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Finished Deus Ex: Human Revolution last night. Liked it, didn’t love it. Yes, it’s been a few weeks, but I was trying to finish Digital Devil Saga 2, whose late game events become suddenly captivating, and whose penultimate final boss demanded a bit of grinding to earn some useful skills.

I’ve never played the other Deus Ex games before, so I don’t know exactly how this one compares to those, though word of mouth has generally been favorable concerning this title as a prequel.

I admire the principles behind the flexibility in the game. I like that a game gives me multiple ways to tackle a problem, be it head on or through clever strategy. It was this same idea that I loved behind games like Metal Gear Solid 3 and Resident Evil 4, which presented situations that could be handled in more than one way or terrain through which there was multiple angles of approach.

In short, it’s nice to have another action/adventure game that does this. The experience as a whole was something of a roller coaster, with rising and falling points of experience.

To be precise, I enjoyed the beginning of the game. Now, the prologue of the game was something of a mixed experience, prior to when Jensen gets his augmentations. I couldn’t understand why I had no melee proficiency, be it CQC or even pistol whipping. Objectively, I still don’t. Once the protagonist is horribly mangled, however, the game does sort of come together.

So to be exact, I consider the beginning of the game to be once the augs are in place (though I think I unwittingly screwed my zero-kill achievement prior to it). Not being a fan of killing when I don’t have to kill, but being one who prefers to get up close and personal with my prey, I chose the stun gun for my default arsenal.

I can’t say the tutorial area went perfectly. I was pretty sneaky but accidentally missed the chance to rescue some hostages since I was still learning the ropes and, frankly, didn’t know where they were. On the other hand, I talked the man who caused the crisis in question out of doing anything rash, so I consider that a win in my book.

Where could things go wrong?

Well, for one, the game-proper could start.

I’ve never had enjoyment mutate into rage in quite such a way. The biggest problem, I feel, with Deus Ex is when the game cuts you loose. A bunch of side quests fall into your lap and one cannot help but feel woefully underequipped for dealing with them.

With so many RPG elements, Deus Ex demands level grinding to get full enjoyment. The plus side to this is that most of this so-called grinding is accomplished through side quests, so a lot of it does feel naturally integrated into the game. At the beginning, however, the demands of these side quests seem disproportionate to what the player is able to do.

Let’s consider the police station. Not only does the main story quest send the player there, but a side quest made available pretty much at the beginning also sends you there.

Without knowing how the game is structured, I was reticent to follow the main mission in vague concern that I might somehow skip or lock-out the side quest. I took to sneaking into the police station, only to discover quickly that it’s damn near the worst place to sneak around in.

Now, with a few augmentations, stealth can be made much easier, just by purchasing abilities that allow the player to be better aware of his/her environment. Had I been given a few free levels at the get-go, I might’ve been able to prep myself a little better. Instead, I found myself scouring the most petty activities trying to get a few more XP so I could get another praxis disk and turn myself into a functioning psuedo-human being.

The other problem, and the police station capitalized on this, was the need for a hacking skill. On a fundamental level, I hate hacking in this game, which is probably not a good thing since it’s virtually essential to get through.

Can passwords be found to bypass the need for hacking? Often times, yes, but in a world even this large and open (and by all means, there are much bigger games than this) it’s difficult to know where to find a particular file needed to open a particular door or computer.

The other reason hacking is necessitated is experience. Using passwords doesn’t grant the player any sort of bonus for diligence, but hacking rewards the player for successfully bypassing systems, especially if they do so while grabbing optional nodes which rewards extra money, XP or software.

In this way, hacking is required more than it isn’t. The problem is, it’s generally less a game of skill as it is a dice roll.

Hacking a computer start the player off on a safe node and requires them to capture adjacent nodes of varying security levels. Just to start, however, the player will need high enough level software to open the program, which in no way makes lower level security any easier to deal with. Once the player has started, more often than not there’s only one adjacent node to begin with, often forcing the player in a straight line which may have a high probability of setting off an alarm.

The alarms themselves are where the dice rolls I mentioned come in. Each node you can capture has a probability of setting off the alarm, giving the player a limited amount of time to finish up, or to back out and try again. The difficulty can be lowered by buying up a separate skill, but at this point you’ll need at least four levels to have access to all the computers and another three just to make sure you don’t set off every alarm. Don’t ask me about fortifying nodes, as I never bothered learning since once I got these other skills it just didn’t seem needed.

Now, of course, Deus Ex has that sort of cyber-punk flair, so I see where hacking almost becomes a major element of the game. I just wish it was a little more skill oriented and a little less dumb luck reliant, especially with so many of the hacking grids seeming to be randomly generated based on many of the layouts I got. Never mind that I can’t count the number of times level 1 security (the lowest of the low) set off an alarm despite my maxed stats.

Okay, hack-rant over. Now that I’ve wasted half the article on it.

The game begins to ease up once you get some levels and buy a few skills, and once you accept (with some tears) that hacking is something you need at the beginning of the game to do anything at all.

Some things are inherently stupid- falling damage makes no sense, as you go from fine to dead within a meter’s difference. Given the heights of many of the locals, however, buying the landing system is something you’ll probably want to do early on anyways.

The only other thing I would probably gripe about is the game’s energy system, measured in batteries. Jensen’s batteries don’t like to recharge. One always will, but one often wants more than one, and none of the others care to, no matter how many of them you have.

I mention this because you can have up to five batteries, as I did at the end of the game. Why does only one recharge? Why can’t I buy an ability to cause a second one to recharge? Why is food the only way to restore anything past the first?

Much of this concern is coupled with a few semi-odd choices in the mechanics. Why, for example, does hand-to-hand combat consume one full battery, allowing you to be a kung-fu-god when you activate it? Why can Jensen not throw a standard punch when he can do everything else? It seems odd that the Jensen teeters between “Killing Machine” and “Magikarp.”

I somewhat understood this control system early on, but it became more impractical as the game progressed. Especially when I had a number of awesome abilities that consumed energy (albeit at a paced rate) only to find I could barely use them in conjunction with one another. It’s bad enough having to hide and wait for my energy to recharge, do I have to be punished by not being allowed to exploit the full scale of my powers when I’m willing to put in the time?

However, I admire the scale of this game. Even when revisiting the same cities multiple times (which feels a bit like the developers recycling environments), the areas that Jensen has to infiltrate are still impressively large and usually well laid out.

The boss fights are somewhat weak, but they’re not really the point of the game. It seems a shame that so much of the design was built around flexibility of approach while the only thing I could do during the boss battles was kill-Kill-KILL!

However, the second boss glitched and her gun was stuck in a wall. 20 shotgun shells in the head finished her off!

…yes, twenty or so shotgun shells in the head. Kind of absurd.

One of the strengths of Deus Ex is that the story seems to be interested in avoiding bias. There’s no real “good” side with the various groups and people you deal with (though one could safely identify a few “bad” ones, on the other hand).

It’s because of this that the actual endings are somewhat of a let down.

Word of advice: if a game is touting multiple endings, especially anything that could be measured in the double digits, don’t trust it. Multiple endings are rarely thought out or fleshed out, and Deus Ex is no exception.

Remember Fallout 3? How it showed some still shots and had the narrator talk about who your Vault Dweller was, whether or not s/he was still alive?

Yeah, it’s that, except this time the pictures are moving.

Still, despite my misgivings, I liked this game. In fact, when those misgivings weren’t rearing their ugly heads, it was really quite fun. I don’t know if I entirely agree with the incredibly high marks Deus Ex received (which were, honestly, my impetus for deciding to give this title a go), but if they do another one, I’ll buy it.

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