The writing in Human Revolution was bad too, but it was "just" a complete non-entity
I disagree!
Apart from that one character who we will never speak of again, I thought the writing was strong throughout, particularly in Hong Kong and near the end of the game
There are actual characters I remember from that game, which is not really what I expected going in
Sure the "boss" stuff was real lame and those guys were total non-entities (outside of one sort of neat boss fight involving camouflage) but Sarif and Malik and Tong and even your shitty British radio man were all solid, and a couple of them even had arcs!
The problem is that I expect better than the original in my sequel, and I'm not at all confident they can deliver that
I don't think the overarching story of that game is anything special, but most of the conversation writing is great in HR.
I loooooooved the conversation "battles" you had in that game
It was some of the best writing I'd seen in a game in a long time
No one felt stupid, is what impressed me most. That and the fact that the conversation could go in a different direction every time you played through it so you couldn't just memorize the answers, that was a nice little touch
OH. And that if you took the "social" aug, the conversation system changed completely to a sort of minigame, which was both awesome and fed back into the notion that these particular kinds of augs dehumanized others! So smart!
Brovid Hasselsmof[Growling historic on the fury road]Registered Userregular
Deus Ex Human Resources was one of my top 5 games of recent years. I am both thrilled about a sequel and bitter that it will probably be a minimum of a year and a half before I can play it.
I would be all about a modern remake of the original Deus Ex. People talk highly of that game, but I find it to be really difficult to actually play, whereas Human Revolution was nearly perfect to me.
i would probably buy multiple copies of a remake of deus ex in the HR/MD engine
I imagine Malik not being in the game is a lot easier to design around, but they could have just let you upload your HR save and change the dialog so that she's left Sarif Industries for whatever reason if you saved her.
pritchard was the IT guy who was a huge dick to you (can't remember if it was jealousy or just he's naturally a dick) but came to begrudgingly respect you
malik was hr's jock
I've thought about trying for a ghost run of MD, but I'm nowhere near good enough to pull that off easily and I don't think I'm patient enough to keep trying until I get it, so I'll probably quickly settle for just doing it all nonlethally.
I only remember Prichard's inability to pronounce the word 'Cholo'.
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SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
The trick to Ghost/Foxhound is that it's not tied to not being seen, it's tied to not setting off any alarms. So you can be fairly aggressive as long as you can bag mooks before they get to an alarm panel. I've got the "platinum"* for the original release, but I've not got around to getting it in the Directors Cut yet.
It'd be nice if achievements would let you know when you fail them though, like synch bonuses in AC for example.
The trick to Ghost/Foxhound is that it's not tied to not being seen, it's tied to not setting off any alarms. So you can be fairly aggressive as long as you can bag mooks before they get to an alarm panel. I've got the "platinum"* for the original release, but I've not got around to getting it in the Directors Cut yet.
It'd be nice if achievements would let you know when you fail them though, like synch bonuses in AC for example.
*or whatever the steam equivalent is
yeah. i thought i had the no kill achievement, but it turns out i killed a guy way somewhere in the middle of the game. wasn't motivated enough to go back and try again.
The trick to Ghost/Foxhound is that it's not tied to not being seen, it's tied to not setting off any alarms. So you can be fairly aggressive as long as you can bag mooks before they get to an alarm panel. I've got the "platinum"* for the original release, but I've not got around to getting it in the Directors Cut yet.
It'd be nice if achievements would let you know when you fail them though, like synch bonuses in AC for example.
*or whatever the steam equivalent is
yeah. i thought i had the no kill achievement, but it turns out i killed a guy way somewhere in the middle of the game. wasn't motivated enough to go back and try again.
you can fail it for killing people in the tutorial (before you have non-lethal takedowns)
pretty sure that's how i failed it
Shameful pursuits and utterly stupid opinions
+3
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SnicketysnickThe Greatest Hype Man inWesterosRegistered Userregular
The trick to Ghost/Foxhound is that it's not tied to not being seen, it's tied to not setting off any alarms. So you can be fairly aggressive as long as you can bag mooks before they get to an alarm panel. I've got the "platinum"* for the original release, but I've not got around to getting it in the Directors Cut yet.
It'd be nice if achievements would let you know when you fail them though, like synch bonuses in AC for example.
*or whatever the steam equivalent is
yeah. i thought i had the no kill achievement, but it turns out i killed a guy way somewhere in the middle of the game. wasn't motivated enough to go back and try again.
you can fail it for killing people in the tutorial (before you have non-lethal takedowns)
pretty sure that's how i failed it
I've had a knocked out dude drown in a puddle, there's also a bug where occasionally, tranquillised enemies just die when you're not looking. Which is nice.
The trick to Ghost/Foxhound is that it's not tied to not being seen, it's tied to not setting off any alarms. So you can be fairly aggressive as long as you can bag mooks before they get to an alarm panel. I've got the "platinum"* for the original release, but I've not got around to getting it in the Directors Cut yet.
It'd be nice if achievements would let you know when you fail them though, like synch bonuses in AC for example.
*or whatever the steam equivalent is
yeah. i thought i had the no kill achievement, but it turns out i killed a guy way somewhere in the middle of the game. wasn't motivated enough to go back and try again.
you can fail it for killing people in the tutorial (before you have non-lethal takedowns)
pretty sure that's how i failed it
I've had a knocked out dude drown in a puddle, there's also a bug where occasionally, tranquillised enemies just die when you're not looking. Which is nice.
The trick to Ghost/Foxhound is that it's not tied to not being seen, it's tied to not setting off any alarms. So you can be fairly aggressive as long as you can bag mooks before they get to an alarm panel. I've got the "platinum"* for the original release, but I've not got around to getting it in the Directors Cut yet.
It'd be nice if achievements would let you know when you fail them though, like synch bonuses in AC for example.
*or whatever the steam equivalent is
yeah. i thought i had the no kill achievement, but it turns out i killed a guy way somewhere in the middle of the game. wasn't motivated enough to go back and try again.
you can fail it for killing people in the tutorial (before you have non-lethal takedowns)
pretty sure that's how i failed it
I've had a knocked out dude drown in a puddle, there's also a bug where occasionally, tranquillised enemies just die when you're not looking. Which is nice.
The trick to Ghost/Foxhound is that it's not tied to not being seen, it's tied to not setting off any alarms. So you can be fairly aggressive as long as you can bag mooks before they get to an alarm panel. I've got the "platinum"* for the original release, but I've not got around to getting it in the Directors Cut yet.
It'd be nice if achievements would let you know when you fail them though, like synch bonuses in AC for example.
*or whatever the steam equivalent is
yeah. i thought i had the no kill achievement, but it turns out i killed a guy way somewhere in the middle of the game. wasn't motivated enough to go back and try again.
you can fail it for killing people in the tutorial (before you have non-lethal takedowns)
pretty sure that's how i failed it
I've had a knocked out dude drown in a puddle, there's also a bug where occasionally, tranquillised enemies just die when you're not looking. Which is nice.
That bug exists in real life too, sadly.
Oh shit.
yeah, uh, you might wanna lay low for a while. ya know, get outta the country for a bit. preferably in a non-extradition type place.
Posts
Sarif had your arms and legs cut off for funsies
Doctor lady wasn't actually dead
Zombie Island
The Ending Generator, a machine designed to create 3 prefab endings with handy buttons to start each one
I disagree!
Apart from that one character who we will never speak of again, I thought the writing was strong throughout, particularly in Hong Kong and near the end of the game
There are actual characters I remember from that game, which is not really what I expected going in
Sure the "boss" stuff was real lame and those guys were total non-entities (outside of one sort of neat boss fight involving camouflage) but Sarif and Malik and Tong and even your shitty British radio man were all solid, and a couple of them even had arcs!
The problem is that I expect better than the original in my sequel, and I'm not at all confident they can deliver that
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
Because that was always pretty funny to me
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
I loooooooved the conversation "battles" you had in that game
It was some of the best writing I'd seen in a game in a long time
No one felt stupid, is what impressed me most. That and the fact that the conversation could go in a different direction every time you played through it so you couldn't just memorize the answers, that was a nice little touch
OH. And that if you took the "social" aug, the conversation system changed completely to a sort of minigame, which was both awesome and fed back into the notion that these particular kinds of augs dehumanized others! So smart!
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
It's neat! It's the first one of these I've played
That's some bullshit canon they made, then!!
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
You ain't wrong
You saved her, and she retired and is living off the grid happily.
https://www.youtube.com/watch?v=D42AsgO28ZY
https://www.youtube.com/watch?v=Ws7MXsM2PRo
D3 Steam #TeamTangent STO
steam | Dokkan: 868846562
How can you not remember Malik or Pritchard. They're probably the characters you interact with the most (at least, verbally).
The name Pritchard rings a bell, but that's all.
I'll go read the wiki in a minute I'm just trying my brain first.
Malik was your pilot, who you save because why would you not
Pritchard is the Prick. Sorry, tech guy.
D3 Steam #TeamTangent STO
malik was hr's jock
It'd be nice if achievements would let you know when you fail them though, like synch bonuses in AC for example.
*or whatever the steam equivalent is
D3 Steam #TeamTangent STO
yeah. i thought i had the no kill achievement, but it turns out i killed a guy way somewhere in the middle of the game. wasn't motivated enough to go back and try again.
steam | Dokkan: 868846562
pretty sure that's how i failed it
I've had a knocked out dude drown in a puddle, there's also a bug where occasionally, tranquillised enemies just die when you're not looking. Which is nice.
D3 Steam #TeamTangent STO
That bug exists in real life too, sadly.
Oh shit.
yeah, uh, you might wanna lay low for a while. ya know, get outta the country for a bit. preferably in a non-extradition type place.
steam | Dokkan: 868846562