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Deus ex design document
Deus ex design document







deus ex design document deus ex design document

there was only one ammunition for all weapons. the game is just superb (just the Unreal 1 graphics hasn't aged that well).ĭeus Ex 2 was already a let down as it was geared towards the XBox1 which meant incredible small levels (there was a loading screen between every other room) and the whole roleplaying system was extremely simplified - e.g. all saved to the save file), the music, the huge levels (for 2000). The awesome story plot, the many different walk-trough paths (thousands), the inventor, the health system, the hacking, the interactive environment (breaking things, moving things. Many things that made Deus Ex 1 so special and made it an all time classic, a game that is one of the best five games ever made. But overall Deus Ex 3 was a huge let down for many who played Deus Ex 1 back in 2000. There's no real feeling of "Oh, watch out, some of these troops are notably better"-contrast with, say, how in Dishonored or Bioshock you could run into enemies with similar abilities to yours. However, in this one, augmented humans or not can all be effectively one-shotted during stealth.

deus ex design document

The somewhat augmented humans are a bit harder to fight. In the first game, for example, you go up against a fellow with augs as blinged out as yours, and it really really shows. It just felt phoned in and handwaved.Įven the gameplay and combat itself didn't support this-there was no real "Oh no, they've got augs, ruh roh" to speak of, except maybe the boss fights. No quests really changed if you were really chopped up. There wasn't any downside to piling them on, nobody in the game gave two shits whether or not you were man or machine.

deus ex design document

I felt more empathy for poor Gunther in the first Deus Ex worried about being phased out than I did for anyone with or without augs in DX:HR.Īs presented, for example, augs were strictly the better option if you could afford them. My biggest complaint was that the central high-brow concept they pushed-"is augmented man not man", "are we playing god", et al.-was just woefully underexecuted. I think that both Detroit and Hengsha were pretty fleshed in, and felt pretty lively.









Deus ex design document