So... Deus Ex: Human Revolution got leaked to P2P networks - by system shocker
Koki on 5/6/2011 at 07:59
But it's still the same game you played on your own. Jesus fuck. Don't you ever replay anything because it's "spoiled"?
Not to mention if the game is not worth replaying once then it's garbage anyway, so no harm done.
Renzatic on 5/6/2011 at 08:15
Quote Posted by BARP DARP
Not to mention if the game is not worth replaying once then it's garbage anyway, so no harm done.
Yeah, if he were playing it again later on after having beat it. But the leak is 10+ hours long cut of the game. Having to go work your way through all that a second time, when all you want to do is continue on from where you left off, would be a drag, no matter how great it might be.
Might as well start with everything fresh, and play through it all from beginning to end without any interruptions.
edit: addendum to my good/bad list above
Bad
I really, really don't like how experience is displayed onscreen. See, you get certain amounts of experience for doing certain things. Like if you tranq a guy, you get Kind Soul +30, and if you take the long way around, to avoid a busy area, you get a Traveler +40. It's a little cheesy in and of itself, but nothing terrible. What I don't like is how it pops up on my HUD every single damn time I do something. Considering they removed all the other gamey clutter from the UI when you're playing in Deus Ex mode, I'm hoping they'll eventually give you the option to remove this, as well.
Also the experience system in and of itself is a little weird. You can still install augs much the same as you would in Deus Ex, with Praxis Packs in place of aug canisters, and a visit to the LIMB clinic for other certain upgrades (which I haven't done yet, since I've only just finished the first mission). But how do your augs upgrade just by you doing stuff? I just off a bunch of dudes, NOW I CAN SEE THROUGH WALLS! It doesn't make any sense.
Unsure
So far, I haven't come across any lockpicks or multitools. Based on what I've seen thus far, I might not ever. It seems all these things have been coalesced under hacking. I kinda gathered this when hacking into a terminal towards the end of the first mission. I noticed there were a bunch of different nodes pertaining to certain things. They had generic labels, like "control" and whatnot. Since it'd take extra time to hit those nodes, and I'm still learning the hacking system, I ignored them went straight for access.
...when I got in, I realized I had accessed a control point for the turrets and cameras. Since I ignored those other nodes, I could only turn off the cameras, but was locked out of the turret controls.
I'm not sure if I like this or not yet. It's more realistic in a sense, and could make for some challenging situations later on. You only have time to do so much when you're hacking, and once you've successfully hacked a system, you can't hack it again (you can still access the terminal, mind, but you can't reactivate what you missed on the first go). It has the makings of an interesting setup.
On the other hand, I will miss lockpicks and multitools, if they are indeed absent from the game.
Though for everything that's been changed, there's still quite a bit that's still exactly the same. You still get codes and bonus instructions from hacking into someones email accounts. Get little backstory tidbids by reading PDAs and newspapers. You're still rooting through random desks and trash cans in random rooms off the beaten path. Just like you did in the original Deus Ex.
I dunno if I'm sold on it yet, but so far, it's been throwing a damn good sales pitch at me.
Koki on 5/6/2011 at 10:11
Well I played a bit of it and:
1. The mouselook is straight outta ass. left-right sensitivity is higher than up-down, something I haven't seen since original Aliens versus Predator. It's not as annoying as it was in that game, but still annoying. This will likely be gone from the final release.
2. The cover is not sticky. The hell? The last thing I want to do when dealing with a cover system is holding a button. This might be fixed in the final release. Nevermind, I'm blind and completely missed the "Gameplay" sub-menu in Options.
3. The XP system sucks. Neutralizing a guard is worth 10XP. Neutralizing a guard with a takedown is worth 20XP more, in other words, three times as much XP. You get more XP for shooting in the head, you get bonus XP for tranquilizing, etc. This is an extremely broken way of doing it, since some ways of "killing" enemies are just worth more XP than others. Not only is this unfair, it will funnel players into playing in a specific way to maximize XP gain - which is of course going completely against the whole idea of having multiple possible ways of approaching a situation in the first place. This will definitely not be fixed in the final release and so far remains my biggest gripe with the game.
4. As Renzatic pointed out, the merging of skills and augs is lame. It doesn't make much sense and you can view all your possible upgrades right off the bat, which on one hand is nice, but on other means the feeling of "what will I find next?" from Deus Ex is gone. I'm also not a big fan of how many of the upgrades are trees, and how many of the upgrades are nothing but "x +1". That's my second biggest gripe with the game so far.
@Renzatic - do you return to the Sarif building after doing the warehouse mission? I hate how I have this huge-ass place to explore complete with a sidequest(at least I found one, might be more), tons of e-mails and eBooks to read and people to talk to, etc. and I'm being constantly hurried up by the game to ignore it all and rush for the helipad. [Edit] n/m, you do, I'll take it easy then
Oh yeah, and to everyone trying out the "beta" - the crack for it includes Steam .dlls, so you know - running the leak and Steam at the same time is probably not the best idea. The game also estabilishes an internet connection every time you run it, but I've been unable to(not that I tried very hard) identify what's the target.
Renzatic on 5/6/2011 at 11:11
Quote Posted by Koki
3. The XP system sucks. Neutralizing a guard is worth 10XP. Neutralizing a guard with a takedown is worth 20XP more, in other words, three times as much XP. You get more XP for shooting in the head, you get bonus XP for tranquilizing, etc. This is an extremely broken way of doing it, since some ways of "killing" enemies are just worth more XP than others. Not only is this unfair, it will funnel players into playing in a specific way to maximize XP gain - which is of course going completely against the whole idea of having multiple possible ways of approaching a situation in the first place. This will definitely not be fixed in the final release and so far remains my biggest gripe with the game.
Based on my experiences in the warehouse, I think the experience difference will be balanced out by the fact that you probably won't find nearly as many darts as you do bullets. You can use takedown moves to compensate, but that's a risky venture when you're in a crowded area. You have to wait for one guy to stray away from the group before you can take him out, and then move the body to where no one can find it. Otherwise they'll just wake him back up and alert everyone around.
So I'd say you deserve more XP going the all stealth route. It's gonna be alot more difficult to do things nonlethal.
Quote:
@Renzatic - do you return to the Sarif building after doing the warehouse mission? I hate how I have this huge-ass place to explore complete with a sidequest(at least I found one, might be more), tons of e-mails and eBooks to read and people to talk to, etc. and I'm being constantly hurried up by the game to ignore it all and rush for the helipad. [Edit] n/m, you do, I'll take it easy then.
Yeah, like you discovered, it quits hurrying you along after you get back from the warehouse. You have something to do, but it's not a life or death do now or die situation.
I was also rather pleasantly surprised at just how big the city was when I first walked out of the office. (
http://dl.dropbox.com/u/3018396/DX3_Map.jpg) It's HUGE, and this isn't even the whole thing. I dunno if it'll have as many nooks and crannies as, say, Hong Kong, but it's easily as big as any single city in the original DX. The two "sidequests" I've managed to find are pretty interesting, too.
It's got some issues here and there, mostly some stupid gameplay decisions I can live with, but overall it's been pretty damn impressive. I'm gonna explore around town tomorrow, then probably go ahead and preorder it.
Ostriig on 5/6/2011 at 13:17
Quote Posted by Renzatic
But how do your augs upgrade just by you doing stuff? I just off a bunch of dudes, NOW I CAN SEE THROUGH WALLS! It doesn't make any sense.
I'm not playing the leak so I may well be missing something, but I thought the explanation they originally offered on this made a decent bit of sense - by doing stuff with his new body parts Adam's getting more used to them and forms the connections for their new, more advanced inputs. It's not
entirely fiction-solid, but then again neither are most RPG skills progression systems. Except those like Oblivion's, but the trade-off is that from a gameplay perspective they suck. With dedication.
Koki on 5/6/2011 at 13:20
Quote Posted by Renzatic
So I'd say you deserve more XP going the all stealth route. It's gonna be alot more difficult to do things nonlethal.
I dunno, tranq rifle is a completely silent instant takedown. Are sniper rifle headshots silent? Either way, I bet :10bux: the fact you even have a silenced sniper rifle in the inventory is a beta thing and it's not going to be there in the final version. And melee takedowns are actually worth more XP than a tranq headshot. Plus when you finish a mission with no alarms you get yet even more XP.
Stealth should be its own reward - no alerts, no trouble.
On a lighter note... (
http://i54.tinypic.com/v6ivjd.jpg) :) I also liked the arch made out of CRT monitors. Where did Francis get these from?
ZylonBane on 5/6/2011 at 15:41
So, how is melee implemented? Is it even possible to punch someone without getting sucked into a smegging cutscene?
redface on 5/6/2011 at 15:51
There's no proper melee, just a takedown action, which will also drain bio energy or whatever that is. So basicly you knock out or kill a guy but oops, you can't off the other one in the room for some time, because you have no energy.
van HellSing on 5/6/2011 at 16:34
You also can't cutscene the boss to death, while he can cutscene you. And to add insult to injury, he grabs and smacks you with the view still in first person.
Koki on 5/6/2011 at 19:24
Quote Posted by Renzatic
Based on my experiences in the warehouse, I think the experience difference will be balanced out by the fact that you probably won't find nearly as many darts as you do bullets.
I just finished all-takedown run and report that I found 22 tranq bullets. With the 9 you get from picking the tranq rifle(I took the stun gun) it would be 31, which I'm fairly sure would be enough to tranq everyone in the building.
Speaking of which, the inventory space really is annoying in this game, or rather the fact that bullets themselves take inventory space is annoying. And they don't even stack indefinitely.
Hacking computers is another broken idea after kill XP. Not only do you get XP for doing it(and you don't get XP for using login and password) but when hacking sometimes you find special nodes which, when captured, yield money, software or even more XP. Which leads to bizarre situations like going to your office and hacking your own computer despite having login and password because, well, you get more stuff that way.