Gamescom 2010: Deus Ex: Human Revolution Walkthrough ImpressionsBy Jake Gaskill - Posted Aug 27, 2010
What We Know:
Eidos Montreal and Square Enix have brought the acclaimed Deus Ex series into the next-generation with their cyberpunk RPG Deus Ex: Human Revolution. The game tells the story of Adam Jensen, a security expert who gets caught up in a violent plot involving his employer, a biotechnology company responsible for researching and developing the science capable of pushing humanity beyond its natural limits. Employing the franchises trademark mix of FPS action, stealth, and RPG elements, Human Revolution looks to provide a familiar experience for Deus Ex fans, while offering plenty of incentives for newcomers as well.
What We’re Seeing Now:
Eidos’ Gamescom 2010 gameplay walkthrough consisted of a developer playing one large portion of a level through to its conclusion three times in order to show of the situational diversity and player freedom available in the game. Here’s the setup: Adam has to retrieve a computer chip from the brain of a recently killed mole who had infiltrated an anti-augmentation group even though he himself was augmented with some form of biotechnology (tragic, no?). His body is located in the morgue of a nearby police station, and it’s entirely up to the player how they get it.
The first time through was all about gunplay. Upon entering the police station, a guard informed us that we had to hand over all weapons before we can enter. Unfortunately for the guard, this didn’t happen, and within a few seconds we had blasted our way inside. The layout of the building lent itself well to tons of cover-to-cover combat. At one point, Adam picked up a copy machine and even made his own cover in the middle of a hallway. To get a better idea of just how many cops we were up against, we Adam used his X-ray tech to scan the surroundings and pinpoint all nearby enemies. To help dispose of a few of them right quick, Adam switched to explosive ammo, one of the numerous upgrades available in the game, and proceeded to put it to good use.
Once we made it to the morgue, we found ourselves staring at a glass door with a keypad next to it, a classic sign that proper authorization is required for entry. That is unless you happen to have a mine template and a frag grenade with you, like we did. The mine template is a nifty little gadget that turns any grenade into a placeable mine. So we slapped the mine onto the door, and boom! Authorization accepted. We snatched up the computer chip from the dead guy’s brain, and then fought our way back through a few responding waves of cops before exiting the police station.
The second time through showed off the game’s social systems. Similar to other RPGs, you can “talk” to any NPC in the game, but dialogue trees don’t necessarily factor into the conversation. So we chatted with the guard in front of the station for a second, sans dialogue system, just to get a feel for the situation. Once inside, we entered a conversation with the receptionist who was an old friend of ours but who was still haunted by an unfortunate incident from our collective pasts.
Throughout the conversation, you have to option to use the guard’s depression against him, or assuage his guilt and show him that whatever happened wasn’t his fault. This encounter was relatively easy to navigate, so there was no need to use social augmentations like charm or one that lets you scan your subject’s pupils to get a read on whether they are lying or not, giving you a strategic advantage in the conversation. We chose the “nice” path, which led to the guard happily giving us access to the station. And since we talked our way in, we were free to investigate the entire building (talk to people, use computers to access files, etc.). For the sake of time, we proceeded down to the morgue, got the chip, and calmly and quietly exited the front door without issue.
The final playthrough was all about stealth. Instead of walking straight into the station, we went around the side and hacked a keypad. The hacking mini-game consists of using a blue orb to capture nodes and reach a green “unlock” orb. The catch is that each node you capture runs the risk of alerting a virus that will track you down and trigger an alarm. Fortunately for us, the keypad we faced was simple, but later on, the hacks will require all manner of wits, timing, and augmented assistance.
Once inside the police station, we used our cloaking ability to make our way through the crowded station. Our playthrough had unlimited cloaking turned on, but in the actual game, you’ll have energy cells that will deplete to prevent you from staying invisible indefinitely. After some crafty maneuvering, we found ourselves faced with a laser-guarded door. After noticing that the lasers turned off whenever a particular guard approached the door, we quickly moved into position, knocked the guard out, and dragged him through the door, disabling the security in the process.
We consulted a PDA we’d found to retrieve the code for the morgue door and gain access to the sought after chip. To exit the building, we tossed a couple of EMP grenades down the hallway to disable a security camera and another laser-guarded doorway. And like that, we were gone, and no one was the wiser.
As this walkthrough clearly demonstrated, there are countless ways to navigate the world of Deus Ex: Human Revolution. The developers have made it a point to ensure the game supports a variety of play styles, all of which can be mixed and matched on the fly. It’s quite an epic undertaking, but it’s one that the developers seem confident they can pull off. And from what I’ve seen up to now, it appears that their confidence is more than justified.