Your enemies roam that space with admirable moxy. Unless you’re going for an unusually shooty approach, you spend most of your time crouched behind stuff watching them patrol, and they do it in a rather interesting way. There don’t seem to be set routes to learn, they explore of their own accord and often vary their behaviour – particularly once they’re alerted...
The levels are littered with datapads (useful information), pocket secretaries (vital information like keypad codes), and e-zines (nicely designed news journals with lots of info on current affairs and local colour). There’s masses to read in this game...
It’s one of those games where you can use almost everything – turn on taps, flush urinals, pick up plants and throw them at people. NPCs don’t react to stuff hitting them in the head, unless of course it’s big enough to maim them...
Sarif, though... I don't know, this Tony Stark act seems too good to be true. He seems nice enough in person, however, even if he's wearing a waistcoat apparently made out of metal hexagons. It's worth observing at this point that everyone I've encountered so far, even the incidental scientists, has appeared remarkably distinct. There is individuality and character to all these people. I don't know whether the game can keep that up for its duration, but within this extended tutorial it's certainly impressive...
Deus Ex achieved and innovated many things, but one thing it didn't manage to be was a personal tale. Perhaps, this time, it will be. Scenes that appear to be part CGI and part live action alternate between images of the two of them together and images of Jensen's brutalised flesh and vital organs, ripped apart and replaced with... what?..
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.
Alec: Yes, there’s a real urge and satisfaction to looking around, soaking it in. There’s remarkable distinction between even incidental NPCs, which is something I hope they can maintain throughout the game. The lab you’re lead around near the start was a helluva sight – so bright, busy, cheerful. Sort of the exact opposite of DX1′s dingy, sparsely populated spaces. Such a bold statement of “here is our brave new world...”
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...)
НУ ХОРОШО, ХОРОШО, уломали. КРУТАЯ БУДЕТ ИГРА!11
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