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Never said I didn't like it. I said that it's a baffingly badly put together game, and that I'm surprised by how much I find it lacking. Some are straight-up production quality issues (like the VOs and facial animations), others are admittedly a matter of taste, like the unnatural and anorganic gameworld. In a age where a believable organic and lifelike cityscape, or even full-on city simulation, has been done countless times before - something as wierd as Deus Ex' rendition of Detroit is pulling me straight out of the experience. Why put in a city to walk around in, when it's nothing like an actual city? Doesn't look like one, isn't built like one, doesn't work like one. Hell - in Deus Ex' Detroit, it's 100% nonsensical nonfunctional streets - these streets connect nothing to nowhere. Talk about an immersion killer.
Leveling my fondness for KoA:R against my baffled amusement over DE:HR's lack of craftmanship is a severe case of apples and oranges. One's a 3rd person fantasy action RPG combined with TES scale, admittedly far from perfect, but perfectly cohesive as a whole including all it's gamey contrivances - whilst Deus Ex is all about immersion in a 'realistic' future, set in the real world 15 years from now. If Detroit feels, looks wrong - because in many ways it is built like a Metroidvania level - that's extremely offputting to me. I got no qualms with its 'shooter levels', like that underground FEMA base. Such things being put together like a 'game' is fine by me. Context - that's where I'm coming from.
As I wrote in my OP. It's Deus Ex. It's a pretty good iteration of Deus Ex. Times have changed though. Technical limitations have changed. I have changed. We have spent countless hours in organic feeling lifelike renditions of urban centers. I'm not expecting every game set in a city to have a whole lifesimulation going, nor do I expect every game to be an open world game. In the case of Deus Ex Human Revolution, if I was to create a 'sense of a living breathing urban metropolis - a real place in the real world', with the budget and tools the DE:HR guys got, I'd go the 'map with hotspots' route and simply put up way better smoke and mirrors. Arriving with a taxi on a crowded boardwalk for example, next to a noisy crammed Detroit street - and the level-y bits and gameplay contrivances being exclusive to the building and parcel of land ahead. It's 2012, I expect 'better urban illusion' from your worldbuilding, not a blatant laboratory rat's maze.
Core gameplay and progression systems are equally non-immersive and badly thought out. For example the energy system hamstringing silent takedowns, regardless of character build, to ultimately one - because that's the extent to how much energy replenishes on its own. Simply put, they took out regular 'player skill' silent takedowns, replaced it with a completely skillfree takedown, wherein I can pretty much run up to 1-2 guys, and push an I-WIN button - so that they can add a nonsensical consumable to the game's economy, as well as cripple the player's stealth capabilities extremely, in order to put such things in their extremely lazy progression scheme - a limitation that doubles as another metroidvania contrivance, turning many a room into a simple shooter killbox, unless specced appropriately. It's similarly nonsensical like unlocking AoE swings on Geralt's swords in the Witcher 2. It simply felt wrong to swing my big ass sword at a horde of Nekkers - clipping through countless of them - only hitting the single one I targeted. Such nonsense design doesn't get a pass with me, in games that are about immersion first and foremost.
I guess Deus Ex : Human Revolution is what it had to be. A carbon copy of the original Deus Ex in most ways. By my standards today, that's just an incredibly badly put together game. That's how games were in their infancy. I expect more on every level, not just obvious stuff like better facial animation and good VOs. I expect better worldbuilding too. Better illusion. Character progression that doesn't start out with artificial and crippling limitations to what should be natural player behaviour. I expect empowering character progression, not 'uncrippling' my gameplay over time.
It's Deus Ex, and I play the shit out of it - but 50% of my enjoyment comes from how amused I am by how lacking it is. It's a 100% Deus Ex experience, but it's also laughably outdated.
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