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/vr/ - Retro Games


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5960014 No.5960014 [Reply] [Original]

."JC, I need you to enter a captured NSF base and warn my terrorist pals that the law's coming. There's proof of my claims somewhere in the basement. No I'm not telling you how to navigate it, just trust me"
>No way to refuse or report Jock for being a traitor and refusing to take you anywhere BUT to Paul
>No way to kill or refuse Paul
>Have to betray UNATCO
>Hope it's at least kept secret. Paul can't seriously expect me to sell myself out, right?
>The other nano-aug agent from FEMA instantly Knows what I've done, berates me and flips every friendly NPC to hostile
>escape-quit game
I understand the game has to end with you learning how deep everything runs. But up until this point there was an illusion of choice. Paul has no alternate path, no way to mitigate or even protest. He is immortal because the devs didn't want, didn't know or ran out of time to deal with your not wanting to screw yourself over on the word of a bleeding heart and his terrorist buddies. It tanked my desire to keep playing. I would of been fine with a betrayal, with paul setting me up to fall. Anything would of been better then having to pull the trigger myself

>> No.5960027

I believe they wanted to have an option to stay with UNATCO, but didn't have enough cash and/or dev time.

>> No.5960029

it's a systems and gameplay driven game that also happens to have a good narrative
not the main plot, I mean illuminati harnessing the internet to create some omnipotent billionare or something, also area 51 ayy lmao, yawn
all the optional side stuff, the bits in between the retard plot, that's the good narrative

>> No.5960039

>>5960027
So I've heard. My complaints are just that, angry noise and railing against what external circumstance forced. It's jarring, real jarring when JC the mission focused autism bot starts blithely obeying paul's suicidal orders

>> No.5960051

>Here's your proof bro
>Literally just a conversation between him and lebedev
Gee thanks Paulie D really convincing stuff

>> No.5960054

I just started playing this, what am I in for?

>> No.5960057

>>5960054
one of the greatest games ever made

>> No.5960060

>>5960054
It's not bad for the most part. My issue starts a couple missions in where your brother fucks up one of his missions, goes rogue and reveals that he's been working with the NSF.
The plot then contrives to bring you into contact with him and hard railroads you into the second half. You have to willingly abandon unatco like paul and kill a dozen guys just doing their job. For a game that gave you alternate routes and rarely slapped you with a hard "go to X to reach Y" it's a major change of pace

>> No.5960061

>>5960054
A very good time. (Leave this thread tho for major spoilers)

>> No.5960082

>>5960060
there are 2-3 minor story branches tops where some characters live or die otherwise the plot of this game is very linear, I don't know who told you it wasn't
characters do react to shit you do, even to sequence breaking sometimes, the devs did foresee a few ways the open ended gameplay can fuck with their narrative, and that really is more immersive than illusion of choice and inconsequential story branches

>> No.5960091
File: 381 KB, 1920x1080, shodan.jpg [View same] [iqdb] [saucenao] [google]
5960091

>>5960014

I agree and I sort of felt the same when I played it the first time. But obviously, the game would've had to be almost twice as big because it's such a dramatic branch in the storyline. Everything that happens after that point would have been very different if you could take the UNATCO route.

It's kind of like making a Matrix game where you split the game between taking the red and the blue pill and if the player chooses illusion over reality then you have to put in a whole simulated life in addition to a game where the player goes the Neo route. It makes for great speculation though.

>> No.5960156

>>5960054
Don't forget to read all the little books and articles you find. This game really clicks with today's world after that.

>> No.5960171

>>5960060
>kill a dozen guys just doing their job
Who do you really have to kill in this game, especially after leaving UNATCO? Not sayin its easy to do, but you can most people alone aside from maybe the final boss. Some encounters you may even avoid by just going really fast in another direction. Like a sonic game but with even more robotics and better writing

>> No.5960196

>>5960171
>Who do you really have to kill in this game
Nobody; a no kill game has been done, granted you have to do an incredibly difficult exploit with a lam in order to avoid killing the Russian bitch.

>> No.5960410

>>5960014
paul is not immortal though,when he gets attacked at the hotel and you do not help him,he dies

>> No.5960427

>>5960091
In Path of Neo, you can actually choose to take the blue pill. It just functions as a game over though.

>> No.5960432

Has anyone ever done a Heavy Weapons only run? Is there enough GEP/Plasma/Flamethrower ammo to get you through the game if you want to kill every single enemy?

>> No.5960460

>>5960014
What is it that this game is supposed to do better than it's 2011 sequel?

>> No.5960474

>>5960460

Deus Ex was a mix of cyberpunk and all the wacky conspiracies you could think of. Deus Ex: HR went way more on the cyberpunk route and way less on the vast international conspiracies than the original. I loved HR btw but the original was the perfect mix imo.

>> No.5960479

>>5960460
Well for one thing, the 2011 game is a prequel. And a pretty solid one. But it still doesn't quite deliver mechanically on how open and freeform you could be with combat and mission objectives in the original. It's one of those things where the game's very good at bending without completely breaking to accommodate for player weirdness. The story is also arguably more interesting, using 90's conspiracy culture as a jumping off point for talking about some interesting issues. Human Revolution skews more towards transhumanism themes which are also neat, but perhaps less relevant. Mankind Divided went a little overboard on trying to be current by contrast, using aug/organic as a proxy for a racial divide along the lines of apartheid South Africa.

>> No.5960486

>>5960479
>But it still doesn't quite deliver mechanically on how open and freeform you could be with combat and mission objectives in the original
What exactly is it that I can do in DE that I can't in HR? Asked this last dude sex thread but it got shitcanned before I got an answer.
The setting and story I probably would agree tho.

>> No.5960493

>>5960486
It's hard to point out specifics but overall the original is more flexible. Stuff like LAM climbing, more open and naturalistic level design, room for environmental improvisation, that kind of stuff. You could argue until the cows come home about how much counts as game design and how much is just the product of the jank of such an ambitious game in a late 90's shooter engine, but the end result is the same.

>> No.5960497

>>5960460
Everything.

>> No.5960508

>>5960493
>You could argue until the cows come home about how much counts as game design and how much is just the product of the jank
Maybe that's why I'm not particularly fond of it. Exploiting jank in an "immersive sim" does nothing but take me out of the immersion. And whatever causes the more naturalistic level design is instead hampered by the fact that many rooms just look like the same grey cubes.
Last time I played I want into a room with 5 guards and realized that I had no interest in dealing with them since everything feels so awkward.

>> No.5960517

>>5960039
I mean, JC's motivation is that Paul is his brother and he trusts him at least enough to follow up on his suggestion. It's a bit of a stretch, but it's not completely out of character

>> No.5960529

>>5960410
No he doesnt. He's actually immortal in the 'ton. If you hide somewhere he will go around and murder all the agents sent.

>> No.5960554

>>5960508
I guess it depends on what you enjoy about the genre. For a lot of people, the appeal is that their worlds tend to be highly systems-driven and there's room for all sorts of emergent weirdness at the points that those systems meet with each other. Human Revolution is a more polished experience but for a lot of people, it's one with far less room for player creativity.

>> No.5960584
File: 3.56 MB, 438x323, c9c.gif [View same] [iqdb] [saucenao] [google]
5960584

>>5960554
>far less room for player creativity.
Thing is, I have not seen that many ways to creativly express myself. You mention LAM climbing but that just seem like a unintended exploit. It's like if I praised dk64 for the posibilities it's moveset creates when most of it is exploiting shitty programming.

>> No.5960587

>>5960584
fighting game combos and rocket jumping also started as unintended exploits, anon

>> No.5960596

>>5960156
THIS

>> No.5960612

>>5960587
I know. But we are still talking about a single exploit being the only example of how DE has far more room for player creativity.
If it's literally just LAM climbing then I at least know what that is supposed to mean.

>> No.5960615

>>5960584
Well the thing is, if a game can roll with the punches of emergent gameplay, what makes it any less legit than intended gameplay? Tribes didn't intend for skiing to become the defining trait of the franchise but it happened. A lot of the magic of Deus Ex comes from the fact that where most games would break, it bends a little bit further and can usually accommodate you. Find a way up that wall? Odds are there's no invisible wall hemming you in and making sure you play the game 'right'.
>>5960612
The thing about creativity is that you can't come up with a hard list of creative things, anon. That was just the easiest example to point to.

>> No.5960680

>>5960615
>The thing about creativity is that you can't come up with a hard list of creative things, anon. That was just the easiest example to point to.
Sure. But when a game is regarded as being superior of another since it allows for more creativity the argument has to be backed up somehow.

>> No.5961039

did they ever fix the wii-tier-quality textures in the DXHR director's cut pc-version?

>> No.5961061

Human revolution doesn't have anything like this
https://youtu.be/dT7sjoH8Sqc

>> No.5961357

>>5960680
The original is a simulated world robust enough that you can do basically whatever you want and it'll (mostly) keep on going; DXHR is more of a scripted experience that allows for some player choice. It's not like there's much advantage in pushing the simulation to its limits, but the fact that you CAN do that and not feel the hand of the game designer at every turn makes the original DX a much more immersive experience. Then again, I have a high jank tolerance, so the moments when it does crap out don't bother me so much.

>> No.5961360

>>5961357
Question. How do you feel about later levels in Deus Ex like The Oceanlab?

>> No.5961458

>>5961360
I don't like the more linear levels, but they're still okay. The city levels allow you to take advantage of the immersive sim aspects best IMO

>> No.5962274

>>5960054
i gave it a go around 8 years ago.
>choose stealth
>crossbow doesn't kill or incapacitate on stealth hit
um, okay.
the story and interface was enagaging, but I eventually just stopped playing when i got to hong kong

>> No.5962275

>>5962274
>crossbow doesn't kill or incapacitate on stealth hit
Aim for the head/neck

>> No.5962281

>>5962275
makes sense, i was probably expecting it to work as well as the Perfect Dark crossbow

>> No.5962319

>>5962275
Doesn't work all the time. First I thought they had armour, but it works sometimes which is very confusing.

>> No.5962328

>>5961039
No, the director's cut version makes everything look worse

>> No.5962335

>>5960432
Absolutely. A flamethrower canister holds 100 rounds and spurts about 6-8 at a time.
It takes ONE shot to kill anything that can be killed with fire. They won't die immediately, but they're completely harmless as they flail about. Everything else can be killed with the GEP gun.

>> No.5962339

>>5962335
Forgot to add - I actually did run out of flamethrower ammo on that run - because I decided to immolate every last civilian in the Hong Kong market.

...So don't do that. Also the flamethrower upgrades don't do shit. Save it all for the GEP gun.

>> No.5962359

>>5962319
Not with the tranq darts, but when you get normal darts they should be consistent.
>>5962335
>>5962339
What's the point of upgrading either? GEP has lock-on.

>> No.5962363

>>5962359
>Not with the tranq darts, but when you get normal darts they should be consistent.
Why doesn't the game want me to go non-lethal?
Should I just restart and become a murdermachine?

>> No.5962370

>>5962363
Tranq darts are to be used like this:
>crawl out of ventilation
>quickly deliver one tranq dart per person
>crawl back in
>wait 30 seconds
>everybody is sleeping

This isn't very helpful if there is an alarm button nearby, but then again there are gas bombs and the PROD for these situations.

>> No.5962374

>>5962370
>crawl out of ventilation
>quickly deliver one tranq dart per person
>crawl back in
>wait 30 seconds
>they are all still awake
This is what happens to me and it's infuriating. I hear and see them grunting from being hit but the tranq effect seems to just not work half of the time.

>> No.5962385

>>5960410
>>5960529 is correct.

The game flag that kills Paul is triggered not by allowing the agents to shoot him, but by exiting through the window. The funny part is that, IIRC, the "Paul dies" flag remains on even if you go back inside through the window and fight through the hotel.

Confused the hell out of me the first time I played. Thankfully I had a save file handy.

>> No.5962396

>>5962374
make that two darts per target then

>> No.5962401

>>5962385
Paul is an annoying fuck and his death is more fitting to the story desu

>> No.5962426

>>5962396
I don't have that much ammunition.

>> No.5962484

>>5962370
Don't forget the baton, which is technically the most damaging of the three starting melee weapons, as long as you hit the right spot on first hit.

>> No.5962505

>>5960027
There is even a cut dialogue confirming it. But I guess that would be too much work - you'd need to rewrite 60% of the game, because this decision changes the plot drastically.
The same shit with JC's gender. You were supposed to pick between a dude and a girl - there was even a concept art - but it was too costly because of voice acting.

>> No.5962508

>>5962505
I don't think it would change the plot that drastically. At the very least, all of Hong Kong would have been reused; Manderley was about to send you there anyways to track down (and iirc kill) Tracer Tong, until you betayed UNATCO. Not sure how they planned to handle things like the superfreighter, Paris, and the missile silo though. I suppose they could have created one or two new/alternative levels.

>> No.5962520

>>5960054
The theme song that will never leave your head.
Naaa-nanana-na-na-na. Nananana.

>> No.5962538

>>5962520
I like how this is briefly reused in the cathedral theme before switching into Bach-style fugue

>> No.5962702

>>5962319
>>5962274
I can't believe retards still don't understand that the crossbow's tranquilizer darts to damage over time before knocking out the target. fucking deus ex is almost 20 years old and people still don't understand this.

>> No.5962704

>>5962401
>fitting to the story
>implying jc not killing every unatco trooper in the hotel is fitting

>> No.5962708

>>5962702
Well, it's supposed to. But due to the AI programming, the AI goes into "seek and destroy" mode whenever it takes damage. So tranq crossbow works counterintuitively to how its supposed to. Hitting the enemy with tranq dart and see him run around screaming like a retard and alerting everyone around him till he finally drops unconcious is the last thing you want in your "stealth approach".

>> No.5962714

>>5960432
heavy weapons is really easy. The plasma rifle is pure trash, but the flamethrower and gep gun let you easily kill anything that needs to be killed.
Only thing I would have to say is that due to ammo for the weapons not being as common (or just placed in hidden areas), it's a run better left for someone familiar with item spawns, merchants and such.

Here's a fun fact. The plasma rifle is shit entirely because damage values for projectiles are glitched making them do less damage, alongside a second glitch that makes certain weapons use their multiplayer damage values. Bringing the plasma rifle down from what would have been 50 damage per projectile to 8 damage per projectile.

>> No.5962716

>>5962708
crossbow is not for stealth, but for non-lethal.

>> No.5962719

>>5962714
>tfw you remember killing the bigbots in Area 51 with a combo of melee skill, strength and speed augs and a humble crowbar.

>> No.5962724

>>5962702
>>5962708
further retards don't realize if you hit them in the head or the neck, they get knocked out in just a few seconds
same as prod/baton has this weird kidney shot hitbox where it's a 1 hit KO

>> No.5962740

>>5960014
>It tanked my desire to keep playing
what a shame...

>> No.5962780

>>5962708
I think it's quite intuitive to expect that getting hit by a dart at that velocity would produce some panic reaction. What is in fact counterinitiative for you here is that you are expecting a formal "pass or fail" stealth mechanic, where the game is just offering you a weapon with some pros and cons and it's up to you to determine where it's best applicable.

>> No.5962783

>>5962780
*counterintuitive

>> No.5962805

>>5962780
I guess my post sound whinier than I intended it to. I don't mind that - I just find it funny that something called "tranquilizer dart" makes your enemies the very opposite of tranquil. It's like making an antidepressant that makes you want to slit your wrists because there is candy inside.
I guess I would take that over DX-HR approach. Tranq dart worked "as intended" but that made the game OP and too easy to use. You could've easily tranq-d entire rooms without anybody noticing.

>> No.5962831

>>5962805
Real life tranquilizers aren't immediate

>> No.5962851

>tfw you realize that the prod actually is the best melee weapon after the dragon's tooth, dealing much higher damage and can even break objects.

>> No.5962883

>>5962805
I found it cool how they react before fainting

>stick a LAM next to the nearest alarm button
>tranq guard
>guard panics and goes to hit the alarm
>?????
>profit

>> No.5962887

>>5960014
They ran out of budget and couldn't implement everything they wanted.

>> No.5962890

>>5960156
This game actually got me into Chesterton thanks to the Man who Was Thursday quotes.

>> No.5962891

>>5962508
Paris could be just you going down and hitting the remnants of shillouete and arresting the illuminati woman in conjunction with friendly assets.

>> No.5962902

>>5962891
I guess the game would've made you defect from UNATCO anyway, but later down the line. I seriously doubt they would go all in with the alternate story for a UNATCO loyalist.

>> No.5962920

>>5962890
I'm not big into books, but Last and First Men is really good

>> No.5962949

>>5962426
invest skill points in pistols

>> No.5962954

>>5962724

As I recall, it's actually not a kidney shot. You simply have to be crouching. I'm assuming there's some sort of multiplier for "stealth" where stealth = crouching + enemy not alerted.

>> No.5962971

>>5962890
I was a little disappointed when I found out that Jacob's shadow wasn't a real book

>> No.5962975

>>5962971
Same actually.

>> No.5963114

>>5962971
They dont let you read Jacob's shadow in your country? Sad.

>> No.5963132

>>5962328
too bad, thanks

>> No.5963324

>>5962702
>>5962724
You have confirmation bias and want us to be dumb zoomers. The tranq effect has an incredibly clear tell once it kick in (enemy starts grunting and going into a "hit" animation occasionally). When I snipe a guy with the dart they go into the initial "hit" animation but then do not suffer any effects from the tranquilizer and just run around until they get bored and go back to their stations.
I am not sure what causes it but sometimes it works, and sometimes it just doesn't.
First I thought it was their helmets, but testing is very tedious.
>>5962949
How does that give me more ammunition?

>> No.5963335

>>5963324
Have you considered the possibility that you are using normal darts instead of tranquilizers?

>> No.5963343

>>5963335
I don't have any. Tried to go non-lethal so I get rid of everything that would kill enemies. Even if I had made a mistake and accidentally gotten my hand on some regular darts they should have died instantly according to >>5962359.

>> No.5963350

>>5960014
Totally agree

It's a cool game but not great

>> No.5963591
File: 79 KB, 1920x1080, 1515658165108.jpg [View same] [iqdb] [saucenao] [google]
5963591

>>5960014
Aren't you the same retard that makes these Deus Ex complaint threads on /v/? If you want the game to give you total fucking freedom to do whatever you want, then you're not looking for a game, you're looking for an impossibility. You have enough freedom within the confines of the game, and this is the best we've ever gotten in an FPS/RPG.
>No way to refuse or report Jock for being a traitor and refusing to take you anywhere BUT to Paul
You fucking idiot, you're not playing your own character in a CYOA. You're playing JC. You have some modicum of choice on whatever he does and says but his personality still has the same baseline: he does cool one-liners whether you go lethal or non-lethal, he's not into books, he likes to shittalk people.
>No way to kill or refuse Paul
This I agree, though it would've made JC too heartless. Maybe if the stay with UNATCO route still was in the game you'd be able to do so.
>Have to betray UNATCO
Did you want the option to quit UNATCO as well and play through a simulation of the rest of JC's normalfag life, complete with walking sim press x to do thing? You've been told several fucking times that the UNATCO route was cut from the game due to the deadline, even in this thread.
>Hope it's at least kept secret. Paul can't seriously expect me to sell myself out, right?
>The other nano-aug agent from FEMA instantly Knows what I've done, berates me and flips every friendly NPC to hostile
After the Lebedev assassination mission, it is literally spelled out for you that you're watched 24/7 through your infolink, maybe even earlier if you asked Reyes about it in your first checkup (hint hint: you can't talk back, but it does transmit video). Did you want Alex to erase footage AGAIN, risking his neck, and getting himself into even more potential trouble, just for your betrayal of the organization? He only follows you to HK because he escaped from UNATCO. If he stayed, Manderley/Simons would eventually find out.

>> No.5963637

>>5963324
>How does that give me more ammunition?
tranqs will do more damage and one dart per person will be sufficient to put them to sleep. I believe advanced training is what does the trick, though I don't have DX installed at the moment to check. >>5962954 might be right as well and firing while crouching may have some wild effect. I just have distinct memories that one dart was usually enough for ordinary human enemies (NSF/UNATCO)

>> No.5963640
File: 340 KB, 1920x1080, 1515896106085.jpg [View same] [iqdb] [saucenao] [google]
5963640

>>5960014
>>5963591
>But up until this point there was an illusion of choice. Paul has no alternate path, no way to mitigate or even protest. He is immortal because the devs didn't want, didn't know or ran out of time to deal with your not wanting to screw yourself over on the word of a bleeding heart and his terrorist buddies.
Let's say you wanted to play a bootlicker JC that's a ruthless international cop that kills filthy terrorists because Big Sam told him to. You can perfectly do that up to the point you're forced to betray UNATCO, and there's even secret dialogue that points towards the cut route if you've actually been playing JC like that. There's some sidequests and subplots that you can influence the outcome on depending on how you want. Now, tell me, is that really JUST an "illusion" of choice? I think you were disappointed the game didn't let you live out your globalist cop fantasy, and you let that blind you from the rest of the game (which, in my opinion, is just as good as up to where you played).
>>5960060
>You have to willingly abandon unatco like paul and kill a dozen guys just doing their job
Would you say mass murderers are just "doing their job"? Because that's what UNATCO soldiers are. Instead of using gas grenades for non-lethal crowd control, they just want bullets to kill NSF militia (which mind you, are just citizens revolting against an authoritarian government squeezing their freedoms).
>it's a major change of pace
It's not. But you still get so much freedom, it's refreshing.
>>5960460
Human Revolution was made by Squeenix weebs and it shows: incoherent characters, unrealistic dialogue and mannerisms, stupid body language, plot and lore are outright science fantasy instead of grounded in realism like the OG DX, which is ironic, since it loved its conspiracy theories and sci-fi. The gameplay is as dumbed down, if not more so, as Invisible War, which was a bad sequel, and that's an understatement.

>> No.5963657

>>5963637
But the thing is that the "tranq-effect" doesn't even kick in. They just act like the have just sustained some minor damage when they are supposed to run around grunting until they faint.
Unless it's some horseshit that I can only see it working at all when the game determines that it will deal enough "sleep damage" for it to cause unconsciousness.

>> No.5963941

>>5963657
What difficulty are you playing on?

>> No.5964387

>>5963941
Normal. Or whatever the middle one was called.

>> No.5964407

>>5962538
If you really fucking liked the Cathedral theme, Bach's Little Fugue in G Minor is the one that tickles me the most similar.

>> No.5964447

>>5962891
That would make sense actually. Start on the streets, track down and kill DuClare, find evidence that leads you to the sewers and Chad, kill him too. Though they'd need to invent some new threat to not make it too easy, when one route you're fighting MJ12 commandos and robots and the other you're fighting barely-equipped rebels.
>>5962902
iirc, the intended "bad end" involved joining Page. Although Page is obviously evil and not fully trustworthy, he and Simons did have a good thing going for each other, so in theory if you stay loyal I don't see why he couldn't reward you in some way.

>> No.5964459

>>5964447
You know it'd be interesting if they had the two routes more fleshed out, so you could have the whole kind of 'comfortable slave versus scrappy but free' dichotomy between the Page lapboy and normal routes.

>> No.5964467
File: 193 KB, 1600x1200, dxscreen17.jpg [View same] [iqdb] [saucenao] [google]
5964467

>>5964459
Just remembered that of the various early alpha Deus Ex photos, there's one that kind of resembles the streets outside of Morgan Everett's home, even though the player never gets to walk around there in-game. Tracking down Morgan would have been a cool main mission for an MJ12 Paris arc, especially if you gave Toby Atanwe some special abilities (instead of turning him into a glorified chauffeur). Destroying the last powerful leader of the old Illuminati would be an obvious goal for Page & Simons.

>> No.5964468

>>5963640
>which mind you, are just citizens revolting against an authoritarian government squeezing their freedoms
Oh yeah, I bet it's MJ12 who actually killed Sam Carter's family. For reasons.

>> No.5964485

>TFW you will never be you, the summer after 8th grade going into freshman year of high school, spending your long June days playing Deus Ex for the first time and reading The Catcher in the Rye
I call it my summer of New York.

>> No.5964487

>>5962805
>It's like making an antidepressant that makes you want to slit your wrists because there is candy inside.
FYI, increased risk of suicide is a well-known risk when starting antidepressants.

>> No.5964494

Sometimes the PROD doesn't recognize I have chargers unless I drop it and pick it up again. This forces me to reload if I am sneaking as it happens.
Any idea why?

>> No.5964512

>>5964494
I don't remember this bug, but I never used THE PROD all that much. Are you using any mods?

>> No.5964520

>>5964512
The only mod I'm using is the nude mod.

>> No.5964525

>>5964520
nigga

>> No.5964584

>>5964512
Nope. Wanted to go pure vanilla.
I think it has to do with the inventory being stacked from multiple NG, but I cleaned it out and it never seems to to truly go away.

>> No.5964923

>>5964387
>not playing on realistic
I don't know if that's what's causing your tranq problems but Realistic is the only way to go

>> No.5965281

>>5960060
Try a spoiler tag next time asshole

>> No.5965314

>>5960486
I guess it boils down to game design. HR is more linear. It has the routes clearly set up for you - the game lays it down thick what kind of routes you can to take and what tools you need for it. DX on the other hand gives you more of a "sandbox" approach. It tells you "this is the objective, we don't give a fuck how you reach it, the world is your oyster, just be creative". At this point, the game stops holding your hand and you are free to approach the objective however you want. The biggest fun comes from trying to see if devs thought about the same solution you did and whether they would reward you for it.

>> No.5965339

>>5960014
We've reached peak corporate brainwashing when you think it's poor writing to have a guy give his brother the benefit of a doubt instead of blindly buying into the government and corporate powers that we've seen from literally the first shot of the game.

It's a natural progression for anyone that doesn't think Google and Amazon and Trump are gods. You don't even have to kill a single UNATCO agent. You just hear your brother out and everything goes to shit because Versalife and UNATCO refuse to not have absolute control. You are a weapon to them, not a man. How can this possibly be so difficult to understand for you?

>> No.5965415

>>5965339
>not executing every unatco trooper for being bootlickers and statists.
You can kill pretty much every hostile enemy type in this game guilt free. NSF are terrorists and thugs. Chinese police are chinese. Unatco and mj12 are evil. Only possible exceptions are paris police and the us soldiers.

>> No.5965435

>>5965339
I find it funny that adam Jensen in the sequel is essentially doing the same shit as your average mj12 trooper. Running around killing random people all in the name of "corporate security". Page industries is the same dystopian shit.

>> No.5965561
File: 887 KB, 400x224, DEAL WIGIT Chen.gif [View same] [iqdb] [saucenao] [google]
5965561

>>5960014
>is terrorist buddies.

Don't you meant FREEDOM fighters? Do you hate your freedoms, anon? Do much so that you would trust a corporatist gahmen run by THINKTANKS and Illuminati shills? Very sad.

>> No.5965569

>>5965435
>adam Jensen in the sequel is essentially doing the same shit as your average mj12 trooper.

That's not a sequel , that's squaresoft shitting over the IP with massive muh fashion faggotry and filters..

>> No.5965963

is it really necessary to ever max out heavy weapons? The gep gun does enough damage at advanced to nuke everything and the flame thrower will kill most enemies at that level as well.

>> No.5966004

>>5965963
Less annoying/random accuracy and ability to run with heavy weapons.

Of course that's all unnecessary for a game that lets you run pass most enemies, and crawl through air vents to get pass most obstacles.You'll only want to max out heavy if you wanna play the game like a Quake/Unreal guy, and kill everything. AND Of course that too is impossible to do until late game when you get more access to ammo for the heavy weapons. Heavy weapons is just there for more variety. Sure you can STEALTHILY blow up doors with a GEP, but you get LAMs in early game too.

>> No.5966009

>>5966004
>Less annoying/random accuracy and ability to run with heavy weapons.
I mean in a comparison between advanced skill level and master skill level.
GEP has lock on so accuracy is pretty irrelevant
Flamethrower has a short range so accuracy is even less relevant.

>> No.5966013

>>5966004
>AND Of course that too is impossible to do until late game when you get more access to ammo for the heavy weapons.
rockets are incredibly common throughout the game, though

>> No.5966167

>>5964923
>Realistic is the only way to go
Is it something substatial or just higher damage? I was just gonna lower the difficulty so that I can run trough parts when I get bored of the jank.

>> No.5966193

The game should have ended in paris

>> No.5966267

>>5966167
Everything up to Hard just makes the enemies do more damage (and possibly gives them more health, I can't remember), Realistic makes it so both you and the enemies die quickly. It makes for a better experience IMO

>> No.5966335
File: 72 KB, 500x500, 1560146946502.jpg [View same] [iqdb] [saucenao] [google]
5966335

>>5960014
Here's what you asked for OP
https://youtu.be/-cEg5Xo7VFU

>> No.5966440

>>5966013
>rockets are incredibly common throughout the game, though
not when i wanna STEALTH blow up every door and security camera!

>> No.5966458

>>5966440
You don't need to blow up EVERY door on camera. That's what lock picks and multitools are for.>>5966440

>> No.5966608

>>5966458
But I WANT TO!

>> No.5966618

>>5966267
Does hiding bodies actually has any point in the game? It may be just my observation, but the AI doesn't seem to give a fuck about a pile of corpses lying around.

>> No.5966653

>>5966618
I've only seen AI turn hostile when I am actually carrying a body. So it's always best to just leave the body lying around unless it's blocking some stuff you wanna pick up.

>> No.5966806

>>5960460
Everything. Eido Montreal kept shitting on Deus Ex and made everything worse

>> No.5966823

>>5965561
What is that a THINKTHANK?

>> No.5967053

>>5966618
In my experience, the AI will never ever alarmed by an unconscious body, but sometimes will be alarmed by a dead body.

>> No.5967295

>>5966823
Ask the barnagger in HK.

>> No.5967332

>>5960054
Put all stats in swimming

>> No.5967336

>>5961061
I pretty much did this but with the dragon sword thing on my first paythrough

>> No.5967361

>>5963640
>Human Revolution was made by Squeenix weebs

More like French-Canadian (the worst kind of French) weebs, and it shows in their design

>> No.5967461

I don't know you, but I always rise the pistol skill to Advanced at the start. It makes the early game much easier.

>> No.5967528

with sabot rounds for the shotguns, what exactly qualifies as "armored opponents"? Bots, obviously, but what about MJ12 Commandos or other enemy types? Are NSF armored? Are Unatco and MJ12 Troopers?

>> No.5967532

>>5967461
Fun Fact. If you decrease your pistol level on the character sheet on the start of a new file, the game will automatically set it to trained again when you start, but you'll keep the skill points.

>> No.5967604

>>5967528
It can take out cameras

>> No.5967621

>>5966608
The True Path is to spec into heavy weapons and melee. Use the flamethrower and melee for anti-personnel purposes, and the GEP Gun for stealthy lockpicking and the ED-209s. Trust me, you'll have more than enough ammo. I also find that the "Jedi + Walking Tank" build makes me feel the most like a super soldier.

If not, the Dragon's Tooth sword makes for a pretty awesome lockpick in its own right.

>> No.5967626

At master rifle level, the buckshot spread turns into a dot of 0. It's better than the sniper rifle at this point and assault rifle is only good for its grenade launcher. By this time you.should have 20+ grenades though.

You can now play like this is quake

>> No.5967637

>>5967626
only the sawed off, though.
And it still has a shorter ranger than the sniper rifle. But, yes, other than that it's pretty much interchangeable with the sniper rifle.
The whole rifle skill is boring as shit,though. Assault Rifles and Sniper Rifles are the most generic boring weapon types in any fps.

>> No.5968687

>>5967604
I always just use the sniper for that (and turrets), though it requires max rifle skills.

>> No.5968690

>>5967637
One cool thing about the sniper though is that it's the easiest way to disarm enemies; the hitbox is a bit fucky, but if you shoot enemies in the wrists (which is easiest when sniping with a scope) their arms will reach 0% life and they'll drop their weapon. Kind of a gimmick maybe but it's a neat detail that most games wouldn't allow (particularly for the time).

>> No.5969537

>>5962426
That's why you collect stackable LAMs.

>> No.5970537

Deus ex, but enemies can track you by following your trail of dropped combat knives.

>> No.5972152

>>5960460
better music and voice acting

>> No.5972447

>>5960460
It has actual melee combat

>> No.5972497

>>5960014
Jesus, what the fuck do you want man? A real-life simulator that morphs to your every whim? Why are retards always like this, you hear that "In Deus Ex your choices matter!" and then from that you decide on your first playthrough to go full non-lethal in every circumstance and expect the game to just bend to your every will like it's some sort of fucking holo-deck.

>> No.5972502

>why can't I join the demons and fight along them against earth in Doom? SHIT GAME
>Why can't I romance the master in F2 and make mutant babies in my (now) wasteland sims-game? SHIT GAME
>Why can't I land in this flight sim, take a stroll of base and bang some hookers? It would work in real life! SHIT GAME

>> No.5972506

>>5960460
Better writing, more sensible. The prequel is good though, but a bit fan-fictiony

>> No.5972691

>>5972506
Prequel is overrated shit that ruined the franchise

>> No.5972902

>>5972691
At least it came out be early enough to not be complete sjw shit.

It was fine last time I played it. Du no why you gotta be a hater.

>> No.5974949
File: 27 KB, 537x247, mygodjc.jpg [View same] [iqdb] [saucenao] [google]
5974949

>>5966335
wow, would actually never find that dialogue myself

>> No.5974958
File: 149 KB, 1920x1080, 20191027130514_1.jpg [View same] [iqdb] [saucenao] [google]
5974958

Im just posting these for reference for a map im making in the source engine.

>> No.5974961
File: 94 KB, 1920x1080, 20191027134139_1.jpg [View same] [iqdb] [saucenao] [google]
5974961

>>5974958

>> No.5974964

>>5972691
Nigger the sequel was what killed the franchise,

>> No.5975248

>>5960060
you could just use the prod you know or the baton or the crossbow

>> No.5976373

>>5960027
A lot of things were cut as John Romero fucked up the main branch of Ion Storm and went bankrupt

>> No.5976382

>>5962805
Everyone knows tranq darts take time to kick in and the sensation of a high velocity shot is going to startle you. Thats how tranq darts are displayed in most media.

Remember how they couldnt tranq Harambe because the dart would cause him to panic and possibly rip the child in half, which is why they had to shoot him instead?

>> No.5976390

>>5960196
https://www.youtube.com/watch?v=Hsh24FmYlNQ
They patched this out, but I love this exploit where the AI opens the door to avoid damage. It probably wasnt intended (though Gunther has dialogue for it) but the behavior is logical and really immersive simmy.

>> No.5976393

>>5976373
Deus Ex wouldn't have been made at all if not for Romero though, so you can't hate. In any case, Spector and others have said that a lot of the content was cut simply because they thought it wasn't fun or was redundant, such as the White House and the LA pirate hub.

>> No.5976421

https://www.youtube.com/watch?v=NlMjb3BQroE

Anyone else swear they can remember hearing that convo in-game at some point, or am I just schizo? I do know that there are some weird changes between the 1.0 and the GOTY versions, e.g. in one there is a thin layer of water in the sewers under the Paris Streets while the other the water is removed, so maybe it was cut from some patch?