Deus Ex: Human Revolution Previews

Being one of the most anticipated titles this year and the prequel to one of the most beloved PC games of all times, it’s no surprise that the flood of previews for Deus Ex: Human Revolution hasn’t quite died down yet.

Ars technica tells us why they think Human Revolution nailed the Deus Ex feeling with a one-page piece:

The problem with this sort of game is how often the action takes a backseat to the conversations and the story. The attitude often seems to be that if the game does the other stuff well, there is some leeway in how well the actual combat delivers. That’s not the case here, as the gunplay in Deus Ex: Human Revolution is just as good as the social parts of the game.

I’ve lately been playing games including Brink and Section 8: Prejudice where the enemies seem to be bullet sponges. You can clean out an entire magazine and they’ll continue to run away, bloody but alive. The first battle in Deus Ex shocked me when a few rounds pumped into my body caused the load-game screen to come up. The guns in this game do not mess around, and neither do the enemies. In another instance, a bad guy popped up for just a moment, and I put one loud handgun round in his head. He fell down and didn’t get up.

You can bring up your weapon to fire using iron sights for added accuracy, and once you begin to beef up your visual augmentations to see where enemies are focused or to catch sight of them through walls, you become something of a killing machine. In the beginning of the game’s story you’re turned into something that resembles a walking, thinking weapon and you feel like one.

NZGamer thinks fans won’t be disappointed:

The style of the game feels both Science Fiction and Renaissance. The buildings and architecture are (near futuristic) (the game is set in 2027), while some of the costuming smacks of a time of ruffles, stiff collars and frock coats. One thing to watch out for is our hero’s shades. They’re a shoe-in for this year’s award for coolest character accessory.

The graphics are stunning. Delivered largely in sepia, the detail in the rooms is very high, but thankfully items of interest are highlighted so you don’t overlook them [the hardcore can disable this ability – Ed.]. The video sequences are just awesome and would look at home in a well-polished science fiction movie. The characterisation and byplay between them is also very well done, with touches of humour generated from previous actions you may have taken in the game.

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