Handleit_44
New member
New hands-on impressions:
RPS
PC Gamer
Eurogamer
...
[ame]http://www.youtube.com/watch?v=bWbfzO4dn44[/ame]
RPS
Quinns: Well, I was thrilled to find out that we’d be playing the first couple of hours of the game, rather than a couple of disjointed levels. That was a relief. But when we got to playing, what I found most striking is that the game’s flavour- the art design, the dialogue, the characters, the architecture and fashion- is even better than I hoped. And I was hoping for a lot.
Quinns: I was transported. What Eidos have done here is nothing short of beautiful, and that’s all the more interesting because- while Deus Ex did an incredible amount- beauty was not its focus.
Quinns: Oh my god the stealth.
Alec: That’s something I found immediately rewarding, even though Jensen is without any superpowers at this point. It’s not a darkometer or guards with radars above their heads. It’s hiding, watching, waiting, timing, running. Totally organic, based on observation and caution.
Quinns: It’s some of the most satisfying stealth I’ve ever encountered. Again, I’ll use the word believable. Peering over desks, going lurching from hiding place to hiding place. It’s like you say- no darkometer, no mechanics. Just the simple act of a man trying not be seen, with the player given enough spatial awareness to do it well. (Or balls it up amazingly.)
PC Gamer
Almost everywhere you fight is a multi-layered space: there’s always some vertical variation, whether it’s stairs or a sheer drop. The open spaces are littered with things to hide behind: tables, cabinets, and our eternal friend the crate. It makes the strategy of how you deal with the enemies in these areas more interesting than in, say, Mass Effect 2 – another cover-based action RPG.
So next time, I crouched behind that same plant and waited for the guard to come close enough to catch a faceful of blind fire from my assault rifle. But this time, both guards turned right at the bottom of the stairs and searched the room in a different pattern. Luckily, that new pattern took them both past a conspicuously green canister, so I shot that instead and scampered up the stairs while they both choked on toxic gas.
If they do catch sight of you, the way guards behave depends on what they know. If they’re not sure where you are, they search the area cautiously and tell their friends to stay alert. If they’ve seen you clearly or heard you fire, they all move to cover and shoot to suppress you. Once when I tried to take potshots from a high vantage point, two of them split off without my noticing, circled around me, found a door to my hiding spot and came in from behind.
That stuff is the payoff for an AI system that’s clearly dynamic and adventurous in the way it navigates the levels.
Eurogamer
With a button press, he can dart from cover to cover: timing his moment to match where the mercs are looking, and whether they're close enough to hear. It's a pleasingly organic system, based around common sense rather than UI elements. Much more is yet to be seen - and sadly the villainous Doctor Embargo prevents me from telling you exactly what until 24th February - but already my fears that this new-generation Deus Ex would forgo thoughtful tactics and quasi-pacifistic paths in favour of sustained superheroic gunplay are assuaged.
...
[ame]http://www.youtube.com/watch?v=bWbfzO4dn44[/ame]