WARNING: THIS POST CONTAINS PLOT SPOILERS FOR DEUS EX: HUMAN REVOLUTION
Anyone who knows me knows that the original Deus Ex is one
of my two favorite video games of all time, the other being the original Legend
of Zelda. In the last 11 years I have played Deus Ex from start to finish at
least 9 times and each time I’ve discovered something new about the game. Never
before and never since have I played a game that so perfectly matched an
intelligently written and poignant science fiction story that introduced
concepts worthy of philosophical and social discussion beyond the bounds of the
game world with the kind of guided (yet still open ended) game play that
rewards player’s decisions through more than just trinkets and score increases.
Deus Ex should not only be considered a model for modern game development and
how to provide players with a wealth of choices while still managing narrative direction
and overall scope, but also a model for how to tell a smart science fiction
story in the digital age.
I won’t get into details here, but as most who are familiar
with Deus Ex know, the sequel (Deus Ex: Invisible War) failed to even come
close to the greatness of the original title. While it wasn’t a total loss from
a sales standpoint, the perception of Deus Ex as a property had been soured and
if the world had ended without another title in the series, there would be few
regrets. Enter Deus Ex: Human Revolution, a prequel to the series under
development by an entirely different team, nearly a decade removed from the
original and in a gaming landscape that had all but left games with the depth
of the original Deux Ex behind.
Initially I was skeptical, we all were, but as I saw more of
the game and heard more from the developers it seemed that the crew at Eidos
Montreal might just be able to pull off a title worthy of the Deus Ex moniker. Having
recently completed my first play through of the game, I have to say that they
succeeded on almost all fronts and even the parts that I have complaints about
are still far in advance of Invisible War.
The first and easiest thing to talk about when examining
Human Revolution is the game play. On this front, the developers absolutely
nailed it to such a degree that if you were to remake the original Deus Ex
using Human Revolution’s systems (mod makers: hint, hint), there would be very
little you’d have to excuse. Playing the game on the PC I had few complaints
(after a mouse lag patch and adjusting my FOV from 70 to 90) and the addition
of cover mechanics and 3rd person camera cutaway take downs (console
gaming staples for the current generation) both felt completely natural. In
fact the cover system turned out to be a much more welcome addition than I had
anticipated and in addition to fitting in well with the combat, I felt it added
a LOT to the stealth game. Missing is the skill system and health management
from the original Deus Ex, the former having been removed complete and the
latter replaced by a more modern wait-and-heal system. To be fair, I miss
neither system. Sure, the skill system made the original Deus Ex more of an
RPG, but curtailing my shooting skills based on skill points always felt odd
for an FPS. Granted they could have found more ways to convert the old skill
system over to options in the augmentation system, but really … it’s a small complaint.
As far as the health system goes, I can take it or leave it. The debate here
actually has nothing to do with Deus Ex and more to do with old health bars vs.
new health bars. These days I just expect to heal up if I can stand still long
enough. It doesn’t phase me at all in Human Revolution, but I’m a quick save whore
anyway so when push comes to shove, I just reload. Beyond these minor differences I feel like I
get virtually the same amount of depth from the game play of Human Revolution
as I did from the original title. My only complaint might be with some of the
level design. The city areas in general are fantastic, with tons of secrets to
uncover for the industrious explorer, but the actual mission areas almost made
it too easy for me to get around. I felt like the various stealth, hacking, and
run-and-gun options were usually rather obvious. If you want to stealth past an
area, look for a vent, if you want to hack, find a computer. I feel like the
original game had a little more variety. Still this is a minor complaint.
If I have one major complaint with Human Revolution (and in
the grand scheme it’s still minor compared to Invisible War) it’s the story.
The main storyline never really managed to hook me as a player and I feel like
this is a failure on two fronts. The first failure is in attaching me to the story
and the characters. I never feel there is any reason to care about any of the
characters I run across and it’s not for the game’s lack of trying. They
immediately try to get you to care about the character of Megan Reed by
mentioning the player character (Adam Jensen)’s relationship with her, but this
is not a relationship the player takes part in at all. Almost as soon as we
meet Dr. Reed, she’s taken out of the picture and when she shows up again
later, Jensen’s reaction makes sense, but I don’t feel it as a player. I feel
like the original Deus Ex did a much better job of endearing me to various
characters. The very first conversation in the game with the player character
(JC Denton)’s brother Paul allows you to play out a big brother/little brother
dynamic and forces you to either take Paul’s non-violent posture or actively
side against it. This dymanic plays out several times over with other
characters as well. The original Deus Ex is always subtly asking you to make
choices based on other character’s personal agendas and motivations. The most
interesting character in Human Revolution is Frank Pritchard, the asshole IT
guy who you find talking in your ear most of the game, but who you only
physically interact with once. Had they enhanced the relationship with some of
the other characters (specifically David Sarif, Hugh Darrow, Ben Taggart, and
Megan Reed) to make those characters more than just exposition devices, the
story decisions I had to make late in the game may have held more weight.
Another HUGE missed opportunity exists with the 3 mercenaries you encounter at
the very beginning of the game and who show up successively throughout. These
are your core rivals from the start, the object of either your justice or
revenge. Then only time you ever hear from them however is right before you
kick their asses. Granted the situation is somewhat different in that these 3
are antagonists from the start, but the original Deus Ex’s Gunter Schultz and
Anna Navarre are much better developed villains and because of this, the interactions
with them as Deus Ex’s story unfolds carry much more weight.
The second failing of the story is that it throws too many
links at you without fully developing them. The original Deus Ex unfolds very
naturally with the Grey Death plague initially taking center stage and
eventually implicating FEMA, MJ12, the Illuminati, and ultimately Bob Page as
the ultimate villain. Human Revolution throws information your way, but rarely
asks you to comment on it. When Human Revolution does ask for your opinion, the
resulting comments feel more like flavor text than character building. In the
end, the story of Human Revolution is almost a comedy of errors that more or
less culminates with you cleaning up one man’s misguided mistake as opposed to
thwarting an international conspiracy. The real problem, is that the
international conspiracy angle is present, but largely undeveloped. It’s to the
point where the final boss of the game is a key player in this conspiracy, but
until that final battle you have little idea of her ambitions leading up to it.
When I got to Area 51 in the original Deus Ex I knew what Bob Page wanted to do
and I was there to stop him. In the process of doing so I was given several
options for exactly how to accomplish this by various characters I had
connected with earlier in the game. These connections along with the fact that
the story had been preaching to me in regards to these various viewpoints
throughout the game and that the options were physical paths for me to take and
not simply and button to press, all contributed to the weight of that final
decision. While I am prepared for the choices at the end of Human Revolution to
a certain degree, they feel weak not only because I have little connection with
the people involved, but also because the game doesn’t make me do anything
different to achieve these objectives. You get to the end of the game and push
one of four buttons after which you see a bunch of stock footage with some vaguely
philosophical voiceover.
I suppose one of the difficulties of making a prequel,
especially as (and for) a game that relies so heavily on player choice to determine
the outcome of it’s narrative, is ending it in a way that is both interesting
and yet doesn’t encroach upon the sanctity of the pre-existing property and it’s
world. It’s actually because of this that I feel Human Revolution really
dropped the story ball at the end. The Illuminati are the one major thread
(besides augmentations themselves) that carries between both games. Throughout
the game we are treated to notes, and broadcasts speaking about characters from
the first game that we know to be involved with the Illuminati. At this point
in time, these people are very much pulling the strings, but by the time we get
to the original Deus Ex there has been a schism within their ranks that
ultimately creates the situation whereby Bob Page becomes the core villain.
While I can see that they didn’t want to associate the two games too closely in
order to avoid certain pitfalls, I think this is an aspect they could have
played with a bit more, especially considering how much the Illuminati figures
into Human Revolution’s end game.
Regardless of these concerns, Deus Ex: Human Revolution is
not only an excellent game, but a worthy successor to the original title and
one that I hope gets expanded upon with future DLC and hopefully does a bit
more to bridge the gap between the world of 2027 and 2052.
No comments:
Post a Comment