TGS '10: Deus Ex: Human Revolution Preview

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TGS '10: Deus Ex: Human Revolution Preview

Game director Jean-Francois Dugas takes us through twenty minutes of Deus Ex: Human Revolution.

According to Dugas, the gameplay of Human Revolution is built on four pillars: combat, stealth, hacking and RPG. We saw some of these in action in the level he played for us at TGS.

Starting about 6 hours into the game, Adam Jensen is dropped off via helicopter in the futuristic metropolis of Shanghai. Despite landing on a roof top, the sky is obscured by steel; a second tier to the city rises overhead. Vendors hawk their wares as neon billboards tinge the dirty streets with an electric glow. The level brought back fond memories of the Hong Kong section of the original game.

Dugas pointed out early on that this game is still in development and that this was not the final build. It certainly does show in places. NPCs mill about the streets, but sometimes bump in to each other awkwardly. Nevertheless, the game is looking great and captures the cyber-punk vibe of its predecessors.

The demo brought Jensen to a seedy club called the Hive. Here, we get to see some RPG interactions. The interface is functional, but nothing revolutionary; A wheel displays the usual selection of dialogue options.

Next comes some action. Transitions to combat-heavy sections bring with them a costume change. Dugas notes that Jensen will wear a trench coat in public, but drops it to reveal combat gear when behind enemy lines. Mechanically it leans heavily toward the cover-based shooter. Jensen hugs the walls as he sneaks around, delivering instant kills to the baddies he catches unawares.

There are quite a few nods to the first game. When faced with a locked door, Jensen seeks out dropped datapads, or unattended laptops, to find the four digit combination. Augmentations make a return and Jensen's new x-ray vision was showcased in the demo. A loading screen at one point advised players to choose their augments carefully, as they will not be able to max out everything.

The demo climaxed with a battle against a mech in a warehouse. Bullets were no good here, so Jensen sought out a rocket launcher to pierce the robot's tough armor. As he searched, the mech's missiles blew away his cover. Jensen quickly located what he needed and blasted the mech to kingdom come, rounding off the last of the gameplay.

In a time where action RPGs have become huge business its refreshing to see a pioneer of the genre returning to the spotlight.

TGS 2010 reporting is done jointly by Fintan Monaghan and Lisa Gay.

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Wow, the trailer looks like it could have been a Metal Gear game. Not that I had anything but complete lack of confidence in the game but damn, this just confirms it.

Cover based shooting?
Goatee based protagonist?

I'm glad I didn't have my hopes up.

I dearly hope this lives up to the original Deus Ex.

The trailers are great, but they're, well, trailers.

Cannot wait

It looks cool. I'll probably pick it up on release day.

Both DX and DX:IW had decent story and immersion. The downside of DX:IW was that the claustrophobic maps put stronger emphasis on following the rails of its story (i.e., you literally couldn't help but stumble across encounters in a minimal possible order). Combine that with removal of RPG customization, and the replay value of that game nose dived, especially since there had never been any significant consequence to your actions. In particular, you could have been murdering all the agents of a particular agency throughout the game, and it was possible in the end-game to have everything forgiven.

As an alternative to playing vanilla DX:IW, it *was* possible to form a stronger bond with the Templars, as Gloria describes here:

http://forums.eidosgames.com/archive/index.php/t-42950.html

For any of you that completed DX:IW, give that Templar sequence a read. Good nostalgic fun. <grin>

I want the game regardless.

So... was the four digit combination 0451?

Hmm, Not sure I like the sound of finding a missile launcher to get you through a boss battle, as oppose to it being a weapon and boss battles being optional. Then again, that's because I'm looking through Deus Ex tinted glasses. I'm still no more excited about it than I was a while ago, though I'm not dreading it as much because those godless screenshots that I saw in a PCG mag haven't shown their hideous, cartoony faces in a good while.

Starting about 6 hours into the game

I find it almost impossible to believe there's a game in development which lasts more than 6 hours (and actually resembles a game, not a BioWare interactive novel).

Sgt. Sykes:
Starting about 6 hours into the game

I find it almost impossible to believe there's a game in development which lasts more than 6 hours (and actually resembles a game, not a BioWare interactive novel).

Because you were born yesterday and never played anything besides shooter? Aha.

I believe Eidos already had an exclusive demonstration of this demo level a few months back (covered by the Dutch games magazine Power Unlimited).

Also, the cybernetically enhanced woman and man in the trailer somehow remind me of Anna Navarre and Gunther Hermann.

I liked the first one, i hope all missions tailor to all styles of play in this one.

Sweeeet. Been a long time since I played a game that had multiple ways to complete objectives. Hopefully the level design is expansive, and rewards creativity and exploration like the original did. I'd be willing to settle for a shorter experience were that the case.

Also the Japanese voices sound excellent. I wish more games would let me choose different voice overs.. Thanks Witcher! You've spoiled me now.

Pardon me if I remain skeptical, but a few details screamed "CONSOLIFIED" to me, and I'm not that fond of lazy interface ports at all (assuming this comes to PC).

For those of you who want a trailer that isnt in Japanese, here it be:

http://www.gametrailers.com/video/tgs-10-deus-ex/704605

That trailer actually made me jizz in my pants. At this point, I've stopped caring about the legacy of the original game. If the end product is even half as good as that trailer, I'll be more than happy :D

Its strange that this is doing what (or at least what i hoped what) Duke Nukem Forever was gonna do, an old game stepping up and showing newer contenders in the genre 'how it's done,' and to be clear im not mearly refering to the trailer there is some gameplay footage out there that looks spectacular

....this is just a demo that the have been showing since E3

mad825:
....this is just a demo that the have been showing since E3

but it's in Japanese...
OT:I'm still skeptical any Deus Ex fan can tell you what's wrong with that trailer...

Zhukov:
So... was the four digit combination 0451?

it's funny because that was the code to the secure container at UNATCO, and the first code in both System Shock games all three of which were designed by Warren Spector...
It's also a reference to the book "Fahrenheit 451" which is the temperature at which books burn...

I'm really glad a Deus Ex game is coming out. When the origional was released I was far to young to say that it was from my generation but if this is good then I can finally say a good game came from my generation.

Atmos Duality:
Pardon me if I remain skeptical, but a few details screamed "CONSOLIFIED" to me, and I'm not that fond of lazy interface ports at all (assuming this comes to PC).

it's already got a page on steam so it better come to the PC...
http://store.steampowered.com/app/39170/

procyonlotor:
I dearly hope this lives up to the original Deus Ex.

The trailers are great, but they're, well, trailers.

I don't hope it lives up to the original, because it won't. I do however hope it's going to be a good game in it's own right.

Odd thing though, were the original Deus Ex games big in Japan? I mean, I realise Square-Enix is doing the cinematics, but, there's an odd fusion of French and Japanese aesthetics going on here, that could very create an excellent game, if only in looks at the moment.

Sacman:

but it's in Japanese...
OT:I'm still skeptical any Deus Ex fan can tell you what's wrong with that trailer...

the english version can be found here (TGS trailer) @ http://www.youtube.com/user/EidosMontreal

EDIT: yea, I understand...nearly everyone in the official forums would agree.

thanks go to:Coyotegrey, Admin/community manger @ Deus exHR forums.

GoGo_Boy:
Because you were born yesterday and never played anything besides shooter? Aha.

Do you know what IN DEVELOPMENT means? It means a CURRENT generation game. Goes quadruple for anything first-person shooter-like.

Welp, no new info in here. It looks good, but as time march on I expect it less and less to be a new Deus Ex. If it's just a cool cyberpunk shooter I'll consider myself happy.

rossatdi:
Wow, the trailer looks like it could have been a Metal Gear game. Not that I had anything but complete lack of confidence in the game but damn, this just confirms it.

Cover based shooting?
Goatee based protagonist?

One of those things is much worse than the other! I can't remember which one though!

EDIT: I find it hilarious that the video showed me an ad for HSBC, or the Hong Kong/Shanghai Banking Corporation.

two things i want for this game an actual stealth mechanic that works and the dragon sword

GothmogII:

procyonlotor:
I dearly hope this lives up to the original Deus Ex.

The trailers are great, but they're, well, trailers.

I don't hope it lives up to the original, because it won't. I do however hope it's going to be a good game in it's own right.

Odd thing though, were the original Deus Ex games big in Japan? I mean, I realize Square-Enix is doing the cinematics, but, there's an odd fusion of French and Japanese aesthetics going on here, that could very create an excellent game, if only in looks at the moment.

I was wondering the same as you. And I never thought of the original Deus Ex as being big in the East. Everything about it seemed much more heavily Western influenced to me. I played the original so many times, it's one of my favorite PC experiences. What they've shown so far is beautiful, it will be a question of it having some deeper, philosophical underpinning as the first did. That is what set it apart from being just a very inventive RPG for me.

If they go for a bit of window dressing in that area I fear it will be just another pretty RPG/FPS. I didn't need to agree with a single sentiment underlying that game, that the game creator did was important to me and gave it such credibility. The raft of shooters/RPGs over the years lack that completely and just blur together in my memory as a result.

Deus Ex remains distinct and I love and respect it for that.

As a long-time Deus ex fan I really don't care about the cover system or regenerating health. I wish they weren't there, but I'm not going to let these few things spoil the game. I've already waited long enough for a worthy succesor to the first one so I won't let those little things bother me.

Sacman:

Zhukov:
So... was the four digit combination 0451?

it's funny because that was the code to the secure container at UNATCO, and the first code in both System Shock games all three of which were designed by Warren Spector...
It's also a reference to the book "Fahrenheit 451" which is the temperature at which books burn...

0451 is also the keycode to a door in the funeral parlor in the medical wing of Rapture in Bioshock. :D

How can a mech aug make a guy kill himself remotely? Not that nano augs would make any more sense, but it's easier to stomach.

You know what? I don't care anymore. If stealth is functional, and you can avoid most if not all of the encounters, I don't really mind that this seems to be a completely different game.

I hope to god it follows the 'choose their poison' style of gameplay. I don't want a cover based shooter. In the original Deus Ex I never killed Walton Simmons because I sucked at combat, every time I saw him I evaded.

I sincerely hope do can do the same.

Nocta-Aeterna:
I believe Eidos already had an exclusive demonstration of this demo level a few months back (covered by the Dutch games magazine Power Unlimited).

Also, the cybernetically enhanced woman and man in the trailer somehow remind me of Anna Navarre and Gunther Hermann.

Perhaps a callback?

Sacman:

Zhukov:
So... was the four digit combination 0451?

it's funny because that was the code to the secure container at UNATCO, and the first code in both System Shock games all three of which were designed by Warren Spector...
It's also a reference to the book "Fahrenheit 451" which is the temperature at which books burn...

I'm more psyched about the Icarus referencing. What next, Adam Jenson has a father who helped pioneer flight augs?

Actually, that sounds pretty good, that is my new story thesis. Adam Jenson's Father helped pioneer flight augs and used Adam as a test, hence why Adam will not be using flight augs in the game.

Vzzdak:
Both DX and DX:IW had decent story and immersion. The downside of DX:IW was that the claustrophobic maps put stronger emphasis on following the rails of its story (i.e., you literally couldn't help but stumble across encounters in a minimal possible order). Combine that with removal of RPG customization, and the replay value of that game nose dived, especially since there had never been any significant consequence to your actions. In particular, you could have been murdering all the agents of a particular agency throughout the game, and it was possible in the end-game to have everything forgiven.

See while I understand this side of things, and the various criticisms of the game, I always like to point out that what Invisible War may have been lacking in Skill Points, it more than made up for in overhauling the original's AI (which was appalling), adding proper physics, a much stronger emphasis on ethics and philosophy over cyber-punk conspiracy theories, and adding the Omar. Because the Omar are just frickin' awesome.

Did the additions I describe really improve the game that much? I think so. While in the original Deus Ex you could certainly stealth your way through missions, the enemy AI really didn't respond well to it. Enemy mooks never recognise, or even notice, dead bodies lying around, their line of sight is terrible, meaning they can be standing three feet away from you and not see you, and their AI is so terrible that if they do spot you, they'll simply stand in one spot and empty clips at you, leaving you to run up to them with the Dragon Sword and shank them in one blow. The basic physics system, while no doubt adequate for the time, meant you couldn't get objects in the game more involved than standing on them to reach a ledge, or using them to hide behind/jump a fence.

So how is Invisible War different? Firstly, the enemy AI means that if mooks see so much as a fellow grunts's foot poking out the shadows, they get on the alert. You actually have to hide bodies if you want to avoid alarms, and avoid being spotted by mooks; their self-preservation skills in IW mean they'll use cover, move around and generally make Deus Ex's enemies look like a bunch of braindead zombies. Not only that, because of the advanced physics system they introduced in IW, you can actually use the world objects to help you. Rolling a flaming barrel into a squad of mooks, or activating your strength mod then taking out an enemy by chucking one of his unconscious fellows into him, never gets old.

And the maps weren't that much smaller than the original game's either. I'm playing through the original atm, and you could hardly call them spacious. Heck, in Hong Kong, moving from one street to another necessitates loading screens.

I'm looking forward to this, as the original is my favorite game ever. I just hope this lives up to its name. Also whats with the two storey Shanghai. Isnt this supposed to be 20 years before the original. A two storey city is too advanced evevn for IW, let alone this. Same with the augments in this game.

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