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Vive la Revolution: A Look at Deus Ex's Unlikely Comeback

Deus Ex: Human Revolution's game director talks about reinventing a classic and the future's obsession with vents and ladders.

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"It's always [a set of] complex feelings when you finish a project," said Deus Ex: Human Revolution game director Jean Francois Dugas, speaking to me on the phone last week, as the Internet furiously debated his game's boss encounters.

Games have to ship eventually, even phantoms like Duke Nukem Forever. It doesn't always work out. And like virtually any other game developer, Dugas wanted more time to tweak his game. Human Revolution was a risk. Much was on the line..

To say Dugas and his team of Eidos Montreal were facing tough odds is an understatement.

In terms of open-ended game design, there are few games more cherished than Ion Storm's Deus Ex, a sentiment that's only engrained itself with time. You don't have to look far to see a designer citing Deus Ex as an influence, but the series came to a crashing halt after the disappointing Deus Ex: Invisible War. That Ion Storm imploded certainly didn't help matters, either.

Human Revolution walks a fine line of coaxing nostalgia and establishing its own identity.
Human Revolution walks a fine line of coaxing nostalgia and establishing its own identity.

Eidos Interactive tried to revive the franchise. Crystal Dynamics was working on a third entry, Deus Ex: Clan Wars, which was eventually released without the Deus Ex narrative hooks as Project: Snowblind. The combat attempted to harness Deus Ex's revered sense of player agency.

For the past four years, Dugas has been working on what was once Deus Ex 3 and became Deus Ex: Human Revolution, a sequel that's actually a prequel. A prequel gave him leeway to play within the Deus Ex universe without having to push forward story implications of Invisible War.

Invisible War was released in late 2003. It's been almost eight years since the last Deus Ex game. Anticipation for the game was all over the place.

The response has been hugely positive. It's probably my favorite game this year, praise I do not give easily, as I'd written the series off after Invisible War. I begrudgingly accepted the idea of a non-Warren Spector lead Deus Ex, but many hours later, I was in love.

"Where I'm the most at peace...often times, people have super high expectations, it's easy to fall short of those expectations," said Dugas. "Globally, it seems like, for the most part, we have met or surprised those expectations. For me, it was a huge relief and I was super happy because we spent a lot of time on that game and we were really dedicated and we put a lot of energy and effort in that, so getting that kind of feedback is really exciting. I'm in a good place in my head right now."

Part of what makes Human Revolution feel so different is how old school it feels. In some respects, it feels like an active rejection of modern, focused tested game design, which often struggles to offer true choices and consequence. If a player isn't having fun every second, is the game doing its job correctly? This has stamped out much of gaming's biggest taking too many risks, streamlining adventures to the point where the term "rollercoaster" probably means "scripted, linear experience."

That's not Deus Ex.

"I always wanted it to lower the level of intimidation as much as possible," he said, "whether it's in the control department or trying to evolve the mechanics and things like that, but I always said that I never wanted to compromise the depth and layers of what the Deus Ex experience was."

Deus Ex was never about amazing combat, but Human Revolution went a long way to making it work.
Deus Ex was never about amazing combat, but Human Revolution went a long way to making it work.

"It's always been our vision, so with the publisher [Square Enix], early on, that's what we were saying," he continued. "We wanted to respect the intelligence of the players. People are not that stupid, and we need to respect that."

You make choices all the time in Human Revolution, whether it's to clear a room with tranquilizer darts, spamming grenades, sneaking through via augmentations or blazing in with a shotgun in hand. And that's just what's happening in the combat; there's a surprisingly deep conversation system, too. One thing the game doesn't do until the very end, however, is make a judgement call on your actions. Your decisions are simply decisions, they don't inform a morality meter on a status screen.

The team did throw around the idea of having a visible morality meter but it didn't last very long.

"I'm more attracted to choices where it's more about your own ethics, your own morality and your response to that," said Dugas. "The [idea of] clear-cut morality [is something] we threw it out of the window very early on of the development cycle. We just moved forward with what we thought would be more engaging on an experience level, as opposed to a gameplay level."

Saving or not saving the Little Sisters had an emotional punch, as well as a practical one.
Saving or not saving the Little Sisters had an emotional punch, as well as a practical one.

By "on a gameplay level," Dugas pointed towards games where players make decisions based on how they influence character progression, weapons and status. In BioShock, for example, players are asked to sacrifice or save the Little Sisters. If you sacrifice them, you gain more points to allocate towards powers than if you chose to save them. When Dugas plays games like this, he tends to make his decisions based on what will benefit him most as a player, not what he would do as a person.

There's a reason these feelings are swirling around. Soon, Dugas will be turning 40-years-old.

"As I get older," he said, "I'm more compelled to more meaningful stuff, than just the purely entertaining stuff."

You know...like ladders. And vents. Or vents and ladders.

Climbing ladders and crawling through vents remains the most common way of getting around--a Deus Ex staple. It's pretty ridiculous. Find a stack of boxes, there's gonna be a vent. Not sure how to scale a building? Look for the friendly, nearby ladder! When I asked Dugas how his team determined the future of mankind would deal with so many vents and ladders, he burst into laughter.

"Good question!" he coughed, as he worked to compose himself.

"One aspect where we kind of didn't have the time to spend more time in thinking it more through were those alternate paths with vents and ladders and stuff like that," he admitted. "It's something that if we were to revisit making that kind of game, it's something that would be different."

He alluded to the frankenstein nature of game development as a stumbling block, where systems and tech are constantly evolving and you suddenly have to make the best out of what you have. Here, ladders and vents helped stitch things together.

When in doubt, climb a ladder. Or climb in a vent. Because nobody thinks that's weird in the future, apparently.
When in doubt, climb a ladder. Or climb in a vent. Because nobody thinks that's weird in the future, apparently.

In response to that comment, cue complaints about the game's controversial boss battles. Dugas adopted a very serious tone when I asked about the fan reaction to the inconsistent nature of the boss battles. The one-on-one confrontations shifted the game to a very action-oriented style of gameplay that didn't work for every character type (read: my stealth dude).

The situation flared up even hotter when the Internet discovered Eidos Montreal had not created the boss battles themselves; they were outsourced to another development studio named Grip Entertainment. Our interview was conducted as fans were reacting to the news about Grip, so this was fresh in his mind.

"The last few days we've seen a lot of people flacking the company Grip that worked with us on the boss fights and 'Ohhhh, now we understand why those boss fights aren't on par with the rest of the game, it's because they outsourced it.' The truth is that it has nothing to do with that," said Dugas. "We worked with Grip. and Grip did an excellent job in the confines of what they were asked to do."

Dugas did not excuse the boss fights. Rather, he acknowledged the issue, and said his team realized the problem too late in development to make any sweeping changes. Eidos Montreal had built key plot points into the fights, so ripping them out of the game was out of the question, so the primary objective became to make sure the boss fights weren't frustrating.

If you weren't a combat-heavy character, the game's boss battles were a jarring change.
If you weren't a combat-heavy character, the game's boss battles were a jarring change.

"At some point, we were wrestling kind of bit with some of the features and the right amount of time and right amount of resources to work on those systems," he said.

The confused reaction is not what surprised Dugas but the outright frustration. Dugas claimed internal playtesting, which he credits improving many aspects of Human Revolution, didn't raise a red flag here.

"With the boss fights, this is the place where there was a disconnect where what we experienced during the playtest and what we experienced with the game being released," he said.

Dugas has chalked the response as a lesson learned.

Where Dugas will apply those lessons is a good question, too, though one we didn't mull over much during our conversation. Not long after Human Revolution shipped, Square Enix's said it's doubling the size of Eidos Montreal, signaling the publisher's happy. Combined with a sneaky epilogue, a sequel is all but assured, even if Dugas is unsurprisingly noncommittal.

Eidos Montreal is also making Thief 4, which finds the studio again resurrecting another beloved but dormant franchise.

"It [was] our goal to revive a Deus Ex experience, and that's what we did," he said.

I had to ask one last question before hanging up, though. As per tradition, Human Revolution offers a variety of options for how the game can end during a critical moment. If given a single option, I wondered which one Dugas would have picked.

You'll have to click below to find out.

"I would go with sinking the place because I don't think it should be one individual who makes the decision for mankind," he said. "But since like in real-life, maybe I wouldn't care or not ballsy enough to sacrifice myself--I would go with either Sarif or Taggart.
Patrick Klepek on Google+

124 Comments

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MeierTheRed

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Edited By MeierTheRed

Can't say i liked the boss battles, but i love the game. As i did the other two games, yes even Invisible War, so fuck you!.

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Kazona

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Edited By Kazona

Great article. I love these in depth looks at the industry

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aceofspudz

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Edited By aceofspudz

Deus Ex: HR is my favorite game of the year as well. It was the worthy successor to Deus Ex that I've wanted for nearly a decade.

Is it without flaw? Not exactly, but we're basically talking about a fresh start. It's not a true sequel in the sense that they have the opportunity to build significantly on technological and gameplay decisions already made. They needed to modernize the game just enough not to trivialize the core elements. They accomplished, if not the impossible, at least the improbable. What were the odds?

Full faith in the sequel. I'd preorder it as soon as they offered them, and I never do that.

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Fuga

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Edited By Fuga

"If you weren't a combat-heavy character, the game's boss battles were a jarring change."

nope

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Slaker117

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Edited By Slaker117

Man, I feel like I should play this game now.

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Subach

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Edited By Subach

@Jimbo said:

I haven't played enough of it to pass judgement on the whole game (lost my save, not feeling much urge to rush back to it and start over), but I found how heavily it leans on you to go stealth to be really off-putting. I felt like I was playing that way because the game obviously wanted me to play that way, rather than because I was choosing to play that way. Given how important player agency was to DX, I found that disappointing.

I just started a second run of HR as a guns blazing type of character after completing it as a stealthy pacifist. I've only gone through the first mission in the factory, but I still earned plenty of experience just killing every last punk I saw, and after looting their corpses, I ended the mission with significantly more credits than I did in my stealth run.

Don't know if this follows through to the rest of the game, but there seems to be a subtle balance: stealthy characters earn more experience, as they are more dependent on augs, whereas Rambo characters end up with more credits to afford more firepower.

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Mr_Skeleton

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Edited By Mr_Skeleton

After Deus Ex I can't wait to see how Thief 4 turns out.

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Contra

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Edited By Contra

I find it hard to believe for example the boss fight in the water didn't raise some very basic gameplay issues. That being unless you took a specific perk ahead of time, that fight was by a wide margin the most diffcult part of the game. I ended up beating that boss in a way I'm sure the developers didn't intend.

But then how exactly do you have a boos fight that a stealthy dude and an assault spec can both take on. It's a challenge to not make it the same thing over and over.

The game was good though. I'd totally be on board for another sequel. I like the world they set up; just let me explore more of it...

I'd be happy with less world locations... if you just let me explore more of Hong Kong for example. But all the levels were awesome.

I'd love to give props specifically to the moment you crash in Hong Kong.

I was playing too stealthy and I didn't manage to save her, so I wandered into the lift and went to carry on. I'd killed a few people up to that point, but only when I really had to.

At that point I knew I could reload, but I didn't want to. I took the lift back down and killed every single person in that level. From that point on in the game, I was didn't care about killing.

It just changed the game for me. It changed how I wanted to play.

I was pissed off this had happened, and screw anyone who got in my way.

It's been a long time since I game influenced me like that mid stream.

Well done.

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Olivaw

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Edited By Olivaw

@mutha3 said:

I sort of disagree with the logic behind the ending spoken of in the article.

If you consider one man unable to make a decision for all of mankind -- then the Darrow ending is the one to pick , since it actually sends out the truth to the masses. By blowing up the structure, you are suppressing the truth and you give free reign to the powers that be to spin the entire thing.

The suicide ending is just kind of dumb.
I had pretty big issues with the game's story(mostly its paper-thin characters), but the gameplay was rock solid. Its been a while since I had a good stealth experience. Am looking forward to playing future games from this dev team.

Well, but

by sending out the "truth" you're just sending out a speech that Darrow gave. He does reveal the Illuminati and the conspiracy and all that, but he also uses it as his personal soapbox to decry augmentation and technology. By choosing to send out his message, you're not actively manipulating the information, like with the other choices, but you're still validating him. Blowing everything up is the only option that takes everyone's manipulations out of the equation.

I think the game has some pretty tremendous writing, personally, outside of a few key instances of plotitis affecting Adam's brain.

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StingingVelvet

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Edited By StingingVelvet

All the boss battles really needed was a pacifist solution. I liked them just fine in my gunner playthrough, they just don't adapt to a stealthy pacifist run. A simple hackable turret in the room or way to run away would solve the issue, which is exactly what the original Deus Ex did.

As for the rest I thought the game was aces. It needed one more city hub and a bit less air duct crawling, but overall a stellar gameplay experience that lives up to its name more than any other revival I can think of.

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Ub3r

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Edited By Ub3r

I'm worried about this becoming their cash-cow, but HR stayed fairly true to the original.

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JohngPR

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Edited By JohngPR

Great story Patrick. DXHR is currently on my short list of GOTY nominees. I couldn't tell you if it will stay there once Uncharted 3, and Skyrim come out but the fact that it's within ear shot of those games is very telling of how much Eidos Montreal got right.

Can't wait for The Missing Link DLC.

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SomeJerk

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Edited By SomeJerk

Still love Human Revolution but after getting into Alpha Protocol.. the decision making shit, the "choose a side in a conversation", role playing, puts everything in HR and every Bioware game since KOTOR to shame.

Sega needs to allow a second AP to be made, and this time let the game be tested and made fun to play and functional before rolling it out.

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lastdual

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Edited By lastdual

Great interview. Were it not for Skyrim, this would be a shoe-in for my GOTY.

Also, I have to disagree with the general reaction to the boss battles. I actually LIKE that Adam is faced with situations that aren't perfectly tailored to every play style. It means that your choice of specialization comes with real consequences. Like a hard dose of reality, you have to face the fact that all those points in stealth and hacking aren't going to get you past every obstacle in the world, because the world doesn't revolve around you.

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OllyOxenFree

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Edited By OllyOxenFree

One of your best works, Patrick! Keep it up!

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KingHippp0

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Edited By KingHippp0

Great read, and thank you for the spoiler tag.

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gregoryc

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Edited By gregoryc

Nice article, Patrick. It's good to hear Dugas' explanation of the boss battle 'outsourcing'. I enjoyed DX:HR and look forward to what Eidos Montreal has planned for this franchise and other properties.

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Gareff

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Edited By Gareff

'"As I get older," he said, "I'm more compelled to more meaningful stuff, than just the purely entertaining stuff."'

Never has a truer word been said.

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Scodiac

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Edited By Scodiac

Good read. I think the boss battles were a bit jarring but I didn't find them frustrating. I spec'd stealth and I was able to figure out a way to succeed after a few trys. Felt like a normal boss fight to me which I like. I like having showdowns like that. They weren't great. They were like mediocre Metal Gear bosses.

Anyway, I enjoyed the hell out of this game. I'll probably play through it again soon. Also, really looking forward to the DLC.

I'm definitely interested to see how Eidos Montreal progresses. I wonder what they could do with their own IP.

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TorMasturba

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Edited By TorMasturba

Patrick, there aren't many articles I sit and read, and thoroughly enjoy, the whole way through, your writing style has a naturally organic approach and keeps me WANTING to read.

Most articles I tend to just read a bit at the top, scan the middle and then the last paragraph and move on. So I hope this shows you something Mr. Klepeck.

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"The confused reaction is not what surprised Dugas but the outright frustration. Dugas claimed internal playtesting, which he credits improving many aspects of Human Revolution, didn't raise a red flag here."

Seriously? The boss battles are so frustrating for me that I haven't even been able to get through the game because I'm stuck at the second boss, and always get too angry to keep trying. For a non-combat oriented player, they're nearly impossible

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chmod

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Edited By chmod

#CHAN

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reruns

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Edited By reruns

@spilledmilkfactory: There are non-gun solutions to every boss, and basically any piece of equipment you are carrying will be effective. Most notably the stun gun, which is extremely overpowered and can be chained repeatedly to defeat bosses without any challenge at all.

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aceofspudz

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Edited By aceofspudz

Ideally there would have been a way to defeat those bosses in at least one other fashion. For example, if you had been hacking and reading an extensive amount of email, there would be some kind of solution to the fight requiring the player to make a logical leap based on things they'd read about the bosses. Like maybe if you read about Boss No. 2's damaged psychology you could get her to have a psychological meltdown and make the boss fight easier. I don't know, I'm not the one designing the game...

And for that reason it was an incredibly stupid decision to farm out the boss fights. If there was connective tissue with the rest of Deus Ex then they could have been sublime experiences. For example, what if the boss encounter read your character sheet and fucking...tailored itself to you, at least a little bit? Most of the game can't be like like that, nor should it be, but like Yahtzee said a boss is when the skills you've been developing are tested. Deus Ex was an intelligent game and deserved intelligent bosses.

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LoktarOgar

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Edited By LoktarOgar
@spilledmilkfactory said:

"The confused reaction is not what surprised Dugas but the outright frustration. Dugas claimed internal playtesting, which he credits improving many aspects of Human Revolution, didn't raise a red flag here."

Seriously? The boss battles are so frustrating for me that I haven't even been able to get through the game because I'm stuck at the second boss, and always get too angry to keep trying. For a non-combat oriented player, they're nearly impossible

 
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mutha3

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Edited By mutha3
@Olivaw said:

@mutha3 said:

I sort of disagree with the logic behind the ending spoken of in the article.

I had pretty big issues with the game's story(mostly its paper-thin characters), but the gameplay was rock solid. Its been a while since I had a good stealth experience. Am looking forward to playing future games from this dev team.

Well, but

I think the game has some pretty tremendous writing, personally, outside of a few key instances of plotitis affecting Adam's brain.

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Scratch

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Edited By Scratch

Great read. Rarely do I ever bother to read an entire interview.

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DT9k

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Edited By DT9k

One of the best games I have played all year. What a fascinating read! Great work, Patrick.

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Jakobi

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Edited By Jakobi

DX: Human Revolution

Sucky RPG, fun action/stealth game.

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mutha3

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Edited By mutha3

@LoktarOgar said:
@spilledmilkfactory said:

"The confused reaction is not what surprised Dugas but the outright frustration. Dugas claimed internal playtesting, which he credits improving many aspects of Human Revolution, didn't raise a red flag here."

Seriously? The boss battles are so frustrating for me that I haven't even been able to get through the game because I'm stuck at the second boss, and always get too angry to keep trying. For a non-combat oriented player, they're nearly impossible

 

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MEATBALL

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Edited By MEATBALL

Great read as always.

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DiscoDuck8k

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Edited By DiscoDuck8k

Considering how much they had to live up to, this turned out quite nice.

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Groflmeyer

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Edited By Groflmeyer

Excellent article Patrick ... And I truly appreciate the way you handled the spoiler at the end.

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valrog

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Edited By valrog

@mutha3: I thought that this was not entirely the case.

I mean, didn't Eliza say that she would edit out the whole Illuminati thing? Or was that someone else's paranoid theory? I'm not sure anymore, but if she did factor the tape then Darrow's Ending was not so truthful after all.

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mutha3

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Edited By mutha3
@valrog said:

@mutha3: I thought that this was not entirely the case.

I mean, didn't Eliza say that she would edit out the whole Illuminati thing? Or was that someone else's paranoid theory? I'm not sure anymore, but if she did factor the tape then Darrow's Ending was not so truthful after all.


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Satori

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Edited By Satori

Not sure what to think about this. Loved the first but... I don't know cannot see this being good from all i've seen. Will try ASAP.

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craigbo180

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Edited By craigbo180

On the mobile version of the site it seems to show the first comments rather than the latest i wonder if there is a way to go back to my usual setting?

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reruns

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Edited By reruns

@LoktarOgar: It's not so bad. More stealth spec boss tactics:

You can melee takedown the third boss if you catch him as he's coming down from a jump, or hack the turret from the preceding area and carry it in with you. There's also a fucking laser rifle lying around in there, among other things, which gets no bonus from the gun augs and is very good.

As you already mentioned you can just kill the second boss with the electricity things by having the protection aug. The problem with that is that electrocuted floors aren't so common that stealth characters are going to want to spend four points just to pick that up. BUT, you can also use the high-jump aug, which you should always get because it leads to silent running and makes you cool and handsome, to mitigate the damage. Better yet, gas grenades

The first boss can be killed with the canisters in the room. Gas will stop him, explosives explode him. Done in like 20 seconds, easy and clean.

Or, again, if you have a stun gun, just do that.. Mines are also pretty strong because of how predictable their movement is. Lethal stealth also probably has a pistol on hand which is a great weapon.

In any case, there's always a strategy that basically beats the boss for you, the problem is that they are way harder to figure out than they need to be. I played a stealth character on hard my first run and I didn't really use ANY of them. Huge pain in the ass.

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boylie

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Edited By boylie

My favourite game of the year thus far. And I say this after thinking that they'd never get it right and thinking it'd probably be garbage. Could have done without those boss fights, but they were never that bad, not to me anyway. Great write up, as always Patrick!

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Scodiac

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@spilledmilkfactory: I played a stealth build too. It wasn't frustrating for me. As much of a challenge as a regular boss.

Here's a tip. Save throughout the boss battle. Deal some damage, find a safe place, regen health and save. That way you're always making some progress in the battle even when you die.

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whylessness

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Not as good as the original.

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Stahlbrand

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Great stuff. Loved this piece.

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Olivaw

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@mutha3 said:

@Olivaw said:

@mutha3 said:

I sort of disagree with the logic behind the ending spoken of in the article.

If you consider one man unable to make a decision for all of mankind -- then the Darrow ending is the one to pick , since it actually sends out the truth to the masses. By blowing up the structure, you are suppressing the truth and you give free reign to the powers that be to spin the entire thing.

The suicide ending is just kind of dumb.
I had pretty big issues with the game's story(mostly its paper-thin characters), but the gameplay was rock solid. Its been a while since I had a good stealth experience. Am looking forward to playing future games from this dev team.

Well, but

by sending out the "truth" you're just sending out a speech that Darrow gave. He does reveal the Illuminati and the conspiracy and all that, but he also uses it as his personal soapbox to decry augmentation and technology. By choosing to send out his message, you're not actively manipulating the information, like with the other choices, but you're still validating him. Blowing everything up is the only option that takes everyone's manipulations out of the equation.

I think the game has some pretty tremendous writing, personally, outside of a few key instances of plotitis affecting Adam's brain.

He does so without telling a single lie, though. if the message is "let humanity decide themselves", I think "show humanity the full truth, despite having a senile old man using it as an argument " is better than "Bury the truth forever".

Besides, blowing yourself up along with hundreds of innocent people, doesn't mean the illuminati is suddenly out of the picture. They will give whatever spin fits them best to the news network(which they have full control over) and there will be no one around to resist them anymore.(David and Adam were their only enemies we knew of)

Its really just kind of stupid when you think about it. Also, the notion that humanity would collectively become tree-hugging hippies if Darrow's message got out is kind of hilarious in the worst way possible.

I think you are rationalizing!

Sure, if you take into account the Illuminati's holdings, there's no decision that hurts them in any real capacity. Whether anyone would believe Darrow's rambling speech after committing an inhuman atrocity is debatable, Sarif's idealistic "singularity" might only allow them to control us easier, and Taggart's is just flat out aiding them in controlling the development of humanity. The only choice that takes out everyone's bias, including your own, and prevents the Illuminati from gaining anything from the entire debacle is sinking the base. It's hard to swallow, I know, and it might not make sense to you and a lot of other people, but it does show an inherent faith in humanity that is an utter rarity these days.

And I don't think Darrow's ending makes everyone into tree-hugging hippies. It just allows for a rise of Luddite philosphy, and the idea that technology and progress is not inherently a good thing. Eliza phrases it poorly because she's a robot, but it isn't like after the Darrow ending everyone is singing Kum Ba Ya in a drum circle, you know what I'm sayin'?

They're all valid choices and valid philosophies, with numerous rationalizations and arguments to support and decry each other, but some are just a bit harder to digest than the rest.

And that is so rare in video games!

Man, I haven't talked about a game this much in years.

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Xeirus

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@Satori said:

Not sure what to think about this. Loved the first but... I don't know cannot see this being good from all i've seen. Will try ASAP.

It's not perfect by any means, but it's worth buying. I got it for $40 off Amazon, and it's worth that.

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mutha3

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@Olivaw
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Diachron

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Thief 4! This gets better and better!

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klinkcow

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Good stuff Klepek

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AssInAss

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I'm actually now excited for how they do the boss fights in the new DLC to fit with the rest of the game. I think the very last boss fight against Zhao was going towards that where my hacking skills + Cloak helped a lot against the turrets.

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MisterDakotaJ

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I have yet to get this game... and it seriously hurts my ballz to know I'm not playing it right this fucking minute.