raw gameplay is what it is all about and Missing Link is basically stripped off all the unnecessities. I actually wished EM would go and do more of this. I'd buy.

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@Diego: Couldn't agree more. OTOH, the storytelling was stronger on this one, which I guess is easier with linear gameplay. At the end of the day, both are good games and I can only recommend the DLC to anyone who has bought the main game.

My Eigenvalue is bigger than your Eigenvalue.

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Sorry, I can't say anything about that, since I got it as a gift via Steam. However, I'm not aware that you are forced to register it in Steam, as is the case with Skyrim. Don't take my word for it, though.

My Eigenvalue is bigger than your Eigenvalue.

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