Deus Ex Jensen...I see you're reading this in my voice |
- Jensen...I see you're reading this in my voice
- Please elias were desperate
- How to best use this rifle in MD?
- i like deus ex revision
- He suddenly appear there only when the cutscene start.
- Invisible War - my indepth thoughts after the first playthrough
- Mankind Divided - activating the robot in second floor of palisade bank, did I do something stupid?
- Deus Ex original got top spot for the best most interactive bathroom
Jensen...I see you're reading this in my voice Posted: 15 Dec 2019 07:33 PM PST
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Posted: 15 Dec 2019 06:24 AM PST
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How to best use this rifle in MD? Posted: 15 Dec 2019 11:15 PM PST | ||
Posted: 15 Dec 2019 06:38 PM PST what i like about deus ex revision: 1) ability to use the biomod (this is the way i like to play deus ex... better augments, random loot, better items use) 2) custom difficulty option (i gave both myself and enemies 6 base accuracy and double damage since i like prey 2017/system shock 2 weapon system better, where you can still have good aim at low skill level. also i like to avoid hp sponge enemies) 3) custom gameplay mod (small items mod on, finally i can carry all items i need... in prey 2017 you always have access to 100% of the map, and can recover later item you leave behind... also you can expand the inventory... also you can dump all items in recycler or in your room in case you do not want to recycle them. In system shock 2 you can dump items near the elevator and can keep them for most of the game deck 1 2 3 4 5, i usually dump them in deck 1, deck 2, deck 3 or deck 4... there isn't enough space on deck 5) 4) expanded areas: i was happy discovering that the additions fit well with the rest, also was happy finding that an extra entrance into the generator compound on hell's kitchen was added, in which the swim skill is put to good use. --------------------------- i think i can't play deus ex without biomod. also the custom difficulty 6 accuracy, double damage + small items mod makes the game perfect to me the expanded areas are the cherry on top of the cake [link] [comments] | ||
He suddenly appear there only when the cutscene start. Posted: 15 Dec 2019 06:11 PM PST | ||
Invisible War - my indepth thoughts after the first playthrough Posted: 15 Dec 2019 02:26 PM PST Hi! I recently finished Deus Ex: Invisible War for the first time blind on hard difficulty. I've heard it's the least impressive (aka worst) of the Deus Ex games, but I wanted to experiance it anyway to get the most of the franchise. I finished Deus Ex 1 recently-ish and was really impressed with it and had a lot of fun (you can read my in-depth thoughts here: https://www.reddit.com/r/Deusex/comments/cc1xyn/my_thoughts_after_a_firsttime_playthrough_of_the/ ), so I was eager to experiance more of Deus Ex. If you want, you can see how I did playing it blind on hard difficulty on my channel here: https://www.youtube.com/watch?v=xqWMrDJsStQ&list=PLp4TpsJ7HUWWEbHca0K-76vKZ840DPWia Here are my thoughts about Invisible War in a more or less chronological order as the plot developed: - First of all, I must say – I was rather annoyed with the technical side of Invisible War. It crashed VERY often for me, nearly every other loading screen, which quickly made me detest and dread them. I had the Visible Upgrade fanpatch and tried various compatibility settings but it didn't help. - I thought I figured out that having Nvidia Shadowplay installed (though not even running) caused it and uninstalling it completely seemed to fix most of the loading crashes. I was happy to learn that, until… - it started again. I started to think I maybe WENT INSANE and hallucinated that whole segment with it working, because I checked and the Shadowplay was still uninstalled and I couldn't figure out what I was doing wrong, until… - I realized that, technically, any recording software is an „overlay" as well. ;_; Thus, disabling the recording just before the loading screen and then enabling it again on another map FINALLY fixed the problem. By the time I realized that, though, I've already experianced about 30 crashes. And to be honest – if it carried on with the same frequency, I might've not finished the game, because it was really taxing. - In addition to that, I found many of the design choices to be questionable. Maps were really small, for example, which compounded the aforementioned crashing problem. Dialogue worked in a weird, annoying way – you had to initiate conversation a couple of times separatly to get the most of it. I'd much rather perfer a list of questions presented via a dialogue choice tree, so that you could get all info out of the npcs in one go. - The journal was set up in an annoying way as well – I'd prefer a list of objectives, with maybe a way to click on each for more details, as opposed to a separate window for each objective, having to scroll through all of them each time - The complete ommitment of skills and any kind of character development aside from cybernetic augmentation was a huge disappointment and letdown for me. It made completing objectives less rewarding without any kind of meaningful „reward" for that, and the lack of skills also lessened the element of choice in creating your character - I also found Alex to be a much less engaging protagonist than JC. Sure, JC was kinda an edgelord, what with him wearing sunglasses inside at night and his deadpan delivery („Damn, what a shame…") – but he actually had character, and his edgelordness was rather endearing to me. Alex on the other hand seemed a bit bland. - One of the things I enjoyed in the beginning, though, was the moment the roof of your apartment disappeared to uncover the fact that it was in fact a holding cell observed at all times. Simple, but effective – it immediately made me rather distasted and distrastful towards the Tarsus Academy people, which I guess was the point. - I also was very enthusiastic and happy with the return of the non-lethal route of dispatching enemies. It's really unique and fits my preferred playstyle trying to be good and decent when possible, so I tried to stick with it through the game once more. - I was intrigued enough with the opening plotlines, I guess – I was really curious about any coming bait-and-switches regarding the Order/WTO conflict. In particular, the phrase „the Order is the only one you can trust, all others are suspicious" made THE ODRDER ITSELF >IMMEDIATELY< sound suspicious to me. xD - In general, though, I felt that Deus Ex 1 was a little bit more engaging from the start – noticing the discrepencies in UNATCO's orders, the differing attitudes of Paul Denton and Anna Navarre, the strange conflict between being a „peacekeeping" organization and having a „kill on sight" policy… It was all very mysterious and intriguing to me from the start. Invisible War on the other hand started with a bit of a bang, and then I was just waiting for more clarification on that. - I found the Omar to be pretty intriguing and a little creepy from the start, wondering what role they'll play later on - The WTO/Order conflict was a source of some problems for me, because one one hand I generally didn't care for either, and on the other – I didn't fully agree with either as well. I naturally distrusted the WTO after the prologue, but the some of the Order's stated goals seemed fishy to me – their opposition to universal augmentation seemed stupid to me. I could get being ideologically against augs, but if they DO exist – surely it's better and more egalitarian if they're available to the widest possible array of people, rather than only the wealthy and powerful. So for a big portion of the game I kept hopping between the two loyalities, assesing their goals each time and aligning with the one I happened to agree at the moment, rather than continously siding with a particular party out of some kind of long-term loyality - At the Mako Ballistics I sided with the WTO not because I particularly liked them, or the idea of them having the Mag Rail appealed to me, but just because I didn't want to KILL the head scientist. He himself made it clear that it was just a job for him – he wasn't the deciding factor, he wasn't some kind of a mass murderer, he was just a weapon constructor and I didn't think he deserved to die for that. - There was a book at Mako Ballistics talking about APE COMMANDOS. Freaking apes. Bioengineered to be commandos. And we never meet them/fight them in game. What a shame and missed opportunity! - The talking Grays were kinda cute, though! - in Cairo I once again sided with the WTO, and again, mostly because the Order seemed to extreme to me – I definitely wanted to at least give Nassif a chance of EXPLAINING herself before straight up killing her, and the Order's orders (heh) proved to bloodthirsty for my liking -the reveal of Alex being a clone of JC was kinda spoiled for me by one of my youtube commenters, but to be honest – it made me appreciate details in DX1. Like… it was THERE. In the open. Alex D. ; the same genetic sample as JC Denton (the DNA signature checked out if you really looked closely at it). It was there – you just had to connect the dots. I wouldn't have without it being strongly suggested to me, but I'm sure you COULD. In my case it was just that there was a big gap between me playing DX1 and IW, and I sure as hell didn't remember details about the cloning chamber TEXT DETAILS by the time I started IW. - Trier seemed rather underdeveloped as far as a quest/city hub goes, compared to Seattle and Cairo – it's almost like the developers started to run out of time, ideas or money as they went - Arriving at Trier also highlighted a major lowpoint of the game – the character progression system. I maxed out ALL of my biomods shortly after arriving at Trier, which by then rendered the biomod canisters, which were supposed to be the most coveted and useful item in the game, utterly and literally USELESS for me. It took a lot of joy away from me, to know that no matter what I do I can't upgrade my character further. And it was only like a little past the halfpoint of the game! I'm utterly baffled by that design choice, and by the choice to remove skills from the game. It definitely lessened my enjoyment of the game by a great deal. - The reveal of the Order's and WTO's „true" leadership and „rivalry" was… strangely undercut for me by the result of one of the earlier side-quests. Namely, the final one regarding the Queequeg's vs Pequod's rivalrly, where you learned that they are one and the same and they only use the faked „rivalry" to drive their advertisements and fuel their global monopoly. It was a GREAT conclusion to an unassuming side-quest and it really fit the world and the genre of cyberpunk. And shortly after doing it… it turns out the main players of the game used the exact same ploy? By then I kinda felt underwhelmed by it. - I was dismayed at the fact that they changed the voice actor and/or voice direction for the actor for JC Denton. The original voiceover was kinda legendary in how edgelordy it was, and changing it should be a sin. The new one didn't sound even remotely as interesting or memorable - while setting the climax where the first game began was thematic, nostalgic and kinda cool, to me it only served to highlight the inferiority of Invisible War to DX1 in terms of level design – in the first one, the whole Liberty Island and the interior of the Statue was one map. In Invisible War it's THREE. THREE. - in the end I went with the Dentons. I didn't trust the Illuminati one bit, and the Templars weren't ever an option to me. I didn't trust HELIOS either, but in theory the plan of universal biomodification and universal communication was a good one. If bioengineering was to exist at all, I'd rather it was available to all people equally, rather than used to create a form of cyber-aristocracy among the richest who can afford it. Still – again – as with Deus Ex 1, I missed some kind of an extended epilogue outro which would tell me what results did my choices have and how the world fared after that. I literally only got HELIOS's speech and that's it (and the speech itself made me second-guess myself as it was pretty ominous) In the end, did I have fun? Yes. Do I think it was a horrible game? Not really, it was pretty okay-ish. But do I think it was a worthy sequel to DX1? Sadly, not at all. It was not only not equal, but straight up INFERIOR to me in all aspects, save maybe the story and plot. A couple of the most important points: - As I already mentioned, the character progression system was horrible in Invisible War. In DX1, despite being similarly thorough and dilligent, I couldn't even DREAM of maxing out ALL of my skills + biomods by the end of the game - The world seemed less… reactive, and what I did seemed to matter less. In DX1, I was really impressed and sort of flattered when the game ACTIVELY COMMENTED on my non-lethal route, with Anna Navarre mocking me and Paul Denton commending me. I don't think Invisible War did that even once, and it was a „damn shame", as JC would put it. :P - The level design seemed to be superior in DX1 as well – the levels were larger and more open, while in the Invisible War I sometimes encountered a loading screem EVERY MINUTE. Another casuality of making the game suitable for the consoles at the time, I'm sure. - DX1 seemed to be MUCH harder than Invisible War, overall. In both games I went in blind on hard difficulty and (mostly) a non-lethal playthrough (that in both cases got screwed by the fact that many late-game enemies had self-destruct built into them) and I died A LOT MORE in DX1. I'm not particularly good at games, but I do enjoy the challenge nonetheless, and so I thought that DX1 handled difficulty a little bit better. I asked for „hard" and it was hard – and I was cool with that. In Invisible War I again asked for „hard" but I got… „normal-ish"? And I imagine „normal" would then feel like easy if I tried it, so I don't know where it even leaves „easy" then. :P So, that was Invisible War for me. Was I impressed? Not really. Do I REGRET playing it? Not really, either. I had fun, mostly. I hope it'll give me better appreciation of the progression and changes of the franchise and help me understand future references/call-backs in Deus Ex games. I'm looking forward to playing the next Deus Ex game and I'll post a similar overview of my thoughts once I'm finally done with it. [link] [comments] | ||
Mankind Divided - activating the robot in second floor of palisade bank, did I do something stupid? Posted: 15 Dec 2019 01:58 PM PST It killed all the security on that floor, as well as some civilians. The dude at the reception is okay though. Now the issue is that I'm at the beginning of the game, I basically went to palisade as soon as I could, before making any progress. My concern is that I might have lost some of future possibilities such as missions or areas available, will this affect the rest of the game in any way? Thanks! [link] [comments] | ||
Deus Ex original got top spot for the best most interactive bathroom Posted: 15 Dec 2019 01:51 AM PST
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