The original Deus Ex is a shining example of the “cult classic.” It never reached the level of popularity that a game of its calibur really deserves, but those who have played it tend to agree that it is one of the all-around best FPS games, and perhaps even simply one of the best games, ever made. However, it did have its flaws: namely an unnecessarily complex user interface and perhaps a bit too much by way of character customization. In its sequel, Deus Ex: Invisible War, an attempt was made to streamline some of these complexities and left the hardcore fans of the original with a sour taste in their mouth. Many fans believe that Invisible War is less streamlined than it is dumbed down, and in this dumbing down was lost the nuance of the original game. When the series’ third installment, Human Revolution, was announced the hardcore fanbase of the original waited with cautious optimism: would Human Revolution live up to the name of Deus Ex, or would it dumb the formula down even further?
I personally have not played much Deus Ex, but from my (admittedly limited) perspective Human Revolution more than holds its own against the original, mixing the choice and exploration of the original Deux Ex with a user interface and control scheme that brings the series into the modern age. Human Revolution is a beautiful, polished, entertaining game and if the fans of the original find some reason to hate it, I certainly do not know what it will be.
Human Revolution spares little time letting the player know exactly what kind of game it is going to be: a complex one. Its opening cinema is rife with mystery and flashy technology: A shadowy figure talks to people using voice disguisers on a window-turned-computer monitor about the various schemes they are putting in place. Cut to a news report where a woman with a foot tall collar talks about a major corporation’s discovery of a way to allow mankind to control its own evolution. The camera zooms out and you see the main character Adam Jensen and his scientist ex-girlfriend Megan Reed in a heated discussion about the necessary defense protocols for a trip to Washington. These strands all come together sooner or later to create the web of intrigue that constitutes Human Revolution’s complex but still easily understandable plotline. You are plopped down into the shoes (or more accurately, the head) of Adam via an oldschool zoom into the back of his head, a-la Goldeneye, and can immediately start reading books laying about or Megan’s email. After a short jaunt through the Sarif Industries labs, a terrorist group attacks and you must fend them off long enough to find Megan, a shortlived reunion that ends with her death and Adam being disfigured and nearly dead. Things do not get started slowly in this game, and rarely do they slow down.
The plot is a unique one for a video game, centering mainly on corporate espionage – who’s hacking who, which company is tyring to lower which company’s stock prices, etc. – which wouldn’t be all that interesting if it weren’t for the fact that in the world of Deus Ex a hostile takeover of a rival company more than likely involves sending in cybernetically-enhanced highly-armed mercenaries. Jensen’s job is to protect the interests of Sarif Industries, a leader in augmentation technology, and he most often does so by sneaking, hacking, or shooting his way through the defenses of whichever group has most recently given him reason to do so. Later in the story there are some undertones of conspiracy, secret societies, black ops government groups, and other staples of the Deus Ex franchise, but these are discussed much less often than they are in the original. The story does shift from this corporate espionage focus after about the halfway point, when things start to become extremely complicated and the lines of who’s side you should be on become very heavily blurred, but unfortunately you never really get very much character development from any of the game’s main characters. You do get some, its characters aren’t lifeless wooden archetypes, but I would have enjoyed a bit more exploration of their backstories and motivations than you get. The backstory is especially barebones when it comes to the relationship between Adam and Megan, which is less explored than some of the interoffice squabbles you read about in all those emails you go through.
The story is very intense, but thankfully the game gives the player some breathing room in the form of free roaming “city hubs” you can choose to explore between main story missions. Apart from a few really interesting set piece segments in the main plot, these sidequests are easily my favorite part of the game. None of them take the form of “Go bring me X” or “Go kill X,” the objectives are more varied and broad, leading you to uncover dirty cops, defuse terrorist plots, or stop an imminent gang war. These missions prvide a good boost to your XP and therefore your augmentations (more on that later) but more importantly they provide an outlet to learn even more about the world. Most of these side missions have only a small connection to the main story arc, so you do not miss out on very much (if any) of the story if you completely skip over them, but you do learn quite a bit about the organizations you get involved with, the technology that’s floating around, and other such details that flesh out the world.
The XP and augmentations I mentioned in the previous paragraph are where the real meat of the game’s character customization is found. This system is actually given an explanation: when Jensen was augmented originally, his body was in such bad shape that many augments which were put in place were not actually fully activated because their full activation all at once would cause a shock to his system likely resulting in death. “Praxis” is the vaguely defined means of turning these inactive augments on, slowly increasig the power to them until they are functioning as they were originally intended to. You can also purchase small amounts of Praxis for large sums of money from various shops, but the main means of gaining it is via XP.
5000 XP nets you a single point of Praxis – which is enough to purchase most upgrades, though some require 2 – and you receive XP for things you would expect (incapacitating an enemy, completing a mission objective) and some more difficult tasks such as completing an area without being seen or without tripping an alarm. My issue with this is that though the game flaunts the fact that you could run and gun or sneak your way through any area, there are no bonus XP to be found from killing everyone so you miss out on a massive chunk of XP if you choose not to sneak. These XP bonuses range from 500 to well over 1000 XP, a major percentage of the 5000 necessary, and since even one alert is enough to completely negate the bonus I found myself not dealing with the consequences of being seen and just reloading my game whenever an enemy managed to set eyes on me. Had I not, I likely would have finished the game with at least 7 or 8 less upgrades, which seems very limiting just for having chosen not to sneak.
To aid you in that sneaking you likely chose to do, Human Revolution includes many extremely useful and downright cool augmentation powers. Before you gain a few Praxis points you have to rely on the very solid stealth system which combines the cover system of Gears of War with the cones of vision and alert system of Metal Gear Solid. Simply pull the left trigger and you stick to the nearest wall, where you can peek over the top or move to the edge to slide around the corner or dive-roll to another piece of cover. This system is intuitive and allows for many tense situations where you have to make dive rolls or quick runs to cover while barely outside an enemy’s view range.
Gather some experience, though, and soon enough you’ll be looking through walls, marking targets so you can see them wherever they may go, or turning completely invisible to sneak past (or up to) your enemies. Get yourself seen and you can put the game’s extensive (and highly customizable) arsenal of weapons to good use taking out enemies that use cover, flank, and run for backup. You won’t want to be seen too often, though, as these enemies can kill you almost as quickly as you can kill them -unless you upgrade your Dermal Armor. Find yourself getting into that situation a lot? Don’t worry, you can upgrade your arms so they dampen recoil, make yourself run faster and longer, even unlock an explosive device that turns you into a walking claymore mine.
The game features the standard set of FPS weapons – assault rifle, pistol, revolver, SMG, shotguns – and a small set of nonlethal weapons including my personal favorite weapons, the P.E.P.S. While most nonlethal weapons are meant to be used before you’ve been seen (either using the tranquilizer rifle to snipe or the stun gun to shock up close) the P.E.P.S. creates quite a ruckus and is mainly meant for once you’ve been found out. It works like the air gun from Minority Report turned up to 11, sending a massive shockwave that can clear hallways full of enemies with a single shot, but leaving them unconscious for the folks who want to go through the game without a murder on their conscience, such as myself. The whole arsenal of weapons can be upgraded with greater damage, reload speed, and other modifications such as laser sights and silencers, which allow you to further customize the way you tackle any given situation.
Tackling those situations in many ways is much the point of Human Revolution: charge in guns blazing? Hack a security bot to do the work for you? Or simply avoid being seen in the first place? The game’s sprawling maps give you these options and more at literally any given point in time, you are almost never forced to do a specific thing to get past any particular obstacle. I snuck my way through my first playthrough and had a blast, but I then started from the beginning with the decision to kill every enemy I see, and am having just as good a time with that as I ever did sticking to the shadows. The design team managed to nail the feeling of choice, making no situation seem like it has a “best way” and even allowing you to straight up fail major objectives and continue, albeit with some repurcussions. You can choose to complete each and every side mission and go into the next story arc with a full arsenal of new weapons and augmentations, or not. You can choose to read everyone’s emails and books left strewn about to learn passwords, lore, and side-stories about the people working in the building you’re in. Or not. At one point you hear that your boss has some information he’s keeping from you, and you can either interrogate him about it or leave it be. Neither lead to failure, both lead to very different outcomes. Human Revolution doesn’t just provide the illusion of choice that most games do, it truly allows you to play how you want. This is – in my opinion- the reason that Deus Ex is so highly regarded amongst its fans, and Human Revolution has it spot on.
These choices come to a grinding halt whenever one of the game’s boss battles starts. As sneaky as you manage to be in the rest of the game, these boss battles require you to have running and shooting skills, and if (like myself) you never upgraded your armor or shooting augmentations the boss battles are highly frustrating. Each of the boss battles was exactly the same for me: I died several times before deciding to just throw an EMP grenade to stun the boss and toss landmines at its feet until it died. This was the only strategy I could even consider viable for a stealth based character, and I found myself questioning why exactly these boss battles weren’t designed with as much choice in mind as the rest of the game was.
The greatest improvement Human Revolution has over its decade-old predecessor is the power of modern technology. Gone are the clunky menus, blocky graphics, and god-awful voice acting. In their place are a user interface streamlined to show you just what you need to know but keep the extraneous bits available but out of the way, absolutely gorgeous graphics, intuitive controls, and (except for those found in Shanghai) a pretty good crew of voice actors. Penthouse apartments and billion dollar corporations are sleek and shiny, the streets of Detroit and Shanghai grungy, dark, and trashridden. The layout of each building is set up so as to be both functional for the player (giving many options of how to advance) and realistic, even down to realistic bathroom placement. The game uses a golden glow to denote objects of interest such as lockers, doors, movable boxes, items laying around, etc. but this can be turned off in the option menu if you prefer not to be shown these things or would rather not have the immersion lessened with such a “video-gamey” feature.
The sound work is great (again I praise the P.E.P.S., the whumph it releases when fired is part of why I enjoy using it so much) but is highly, highly lacking in the music department. I put some 50 hours into this game in the last two weeks but would be hard pressed to hum even a few bars of its soundtrack from memory. A great game needs a great soundtrack, and Deus Ex leaned a bit (read: a lot) too far toward the ambient end of the soundtrack spectrum for my taste, though this did mean the music was never intrusive. This is a tradeoff, one that a video game’s sound team really has to tread lightly with, and I found them to have treaded quite a bit too lightly.
Deus Ex: Human Revolution has a lot to live up to in the eyes of the diehard Deus Ex fans out there. One cannot make a sequel to such a highly loved title (especially one which already has a mediocre sequel) without making a concentrated effort to live up to that standard. Fans are hard to please, and when those fans have had 11 years to love a game and 8 years to mock its sequel, they are even more difficult to please. Then there are the other gamers to think about, those who have never played Deus Ex or even heard of it. They need to love it, too. Sequels can be a tough rope to jump, but Square Enix does it with aplomb. Human Revolution is not the original Deus Ex with a new coat of paint. It is not the second Deus Ex made even more simple. It may not be the greatest FPS, or the greatest game, ever created. It certainly is not the worst. What it is, though, is a polished, entertaining, and immersive game which manages to have mass-market appeal while remaining a worthy successor to one of the greatest cult classics of all time.