Gnidrologist
CONDUCTOR
Not to mention that xp bonus for non-lethal play makes no sense. That's probably one of the ''limp-wristed canadian'' things. Cuz killing is bad, mkay.
Modern game design is about forcing people to play in a way that they would prefer not to via psychological incentives. The idea that the modern 'core gamer' might want to play a game methodically with stealth doesn't enter the mind of the marketing person running the focus group. Marketing people are all about "making a splash" and "cinematic experiences" (aka "I wish I worked in film") so naturally the results of their research reflect these personal biases.Not to mention that xp bonus for non-lethal play makes no sense. That's probably one of the ''limp-wristed canadian'' things. Cuz killing is bad, mkay.
I don't like the non-lethal and lethal stuff, going non-lethal isn't much different than going lethal on most situations "Should I kill this guard with my silenced pistol or use the taser gun to make him uncouncious for the rest of the level? So many choices." It is better than having no option at all but if there was some consequence to it or, at least, were actually really different ways to play...
who cares whether a bunch of polygons in front of you should be rendered inactive with weapon A or weapon B unless that affects your progression through the mission?
In Deus Ex 1, the advantage of using non-lethal weapons was that they were the only way to take out human enemies in a completely "silent" way. Killing enemies always causes them to use the loud death scream which can alert nearby guys, even if you used stuff like the stealth pistol.
In Metal Gear Solid guards can be knocked out, tranq'd or killed, and the knocked out and tranq'd guards wake up after so long (tranqing lasts longer than knocking out).
Which is kinda retarded, because shot to the head should not leave any time for an agony scream. Btw, takedowns with blades in HR also cause more racket than knockouts.In Deus Ex 1, the advantage of using non-lethal weapons was that they were the only way to take out human enemies in a completely "silent" way. Killing enemies always causes them to use the loud death scream which can alert nearby guys, even if you used stuff like the stealth pistol.
Which is kinda retarded, because shot to the head should not leave any time for an agony scream. Btw, takedowns with blades in HR also cause more racket than knockouts.
"Should I kill this guard with my silenced pistol or use the taser gun to make him uncouncious for the rest of the level? So many choices."
Liked our trailer? We'll have more gameplay for you on liveshows! Check out the schedule: https://www.deusex.com/news/e3-livestream-schedule…
Tuesday June 16
10:00AM PST - Square Enix Press Conference
12:25PM PST - IGN
1:45PM PST - Gamespot
2:30PM PST - Twitch
5:00PM PST - PC Gamer
Wednesday June 17th
10:00AM PST - SE Presents
11:30AM PST - Sony
4:30PM PST - GameTrailers
DX:HR was made to be easy -- easy combat, no difficult decisions to be made, no heavy lifting to tease out the philosophical underpinnings of the game. Combat in DX1 was reasonably difficult the first time through, but it had the flaws inherent in the Unreal engine. Put DX1 one on the hardest difficulty, then DX:HR on the hardest difficulty, and compare them. Then try to make this argument.
Sure, DX1 is an awful shooter and HR does have more satisfying gunplay, but that still doesn't make the latter a good shooter either. HR is one of the worst cases of popamole shooting mechanics as they are necessary for every single combat scenario