Showing posts with label eidos montreal. Show all posts
Showing posts with label eidos montreal. Show all posts

Monday, 29 January 2024

New DEUS EX game cancelled

A new Deus Ex game in early development at Eidos Montreal has been cancelled. The news broke as Embracer Group, who acquired Eidos Montreal in 2022, confirmed over 100 layoffs at the company.

"I never asked for this."
"A new Deus Ex game? I'm pretty sure everyone asked for that."
"No, I was referring to the layoffs and cancellation."
"Oh, that was unclear."
"Yeah, I get that now."

Embracer Group went on a buying spree of IPs and development studios during and just after the COVID pandemic, when video game stocks were riding high. Embracer planned to leverage a huge portfolio of talent to do a massive deal with a Saudi investment company. However, as the post-COVID video game bubble burst, the Saudi company pulled out, leaving Embracer suddenly flapping in the breeze. The company has since been shedding jobs and closing down studios at a rate of knots as it tries to balance its books.

The Deus Ex franchise is one of the best-regarded in all of video gaming, with original entry Deus Ex (2000) still often cited as one of the greatest video games ever made for its iconic story, characters and incredible freedom of choice. It is often cited as a shining example of both the RPG and immersive sim genres, with the player allowed to follow the story and events however they wish, no matter how implausible or seemingly game-breaking. Console-centric follow up Deus Ex: Invisible War (2003) was much less successful, both critically and commercially, and was believed to have killed the franchise. However, the series was brought back from the brink of extinction for Deus Ex: Human Revolution (2011), which was regarded as another modern classic and sold extremely well. Sequel Deus Ex: Mankind Divided (2016) was critically praised, but sales were cooler, with anger over an attempt to monetise the single-player-only game with cosmetics and a cliffhanger ending which some believed made the game feel incomplete.

Eidos Montreal were moved to other projects, spearheading development of Shadow of the Tomb Raider (2018) and working with Crystal Dynamics on Marvel's Avengers (2020). Eidos Montreal then developed the well-received Marvel's Guardians of the Galaxy (2021) before the Embracer sale, and apparently began work on a new Deus Ex at that time. It was unclear if this game was a follow-up to Human Revolution and Mankind Divided (which followed the same cast and storyline) or a new story in the same universe, or even a remake of the original game.

The Deus Ex series has bounced back from total extinction the past, so hopefully that will be the case here.

Wednesday, 2 November 2022

New DEUS EX game in development

Eidos Montreal are "very early" in development on a brand new Deus Ex game. The studio was recently sold by Square Enix to Embracer Group, along with all of its attendant IP.


Eidos Montreal previously developed Deus Ex: Human Revolution (2011) and Deus Ex: Mankind Divided (2016), which were both extremely well-reviewed and Human Revolution sold very well as well. Mankind Divided underperformed according to Square's expectations and the studio moved to developing Shadow of the Tomb Raider (2018), and Marvel's Guardians of the Galaxy (2021). Eidos Montreal is currently providing assistance to Playground Games in their reboot of the Fable franchise for Microsoft.

It is unknown if the new game will continue the prequel story of Adam Jensen that began in Human Revolution and was left unresolved in Mankind Divided, or will be a sequel to the original two games, Deus Ex (2000) and Deus Ex: Invisible War (2003). It might even be a modern remake of the original game, which remains one of the most highly-acclaimed video games of all time but could do with a makeover in terms of graphics and UI (although, strictly, only if the original game's insane freedom and branching story are kept intact).

As the game is in its earliest stages and the last Deus Ex game took five years to make, it might be a fair while before we hear any more about the project. At least it's good to know the franchise will continue, eventually.

Monday, 2 May 2022

Square Enix offload DEUS EX and TOMB RAIDER studios and IPs

Square Enix has announced an intent to sell several of its highest-profile studios and IPs to the Embracer Group. Under the mooted deal, Embracer would buy the studios Crystal Dynamics, Eidos Montreal and Square Enix Montreal (totalling 1,100 employees), along with IPs including Deus Ex, Tomb Raider, Thief and Legacy of Kain. Currently in-development projects, like a new Tomb Raider game, will continue under the new owners.


Japanese company Square Enix bought Eidos and Crystal Dynamics in 2009 to shore up their overseas development portfolio. Initially the deal seemed to go well, with Crystal Dynamics releasing a Tomb Raider reboot trilogy (Tomb Raider, Rise of the Tomb Raider and Shadow of the Tomb Raider) and Eidos Montreal releasing the well-received and high-selling Deus Ex: Human Revolution. However, subsequent releases seem to have underperformed, at least according to Square Enix's expectations. A Thief reboot in 2014 sold poorly and got mediocre reviews, whilst Deus Ex: Mankind Divided sold poorly in 2016, after a controversial attempt to leverage microtransactions in a single-player game. The Crystal Dynamics-developed Marvel's Avengers also underperformed in 2020, which seemed to impact on sales of Guardians of the Galaxy in 2021 (despite stronger reviews).

However, the long tail on these releases is often quite significant, with the Deus Ex and Tomb Raider games continuing to sell well long after their release. This has led to memes as fans criticise Square for cancelling projects too quickly and in a kneejerk fashion, despite them eventually working out.

The Embracer Group is a Swedish video game holding company and publishes games under the names Nordic Games and THQ Nordic. Embracer recently acquired Gearbox Entertainment, creators of the Borderlands franchise, and board game company Asmodee as a way into the physical gaming market.

What is remarkable is the price: Embracer will get their hands on some of the most popular and beloved IPs in gaming for $300 million, which seems very cheap, and may reflect Square Enix's decision to get out of the overseas market to refocus on their core Japanese brands.

If approved by all the relevant parties, the deal should complete in mid-2023. It's likely the first game released under the new deal will be a new Tomb Raider game, whilst Deus Ex fans will be crossing their fingers for a new game in that franchise.

Monday, 6 February 2017

New DEUS EX games "on hold" after "disappointing" sales

Square Enix have put the Deus Ex video game series on indefinite hold following disappointing sales of the latest game in the series, Mankind Divided.


The official reason is that Square has signed a massive, multi-million dollar deal with Marvel to develop a series of new games based on their superheroes, with a major new Avengers game being the first out of the gate. Square has moved the Crystal Dynamics team (responsible for the latest Tomb Raider games) over to The Avengers and reassigned Eidos Montreal from the next Deus Ex game to pick up the next Tomb Raider title, provisionally entitled Shadows of the Tomb Raider, instead.

This move has attracted controversy. Unlike the previous Deus Ex game, Human Revolution, Mankind Divided was supposed to be the opening title in either a two or three-game series that would have completed the story of Adam Jensen and the rise of the world seen in the original Deus Ex games. Although the primary storyline of Mankind Divided is resolved in that game, there some dangling plot threads that were due to be picked up in the next game. Indeed, Eidos Montreal were several months into the development of the next game when Mankind Divided was released, suggesting the millions of dollars of work may have now been abandoned already.

However, Eidos Montreal does have two teams; their second team was working on the Thief reboot whilst the first was working on Mankind Divided. The possibility that one of these teams could continue working on Mankind Divided II has unfortunately been shot down: the second team is now working on a Guardians of the Galaxy game, part of the same Marvel deal.

Given the titanic money involved in the Marvel deal and the disappointing sales of Mankind Divided, it seems unlikely that we are going to see a new Deus Ex game in the near future. This is disappointing, but nothing new to fans of the franchise, which previously had an eight-year hiatus between Invisible War and Human Revolution. The game universe and fiction is compelling enough that, even if Adam Jensen's story is over, we will likely see it return at some distant point in the future.

It's also unclear if Mankind Divided's sales were disappointing, in that Eidos and Square lost money, or didn't meet unrealistic sales expectations. Apparently Square felt that the performance of the 2013 Tomb Raider reboot game was disappointing despite selling over a million copies in its first months on sale, which by any sane metric is actually very impressive. Mankind Divided's sales have been described as a bit less than Human Revolution's in a comparable time period, but harder figures have not been released.

In the meantime, dystopian SF RPG fans are holding out hope for CD Projekt Red's epic Cyberpunk 2077, although that is not expected for a couple more years.

Sunday, 4 September 2016

Deus Ex: Mankind Divided

Prague, 2029. Two years have passed since the Aug Incident, when almost every single one of the seventy million cybernetically-enhanced humans on Earth went insane for several minutes, killing millions of people and destroying trillions of dollars of worth of property. Although Adam Jensen and Sarif Industries successfully stopped those responsible for the Incident, the fear, hatred and paranoia of "augs" has increased to disastrous levels. Jensen, now an agent for Interpol working in the Czech Republic, is caught up in a terrorist bombing apparently carried out by an aug terrorist group...but soon discovers a far more complex and devious plan is in motion.



Mankind Divided is the fourth major game in the Deus Ex series and the second in a reboot prequel series which began with 2011's Human Revolution. Human Revolution was an exceptional game, offering a compelling plot and multiple ways of solving every problem thrown at the player. Mankind Divided is very much in the same vein, a cyberpunk roleplaying epic in which you play Adam Jensen and have to guide him to the resolution of a labyrinth conspiracy taking in themes such as discrimination, political corruption and media manipulation.

Mankind Divided is so close to Human Revolution in gameplay that it's a very easy game to recommend if you enjoyed the previous game in the series. It uses the same format, with a city hub area where you can pursue side-missions and the main plot, which occasionally takes you off to dedicated story locations such as an office block in London, a ghetto for cyborgs located outside Prague or a research outpost in the Swiss Alps. It would be wrong to call this a real open-world RPG, like Skyrim or The Witcher 3, but it's also not a strictly linear game either. At any one time you usually have a significant number of side-quests, storylines and optional activities to pursue.

This game improves on the previous one in several key ways. The first is that the reviled boss battles that blighted the previous game (although much improved in the definitive "Director's Cut Edition") are gone. There is a boss battle at the end of the game, but you are presented with a myriad number of options to resolve the encounter without having to resort to direct combat. This will be a relief for players focusing on stealth and hacking builds rather than combat ones. There are also more augments available and cleverer ones, allowing you to hack terminals from a distance, incapacitate several enemies simultaneously or use your wrist-mounted blades as ranged weapons.



I was also extremely impressed that Eidos Montreal reigned in the scope for this sequel. The first game had two hub areas - Detroit and Hengsha - and transformed from a small-scale story about corporate espionage into a massive, world-changing epic about the fate of the human race. Rather than ramping things up even further, Mankind Divided dials things down a notch. There's still big events and Jensen's actions will determine the fate of hundreds (maybe thousands), but he's not directly saving the world this time around. Adopting a smaller scale in a sequel is counter-intuitive, especially in an age which often demands increased and more pointless bluster and explosions in sequels, but it often provides game and film series with their best installments: Mass Effect 2, The Empire Strikes Back and so forth.

Mankind Divided doesn't quite hit those heights, and on reflection it's probably a marginally weaker game than its forebear (although there's not much in it). Human Revolution started with a dramatic showdown and presented the player with some memorable, well-acted characters like Malik, Pritchard and Sarif to deliver its storyline. Mankind Divided doesn't quite do that. It's characters are a bit less vital and interesting, at least to start with, and the reasons why Jensen is part of Interpol and what he has been doing since Human Revolution's ending are not explained at all in the game (this is left, frustratingly, to a tie-in novel). In addition, the game opens with Jensen able to wander at will around Prague. This is cool and I'd notched up five hours of side-missions and exploring before I even ventured into Jensen's headquarters to pick up his first assignment. But it does remove urgency from the narrative and the story is simply a bit less interesting than Human Revolution's, not gaining real urgency until near its conclusion.

But what Mankind Divided does do is paint its world of paranoia and mistrust in stark, convincing detail. It riffs off topical events without lazily exploiting them and examines its core issue from all sides: the prejudice faced by the augmented is terrible, but it is pointed out that they did all completely flip out due to an outside agency and cause untold damage, so some paranoia may be justified. At one point we are told that the number of augs in the world has been reduced from 70 million to under 7 million: 90% of the augmented population has been slaughtered as a result of the Incident, the greatest loss of human life since World War II, which is both a startling moment and also one that dovetails into the original Deus Ex game (in which augmented humans are quite rare, despite being set 25 years after these reboots). But Mankind Divided also doesn't dwell exclusively on the paranoia and fear rampant in the population (giving the game its name). It is also a rather humane game, touching on human relationships that can bridge the cybernetic divide and encouraging players to follow non-lethal routes through the game. Like it's forebears, you can complete the game without killing a single person.


Gameplay is mostly unchanged since Human Revolution, with you often having to infiltrate secure locations and achieve objectives. You can go in all guns blazing, but it's often more fun to knock out enemies and hide the unconscious bodies, or even "ghost" through levels using air vents and hacking computers without anyone being aware that you were ever there. This is just as much fun as it's ever been, and is even better with some improved and more inventive level design than the already-impressive Human Revolution. This results in some dynamic action set-pieces that evolve organically out of you using all the tools at your disposal, getting into a firefight one moment, vanishing into the air vents and sniping guards with tranquiliser guards a moment later, hacking the alarm system to head off reinforcements and then bursting through a wall to knock out a key enemy with a well-aimed punch. It's all fluid, fast and natural, rewarding careful exploration and reconnoitring of objectives and levels.

The negatives of the game are relatively minor. The supporting cast is a bit less well-characterised than in the first game and there isn't a huge amount of backstory for what Jensen has been up to. At roughly 30 hours (for the main quest and all the side-missions) the game is quite large, slightly bigger than its forebear, but it also feels like the introduction to a much bigger story rather than a complete story in itself like its predecessor. Although the main villain is defeated at the end of this game, the shadowing conspiracy that was backing him remains at large and a mid-credits sequence (because even games have to have these now) drops a couple of major plot revelations and sets up the inevitable sequel.

Still, Deus Ex: Mankind Divided (****½) is a big, freeform, free-flowing RPG that rewards player intelligence and ingenuity. If it doesn't quite hit the same level of quality as its forebear, that doesn't stop it from being a compelling game. It is available now on PC, X-Box One (UK, USA) and PlayStation 4 (UKUSA). A sequel has already been in development for over a year, so hopefully we won't have to wait so long for the next game in the series.

Technical Notes: I played this game on my five-year-old quad-core PC, recently upgraded to an nVidia 760 graphics card, so hardly a cutting edge system. I ran everything on High (the third-highest setting) and the game looked great. I did switch off advanced shadows to increase framerate later on. The only technical issue I encountered after that was area transitions, such as using the subway in Prague, seemed to take a slightly too long time to load. Gamers with more memory than 8GB should see that speed up pretty quickly. I also completely ignored the odious microtransactions completely and didn't feel penalised in any way: in fact, the game is a little too generous in the ammo, experience and upgrades it gives you in the main story, to the point where I barely used any of the actual in-game stores, let alone having to use the pointless Square store stuff.

Wednesday, 8 April 2015

DEUS EX: MANKIND DIVIDED officially announced

Eidos and Square have announced the existence of Deus Ex: Mankind Divided (formerly rumoured as Deus Ex Universe). This is the official sequel to 2011's superb Deus Ex: Human Revolution. They've put together a pretty snazzy trailer for it:



Mankind Divided takes place in 2029, two years after the events of Human Revolution. That game revolved around the growing schism between augmented humans - cyborgs and people with artificial body parts - and normal humans. The end of Human Revolution, which saw millions of augmented people killed or driven insane, has sparked this schism into open conflict. Security agent Adam Jensen, the augmented human who pretty much saved the human race in the original game, is once again called upon to help resolve the growing crisis.

Like its forebear, the new game is expected to allow you to control and develop Jensen's character as he resolves missions through means stealthy, technical, violent or some combination of the approaches (the trailer suggests homicidal ultraviolence will still be available as an option). Expect more between-mission angst and tactical deployment of built-in mirror shades at moments of maximum dramatic impact.

The spiel:
DEUS EX: MANKIND DIVIDED takes place in 2029, two years after the events of HUMAN REVOLUTION and the infamous ‘Aug Incident’ in Panchaea that resulted in the death of millions at the hands of those who had installed augmentations. This event has created a huge divide between those who have augmentations, and those who do not. Amongst this emotional turmoil are various factions looking to manipulate the public by twisting public opinion of augmentation to further their own agenda and hide the truth of what really happened.

As the social and political chaos reaches boiling point, super-augmented anti-terrorist agent Adam Jensen re-enters the fray. Empowered by brand new augmentations that bolster his formidable, strategic arsenal, Jensen will visit multiple new locations to uncover the truths that are hidden by a cloak of new conspiracies. With more choice at the player’s disposal than ever before, DEUS EX: MANKIND DIVIDED is the ultimate DEUS EX experience.


Adam Jensen may not have asked for this. But Adam Whitehead certainly has. The game is expected in late 2015 (but I wouldn't be surprised to see a slip into 2016).

Tuesday, 24 June 2014

Thief (2014)

The master thief Garrett returns to his home, the City, after a year away. His last memories are of his protege, Erin, falling into a field of light during a ceremony conducted by weird cultists. As Garrett tries to get back to his old life of thievery, aided by his friend and sometimes-employer Basso, he is struck by visions of the ceremony suggesting that something is not quite right, something that could destroy the City if left unchecked.




Thief is a reboot and revival of the classic Thief Trilogy of video games: The Dark Project (1998), The Metal Age (2002) and Deadly Shadows (2004). These games were hugely influential in their introduction of stealth elements to video games, with importance placed not on combat and killing enemies but on the player sneaking past foes and 'ghosting' through levels to complete objectives with the enemy not even being away of their presence. The SF roleplaying game Deus Ex (2000) also followed a similar strategy, though gave players more tools to choose stealth, combat or other options as they wished.

When Eidos Montreal released Deus Ex: Human Revolution in 2011, they received praise for managing the difficult feat of making a game that honoured its predecessor's freeform choices and design whilst also making the title more accessible and approachable to modern gamers. Hopes were high that they could manage a similar balancing act with Thief. However, it is far more questionable if they have succeeded.

The newest incarnation of Thief is, at least superficially, similar to its forebears. You have a large hub area in the City where you can buy supplies, carry out opportunistic robberies or undertake minor side-quests for a number of different employers. There is also a main storyline that you can dip into and out of at will. Garrett is not very good at combat (although he does receive upgrades as the game progresses and can hold his own more effectively later on), so stealth is the order of the day. Hiding in shadows, moving quietly and making use of both the environment and tools such as rope arrows are all essential to avoid tedious fights which will usually end with Garrett's death. The game puts a large amount of importance on light, with enemies only being able to spot you motionless in well-lit areas. Water arrows can be used to extinguish torches and Garrett has a special 'swooping' move which can be used to move rapidly through lit areas whilst only briefly confusing guards, rather than fully alerting them to your presence.

All of this is theoretically good stuff, and the game is at its best in tense moments where you have infiltrated the heart of a dangerous location and one wrong move can spell disaster. However, it also feels a bit too stage-managed. Unlike the previous titles, you can only use rope arrows on certain, specific beams of wood, which makes no sense. The game also discourages you from using certain lit routes by making the light sources indestructible gas lamps (which inexplicably can't be smashed by any of the tools at your disposal, including explosives) or oil lamps instead of torches. Exactly how oil lamps in the City work when they have no external controls of any kind is something the game leaves a mystery. The game then goes a step further into hand-holding by allowing you to jump and climb walls in certain contextual circumstances, usually by sign-painting climbable walls in white paint or sticking very large and obvious grills on them. Thief seems to delight in giving you an array of options and toys to play with and then arbitrarily places restrictions on how and when you can use them.


There's still usually a variety of different ways of accomplishing each task, but these boil down into two or three approaches per mission that everyone will experience. The original Thief trilogy was more of a simulation, which let you run riot with the tools and abilities in the game in large, sandbox-like levels, with dozens of viable approaches for each situation at hand. The new Thief never comes close to replicating that experience, which is a shame. Sequels should expand and improve upon their forebears, so for this game to be more limited than what came before is disappointing.

Even worse for Thief, and something completely unexpected by the design team, was the release of Dishonored in late 2012. A homage and love letter to the Thief series (amongst others), Dishonored featured a mix of stealth, combat and magic in a weirdpunk world that felt more like the original Thief games than the official reboot does. Dishonored did place more emphasis on magic and combat, but it was also extremely atmospheric with a well-designed world, a reasonably well-written (if not particularly original) storyline and a well-defined supporting cast of characters. Thief, on the other hand, features a wafer-thin and superficial backdrop, a badly-written and corny storyline and a largely forgettable cast of cliches. If you haven't played or are not interested in playing Dishonored, such a comparison may be meaningless, but between the two games Thief definitely stands as the weaker.

None of this is to say that Thief is a terrible game. As the first title in a new franchise it would have gotten a much more favourable reception, and there is much to enjoy about it. The game is decently long: doing all the side-quests will take it well over 20 hours, and successfully 'ghosting' some of the trickier missions gives a real sense of achievement. There are a couple of missions, most notably the excursion to the lunatic asylum, which are chillingly atmospheric and well-designed. And, as superficial as they are, the game systems are intermittently effective at creating the illusion of being a master thief. It never really lasts very long, however, and in the endgame Thief loses whatever grasp it had on being a stealth title and turns into a linear action adventure with you dodging explosions, defeating your enemies in a series of boss fights and completing the game in the exact one way the designers want you to, to get a tediously predictable cliffhanger ending. I should probably also mention the mutant enemies who have super senses, can't be disabled with a takedown and have lights coming out of their eyes making it hard to hide from them, which comfortably lift from Far Cry's Trigens the title of "Most Pointless and Annoying Cheap Enemy Ever". A woeful game design decision.

Thief (***) is an enjoyable stealth game that fails to live up to the titles that came before it and is distinctly less accomplished than the similar Dishonored but, when taken on its own merits, is entertaining enough to merit a play-through or two. But the title falls way short of its potential, and fails to replicate the magic the design team brought to their Deus Ex reboot. The game is available now in the UK (PC, X-Box 360, PlayStation 3, X-Box One, PlayStation 4) and USA (PC, X-Box 360, PlayStation 3, X-Box One, PlayStation 4).

Monday, 4 November 2013

Deus Ex: Human Revolution - Director's Cut

The Director's Cut of Deus Ex: Human Revolution is a re-release of the SF RPG with added and revised features. I reprint in full my original review from 2011, followed by analysis of the differences between this new edition of the game and the original.



Detroit, 2027. The human race is changing, with nanotech research and cybernetics technology making 'augmented' humans stronger, faster and smarter than their 'normal' forebears. Numerous groups are opposed to augmentation on ethical and religious grounds. Adam Jensen, chief of security at Sarif Industries, one of the leaders in augmentation research, is severely wounded when terrorists attack and destroy one of Sarif's labs. Saved by augmentation, Adam must investigate the attack, discover the motives of those seeking to destroy Sarif Industries and, ultimately, decided which side of the argument is the 'right' one.

Human Revolution is the third game in the Deus Ex franchise, serving as a prequel to the events of the original Deus Ex and its lacklustre sequel, Invisible War. Set twenty-five years before the first game, Human Revolution helps show how that world of nanotech and enhanced humans came into existence. As a prequel, Human Revolution requires no existing knowledge of the earlier games and makes an ideal jumping-on point for new players.

Contrary to screenshots which suggest that it's a FPS, Human Revolution is a science fiction roleplaying game played from a first-person perspective. The game is built around the idea that though there is a central narrative the player must follow (this isn't an open-world SF RPG like Fallout 3), the player has tremendous freedom in how he or she follows that narrative. The game has a robust combat system which will satisfy those who like shooting things, but it also has a solid stealth mechanic for those who prefer sneaking around in the shadows (or, more often, inexplicably large air ducts). The game also has a hacking system so players can also hack into computer networks and turn automatic defences against enemy forces. Even within a particular play style, there is flexibility, with the ability to stun or knock out opponents rather than killing them being a particularly welcome feature (and the game has achievements for those who complete the game without killing anyone). Most players will probably mix and match styles as the mood takes them, or depending on the mission.

Deus Ex was infamous for its tremendous flexibility and freedom, adapting its storyline to cater for the player deciding to kill off major NPCs on a whim and letting them simply escape from tough bosses rather than being forced into difficult battles (especially if they were not built for combat). Human Revolution isn't quite as liberal in its approach to gameplay, most notably due to the four tough and unavoidable boss fights which have been commonly and frequently criticised. In a game which enjoys giving you different options in almost every circumstance, being forced into situations where you have to break out the heavy artillery is annoying, especially if you've been upgrading your character for say stealth or hacking and are not optimised for combat.

However, this is the only major criticism I can level at the game. In almost every other arena, Deus Ex: Human Revolution is a triumph. The game has a fantastic atmosphere and sense of place, backed up by an absolutely superb soundtrack and carried through some top-notch writing. Deus Ex is one of the most critically-acclaimed games of all time, and there were doubts that Human Revolution could live up to that precedent. These doubts have been laid to rest. The game is more than worthy of its illustrious heritage, and deserves plaudits for its clever design. It employs regenerating health and a cover system, two features of modern FPS games which are often groan-inducing and tiresome (is there a company somewhere that specialises in building chest-high walls and inexplicably littering them over levels?), but Human Revolution takes ownership of them. The regenerating health is justified as a force-shield, whilst the cover system (well-implemented as these things go) does double time as a tactical combat mechanic, allowing your character to move around whilst suppressed, rolling from cover to cover, firing blindly and finding sniper vantage points. Actually, the cover system pulls triple duty as a stealth mechanic in non-combat situations as well.



The game has a lot to say about the rights and wrongs of cybernetics, augmentation and the power of corporations and governments, but tries not to get preachy. As the game progresses, your character can develop his own opinion on matters, informed by the events he's experienced and the choices he's made, and the multiple endings (there are four radically different resolutions, each with three different endings based on your character's actions earlier in the game, meaning a total of twelve possible outcomes) can see him reaching very different conclusions. Whilst you can't create your own character, you can certainly develop him in more depth than in most CRPGs. This is helped by an excellent 'dramatic conversation' mechanic where you must argue with a major NPC over an important topic, trying to convince them to help you or surrender without the need for violence. Major plot revelations crop up in these conversations. However, it's odd that there aren't more of these (there's only three or four in the game), as in their own way they are more critical to the game than the tedious boss fights.

The game's central storyline is gripping, tightly-written and populated with memorable, well-acted and flawed characters. However, the game has two large hub areas (in Detroit and Heng Sha) where you can wander off from the main story for a while and pursue some side-quests. A couple of these side-quests are extensive, taking a couple of hours apiece to complete, and are a great opportunity to gain additional XP and increase your character's skills and augments. These hub areas are rich in incidental detail and flavour (overhearing citizens discussing the news stories of the day, being offered food from stall-owners etc), but arguably there's little to do in them outside of the (relatively few, for the size of these areas) quests and buying some equipment and weapons from a few vendors. A bit more going on in each zone would have expanded the play-time (which at 25 hours is reasonable but not particularly notable for an RPG) and made the game a little richer. Also, the game rarely strays far from the traditional FPS paradigm of having most of its actions set indoors in successions of corridors and offices. A little more variety in locations (perhaps more outdoor opportunities for stealth or combat) would have been nice.

These kind of complaints are very minor. In a world of increasingly bland and 'safe' first-person shooters, Deus Ex: Human Revolution (****½) stands out with its strong writing, well-defined characterisation and its refreshingly open approach to freedom and choice, whilst having compelling action sequences as well. It's one of the strongest RPGs, and indeed games overall, of the last couple of years and is well worth a look.

The Director's Cut
The Director's Cut is a re-release of the original Deus Ex: Human Revolution with a number of new features. The most notable is a set of Wii U-exclusive features which make excellent use of that console's touch-screen controller, allowing players to hack computers and refer to their map, quest log or inventory without switching out of the main view. I haven't seen these features in operation, but other reviews indicate they are well-implemented.

Of more interest to PC and other console players are the upgrades to the actual gameplay. The most notable of these is that The Missing Link DLC - which takes place about two-thirds through the original game - has been integrated into the main narrative. There are good and bad points to this. First, if you haven't played The Missing Link before it adds about 4-5 hours of gameplay set on a remote base in the middle of the ocean. It adds new environments and enemy types and, like the main game, a series of situations to resolve through combat, hacking, stealth or a combination of all three. There's also some tough moral choices. The DLC integrates into the main storyline quite well, with Jensen's continuing investigation into the attack on Sarif Industries informing the expansion. Unfortunately, the expansion's biggest weakness remains: it removes all of your augments and upgrades, forcing you back into the state you were at the start of the game. This makes the first half of the DLC a chore as you rebuild your skill set back up to something useful. The Director's Cut really should have eliminated this tiresome mechanic (originally necessary because it was played separately from the main game) and allowed you to continue with your existing inventory and skill set. Still, once it kicks into gear it's a very worthy expansion to the game.



The second notable change is to the boss battles. Much-criticised in the original game, The Director's Cut reworks them so each boss can now also be defeated by stealth or hacking as well as direct combat. Unfortunately, defeating the third boss, Jaron Namir, requires hacking skills. Depending on a choice made earlier in the game, your augments may be completely offline during this battle, making hacking impossible and forcing you to defeat him in direct combat. Fortunately, as this battle comes shortly after The Missing Link, in which you can acquire a powerful missile launcher which can take Namir down in just a couple of hits, the developers have a way around it.

Eidos Montreal also claim to have upgraded the game's graphics. To be frank, this claim seems dubious. The textures seem identical, the lighting and shadows appear to be the same and the character models are still the mixed bag they were in 2011. The console versions may indeed look better, but the PC version is identical.

Finally, the game adds a 'Game+' mode in which your augments and weapons loadout continue into a new game. This is a nice touch if you plan to replay at the hardest difficulty level (which is notably more punishing), but given you can max out 90% of your augments in a single playthrough, it will leave you as an almost unbeatable tank during the replay.

Deus Ex: Human Revolution - The Director's Cut improves on the original game, but it's more of a series of minor upgrades than a major transformation of the whole game. If you've already completed the game (iffy boss fights and all) and The Missing Link, it's questionable if there is enough here to make it worthwhile, especially on console where you have to re-buy the entire game. Wii U users will likely enjoy it tremendously as a rare and much-needed example of what their console can do. PC players, however, will find that the Director's Cut is an extremely cheap upgrade on Steam if they already own the original game and The Missing Link, in which case it's a no-brainer.

For new players who have never experienced the game before, the improvements remove the original game's most annoying niggles and leave it as a cyberpunk RPG masterpiece it aspired to be. If you haven't played the game before, the Director's Cut (*****) is a must-buy. It is available now in the UK (PC, X-Box 360, PlayStation 3, Wii U) and USA (PC, X-Box 360, PlayStation 3, Wii U), or from the Steam platform on PC.

Wednesday, 2 October 2013

DEUS EX: HUMAN REVOLUTION sequel confirmed

Eidos Montreal have confirmed that they are working on a new Deus Ex video game, which will be the fourth in the series. They envisage several new games on several platforms falling under the umbrella title of Deus Ex Universe. First up a title for PC, PS4 and X-Box One which they will reveal more about in the near future. They also posted some concept art and said that 'trans-humanism segregation' will be a key theme of the game.



In addition, Eidos will later this month launch a Director's Cut of their well-received 2011 game Deus Ex: Human Revolution. The game has been optimised to work with the Wii U's gamepad and its built-in screen, but will also be available on PC, X-Box 360 and PS3. The Director's Cut will fix the much-derided boss fights by allowing them to be completed in a variety of different ways (including stealth and hacking) instead of straight-up combat, with a number of other changes to enhance the gaming experience.

Deus Ex: Human Revolution Director's Cut will be released on 22 October. No release date has been set for the new Deus Ex game.