Deus Ex: Revision is a community-made overhaul of the 2000 classic. It features new environments, new music, and new world-building detail. It also bundles in some of the best modifications that the fanbase has made over the years, including Direct3D 9 rendering, high-resolution textures, high-detail 3D models, and alternative gameplay...
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Recent:
Mostly Positive (17 reviews) - 76% of the 17 user reviews in the last 30 days are positive.
Overall:
Very Positive (467 reviews) - 80% of the 467 user reviews for this game are positive.
Release Date: 13 Oct, 2015

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Recent updates View all (15)

14 August

1.1 - TEMPORA Patch is Live

We're excited to announce the release of Deus Ex: Revision version 1.1 - Tempora!

In this update, we are introducing Steam achievements! 108 of these achievements are publicly listed; dozens more are secret.

In addition to achievements, v1.1 also brings a colossal number of changes and tweaks, with three additions leading the way: a new expansion to UNATCO HQ, new footstep sounds, and Trenchcoat mode, a small new twist on DX gameplay. Trenchcoat dramatically cuts available inventory space, encouraging players to make harder and more impactful decisions about the equipment they want to bring through the story and make their own. It can only be turned on when starting a new game, and cannot be disabled once a new game is started.

Since launching last October, we have tallied over 127,000 players for DX: Revision. We're humbled and incredibly thankful that so many people have discovered and enjoyed our work.

Without further ado, the complete changelog for v1.1:


Liberty Island (All Versions):
  • Fixed two backwards textures.
Liberty Island (First Visit):
  • Fixed a hole in a wall.
  • Fixed being able to see through a wall from a certain angle.
  • Fixed a wall not having a texture.
  • Fixed invisible solid collision at the starting dock and a bench next to it.
  • Fixed Kaplan giving all of his pistol ammo when you buy it.
  • Fixed a container using wooden fragments instead of metal ones.
  • Fixed the glass windows at the starting shack making incorrect sounds when destroyed.
  • Fixed rain not being visible from inside the statue.
  • Increased the size of the skill-point bonus for entering the COMVAN.
  • Changed Kaplan to give 12 bullets instead of 24 when buying 10mm ammo from him.
  • Changed Kaplan to use an assault rifle instead of a pistol to fix the above.
  • Changed the stairs so they connect with the walls.
  • Added a biocell.
  • Added a reload mod.
  • Added 10mm ammo.
  • Added handling if the player doesn't have room to obtain a weapon from Paul at the start.
  • Many, many texture fixes.
UNATCO HQ (All Versions):
  • Expanded map.
Battery Park (First Visit):
  • Fixed some textures in the subway.
  • Fixed the level not using its own vanilla music.
  • Moved a skillpoint trigger from the centre of the subway to the doors.
  • Changed Alex's subway warning infolink to not play if you clear the subway before it plays.
Hell's Kitchen (All Versions):
  • Fixed Smuggler's intercom being spelt "Intercomm".
  • Fixed positioning on Smuggler's intercom.
  • Extended and moved ladder to Smuggler's front entrance so you can reach it if your legs are gone.
Hell's Kitchen (First Visit):
  • Added carcass.
  • Added zyme.
  • Added a key to the NYC sewers.
  • Added flares.
  • Added soyfood.
  • Fixed crate textures.
  • Fixed glitchy phone textures.
  • Fixed pipes that were off by a few units.
  • Put the augmentation upgrade canister in a crate.
  • Unlocked an empty table drawer.
  • Lowered the minimum damage for some wood planks and windows from 5 to 3.
  • Lowered the hack strength of the keypad to the safe from 50% to 15%.
  • Increased the amount of money in the safe from 200 to 400.
  • Changed the safe to be pickable.
  • Changed the NSF thugs in the basketball court to not cause players to lose skillpoints in Biomod/Shifter.
  • Made the shop windows activate the alarm if destroyed.
'Ton Hotel (All Versions):
  • Fixed a floating control panel.
'Ton Hotel (First Visit):
  • Fixed a bad pivot point on Paul's left bookshelf.
Smuggler's Hideout (All Versions):
  • Changed the French email to use the version from the French patch.
Smuggler's Hideout (First Visit):
  • Improved pathing.
Hell's Kitchen Sewers (First Visit):
  • Added a new infolink for if you try to rescue Ford without going to Smuggler.
  • Removed the trooper hidden in the hallway.
  • Fixed many floating objects.
  • Fixed crate contents spawning in the wall.
  • Improved the pathing.
  • Made table in guards room larger so the computer doesn't overhang.
  • Moved a control panel.
  • Lowered the control panel's strength from 25% to 15%.
  • Lowered a laser emitter so you can't crouch under it.
Hell's Kitchen (NSF Warehouse):
  • Changed Alex's infolinks to not play after the generator is destroyed.
  • Added sinks.
UNATCO HQ (Second Visit):
  • Fixed a logic error with Shannon.
  • Fixed Carter giving 12 clips of 7.62mm ammo, changed him to give 3 clips.
  • Increased Carter's move speed by 50%.
LaGuardia Airfield (Helibase):
  • Added a backup nanokey for the sewer door.
  • Changed the water to not hurt.
LaGuardia Airfield (747):
  • Fixed some ugly geometry.
  • Fixed some textures.
  • Made the dual breakroom doors both open when used instead of one at a time.
  • Added a flag.
Hell's Kitchen (Second Visit):
  • Fixed Jock teleporting back and flying again if walking between two locations.
  • Fixed a soldier spawning in the ground.
  • Fixed AI being unable to open Ton hotel doors.
  • Fixed the sewer manholes being slightly off where they were supposed to be.
  • Changed the indestructible wooden planks blocking Osgood and Son's to be metal.
  • Added more triggers to the top of the Ton hotel.
  • Texture changes.
  • Improved pathing.
  • Set shop safe and keypad to 30% strength, replacing the forty with reload mod and on easy 20mm also.
Smuggler's Hideout (Second Visit):
  • Changed the lighting of the red cupboard to be consistent with chapter 2's.
'Ton Hotel (Second Visit):
  • Changed the cleaner bot to always be allied to the player to prevent Biomod/Shifter players getting easy skillpoints.
  • Changed Paul to always be friendly to the player.
  • Changed Paul to use his sword in normal combat.
  • Changed Paul to die if the player dies in the hotel while there are more than two troopers that are able to fight or one MiB still alive.
  • Changed Paul to not disappear when he reaches the bottom of the stairs and to only disappear when he reaches the front doors of the Ton.
  • Changed a skillpoint trigger that seemed to only trigger in random conditions to trigger when Paul reaches the front doors of the Ton.
  • Changed Sandra and JoJo to not activate the alarm to fix conversations.
  • Expanded Paul's inventory.
  • Fixed a floating pillow.
  • Improved pathing greatly.
  • Made Paul's chair invincible.
  • Added flowers.
  • Added flamethrower on realistic.
Hell's Kitchen (NSF HQ):
  • Replaced some of the blue lasers in the sewers with red ones.
  • Added another turret in the sewer.
  • Moved a crate.
  • Changed a door's lock strength from 70% to 15% and min damage from 75 to 12.
  • Fixed and improved pathing.
  • Fixed a mistake in a datacube.
  • Fixed floating crates.
  • Fixed a door with a bad pivot point.
  • Expanded map.
New York Majestic 12 Facility:
  • Fixed a floating datacube.
  • Fixed the possibility of the player being drunk or drugged when they wake up.
  • Many texture fixes.
  • Changed the disabled bots to be neutral to prevent Biomod/Shifter players from getting 300 free skillpoints.
  • Changed the WiB's name from "WIB" to "Woman in Black".
  • Changed Miguel to not attack the player.
UNATCO HQ (Last Visit):
  • Gave Manderley a key to his cabinet.
  • Put items in the cabinet.
  • Made the cabinet pickable.
  • Added another fire extinguisher on realistic.
  • Added a key to Anna's office for Ultimate Run players.
  • Moved the augmentation upgrade canister into a crate.
  • Fixed "personnel" being spelt "personell".
  • Changed Miguel to not attack the player.
Liberty Island (Last Visit):
  • Rearranged the crates.
  • Slightly changed the name of one soldier.
  • Fixed two backwards textures.
  • Changed Miguel to not attack the player.
Canals near Wan Chai Market:
  • Added LAM.
  • Added assault rifle.
  • Added 20mm HE ammo.
  • Fixed textures on top of rooves to use the right texture and scaling.
  • Fixed incorrect pivot point on a hatch in the freezer.
  • Fixed a vent being too low, causing the PCs head to clip when bobbing.
  • Fixed some floating brushes.
  • Fixed a trashbag clipping inside a trashcan.
  • Adjusted the zoning around the freezer to have better friction and to mitigate the issue with different zone lighting.
  • Cleaned up/removed some out of view brushes.
  • Made other small brush adjustments to make the map more stable.
  • Improved pathing.
Tonnochi Road:
  • Fixed two lines using stereo sound instead of mono and sometimes glitching the audio system.
  • Fixed a man having his familiar and unfamiliar names the wrong way around.
  • Fixed two books being inside a table.
Wan Chai Market (Compound area):
  • Fixed a line using stereo sound instead of mono and sometimes glitching the audio system.
  • Fixed three officers having the same name.
Wan Chai Underground Mall & Lucky Money:
  • Fixed a soldier having a glitchy name.
  • Fixed Max Chen's cabinet using wooden fragments when destroyed instead of glass.
  • Changed the scale of a space texture to be more realistic.
  • Changed the decorative keypad to be unusable.
  • Changed view of canal to match actual canal rather than beta.
  • Made two doors destructible.
  • Added Luminous Path members.
  • Gave Max Chen's guards more ammo.
Tracer Tong's Lab:
  • Fixed some textures.
Versalife:
  • Expanded map.
  • Fixed textures.
Versalife Advanced R&D (Level 1):
  • Fixed the new commando lines having an error, making the commandos animate longer than the length of their lines.
  • Fixed four lockers using wooden debris instead of metal.
  • Changed the troopers in the barracks to not be so lenient about knocking out their allies or hitting them.
  • Added reverb in the vents.
  • Moved a MiB away from a vent to prevent his collision getting glitched.
Versalife Advanced R&D (Level 2):
  • Changed a control panel's strength from 120% to 60%.
  • Fixed a crash related to a commando having a space in his name.
  • Made both of the commandos talk.
Free Clinic (Last Visit):
  • Gave Greene a pepper gun and baton.
Hell's Kitchen (Last Visit):
  • Changed the riot cops and bots to shoot the civilians.
  • Changed the indestructible wooden planks blocking Osgood and Son's to be metal.
  • Moved one of the civilians to be hidden from the bot.
  • Improved pathing.
  • Fixed two Riot Cops being called "Cop" instead of "Riot Cop".
Smuggler's Hideout (Last Visit):
  • Changed the lighting of the red cupboard to be consistent with chapter 2's.
'Ton Hotel (Last Visit):
  • Expanded map.
  • Improved pathing.
  • Fixed AI not being able to open doors and closets.
  • Fixed the riot cops being mute.
Underworld Tavern (Last Visit):
  • Improved pathing.
Brooklyn Naval Shipyards (Exterior):
  • Reduced the mindamage of a grate from 100 to 10.
  • Reduced the mindamage of the roof grate from 10 to 4.
  • Added infolink triggers for Tong if exiting the ship via the front door or sewer.
  • Increased the collision size of the final skillpoint bonus in the sewer.
Brooklyn Naval Shipyards (Ventilation):
  • Fixed the grate having a bad pivot point.
  • Changed lightbulbs to be indestructible.
  • Expanded map.
Brooklyn Naval Shipyards (Interior):
  • Texture fix.
  • Improved pathing even more.
  • Added a button in the storage room to allow players out if they close the door on themselves.
  • Added more infolink locations.
  • Added a new security console for two cameras.
  • Fixed the AI being stuck in a room.
  • Fixed the klaxon sound restarting when moving between areas or going in and out of water.
  • Fixed an infolink.
  • Fixed datacube typo, "Keend" > "Keene".
  • Made it so windows around the player break when the ship is destroyed.
  • Increased the height of the shower heads to be more realistic.
  • Changed the two soldiers to not be hostile if you talked to Vinny, but came from an alternate route.
PRCS Wall Cloud:
  • Fixed the floodlight brushes in the Hangar bay to have their stand connected to them.
  • Fixed a railing in the giant fan hovering.
  • Fixed some keyboards having misaligned textures.
  • Fixed a wire mesh not being solid.
  • Fixed a wall not being solid.
  • Fixed the klaxon sound restarting when moving between certain areas.
  • Fixed a remote TNT crate exploding when shooting a weld point.
  • Moved the skillpoint bonus at the helipad to the vent.
  • Moved a light near the electrician.
  • Added more triggers to make the mechanic run when the ship is destroyed.
  • Removed a light in the bilge valve room.
  • Removed the possibility of a flare dropping from a crate instead of a biocell.
  • Made it so windows around the player break when the ship is destroyed.
  • Increased the size of the goal completion trigger for entering the lower decks.
NYC Cemetery:
  • Changed pathing slightly.
  • Changed AI to react to carcasses.
  • Changed AI to move to a fixed position instead of wander.
  • Changed the player to be invincible after talking to Jock.
  • Moved AI so that they all move into the graveyard instead of suddenly spawning in front of the player.
  • Increased the height of the triggers in the room with the upgrade canisters.
Paris High-Rise near Denfert-Rochereau:
  • Fixed another "Restriced Area" texture.
  • Reduced the size of the elevator keypad to fit.
  • Added a fire barrel near the elevator.
Paris Streets (Near Denfert-Rochereau):
  • Fixed lots of broken geometry.
  • Fixed three bad textures.
  • Fixed floating cameras.
  • Added money in the ATMs.
Denfert-Rochereau Metro Station:
  • Changed the military bot to not appear if destroyed in the previous map.
  • Moved the money in these ATMs to the ones in the previous map, added new money to the ones here.
Paris Catacombs:
  • Changed "harpie" dialogue to "harpy".
  • Changed texture on the wall with the cagelight next to the sewer exit door.
  • Changed the sound some vents make when destroyed.
  • Added a block to prevent players getting stuck in a certain place.
  • Added two more infolinks.
  • Improved pathing.
  • Improved some vents to not abruptly end.
  • Named two soldiers.
  • Set some doors to be usable by the AI.
  • Lowered the minimum damage requirements for some destructibles.
  • Lowered the amount of debris the wood makes when destroyed.
  • Lowered ledge to ladder near Hela so it's easier to get out of the water.
  • Increased the height on some walls so they go up to the ceiling.
  • Removed unneeded gaps in some walls.
  • Moved a skull so it's not clipping into a crate.
  • Added a block so the player can't get stuck in a damaged piece of wall near the water area close to the start.
  • Minor geometry improvements.
  • Capitalized the naming on Silhouette members.
Paris Streets (Near Champs-Elysees):
  • Changed the strength of a door from 75 to 15.
  • Changed "Rene" to "René".
  • Gave the maid and receptionist of the hostel a key to the doors.
  • Prevented the player from being able to get out of the map in various locations.
La Porte de l'Enfer:
  • Changed Kara's unfamiliar name from "woman" to "Woman".
  • Added money to the ATMs.
  • Made sure the code you get from Cassandra is added to your notes.
DuClare Chateau:
  • Added another datalink trigger.
  • Added another commando on realistic.
Cathedral du Paynes:
  • Greatly improved the pathing.
  • Fixed a bed texture.
  • Fixed a bus stop light texture being misaligned.
  • Fixed the player being able to jump out of the map.
  • Added a biocell.
  • Added cameras to the security console to show the turrets.
Morgan Everett's Home:
  • Fixed a missing texture.
  • Fixed a possible softlock by hurting Everett while in the first conversation with him.
Vandenberg Air Force Base:
  • Changed Tony Mares to be invincible.
  • Fixed a trigger relating to the conversation between an MJ12 trooper an Stephanie Maxwell.
Tunnels under Vandenberg Air Force Base:
  • Fixed a gap in the container where the robots are raised up.
California Gas Station:
  • Changed the amount of fragments wood makes on this map to be more realistic.
  • Changed a gate's mindamage from 25 to 10.
  • Changed the MiB to play an unused conversation on realistic.
  • Gave the soldier near Tiffany a mini-crossbow on realistic.
  • Gave the MiB a melee weapon.
  • Made all of the enemies react to carcasses.
  • Prevented Tiffany from dying while flying off.
Submarine Base near Pasadena:
  • Changed the note you get from Pinkerton to be more clear in regards to his username and password.
  • Changed button reset texture to "GATE SWITCH".
  • Fixed a line not working due to a typo.
  • Reduced file size from 43MiB to 20MiB.
Pasadena Ocean Lab:
  • Fixed a typo in a vanilla datacube. "evironment" > "environment".
  • Added a datacube to allow progress without computer skill.
Missile Silo near Pasadena:
  • Fixed the missile hatch being invisible from below.
  • Fixed the blue lasers not hurting the player and destroying the door, to hurting the player and not destroying the door.
  • Moved an MiB so he can't be killed prematurely.
  • Changed the elevator buttons to be more logical.
Chapter 15:
  • Changed the holograms to not be afraid and run away.
Area 51 (Surface):
  • Changed a commando to not appear on easy.
  • Changed the MIB to use a shotgun instead of assault rifle.
  • Added a soldier to the hangar.
  • Added an unused conversation.
Area 51 (Sector 2):
  • Changed Simons to not be so forgiving and to attack immediately if attacked first.
  • Increased the size of a skillpoint trigger.
  • Increased the size of a datalink trigger.
  • Added a shorter infolink for when calling up the elevator if Simons is already dead.
  • Added the last chapter of "The Man Who was Thursday".
  • Added new combat music if fighting Simons here.
  • Fixed Page's infolink mocking the player in the elevator, changed it to check the player's health instead of credits.
  • Fixed "personnel" being spelt "personell" in an email.
  • Moved the LAW.
  • Made the easter egg give skillpoints.
Area 51 (Sector 3):
  • Added new enemies if you try to do the Helios route.
  • Lowered the delay before the commandos attack from 2.5 to 1 second to prevent the player seeing them spawn.
  • Changed the troopers on the tram to elite ones on realistic.
  • Fixed a texture.
  • Stopped the player from walking in some walls.
Area 51 (Sector 4):
  • Added soldiers to the Aquinas router.
  • Added TNT in the Aquinas router.
  • Added a gray carcass.
  • Fixed a security console having its login and password accidentally reversed.
  • Increased the size of the first infolink trigger.
  • Removed collision from some triggers.
  • Texture fixes.
  • Changed the UC lockdown doors to kill anything that blocks them.
  • Changed the medical bot to stand still.
  • Changed security bots to react to more.
  • Moved an ugly alarm panel.
  • Prevented the cleaner bot from being able to activate the turret.
  • Slightly improved pathing.
(Ending) A New Dark Age:
  • Fixed an electricity emitter being stuck inside one of the reactors.
Gameplay:
  • Blue lasers are now disabled for longer if you level up the demolitions skill.
  • Bosses no longer flee.
  • Reduced the amount of damage greasels take from their poison.
  • In "Normal" mode, grenades are able to be thrown through windows and weak doors/planks.
  • Changed the Magnum to be as loud as a sniper rifle.
  • Slightly increased the speed of the elite troops.
  • Added "Trenchcoat" gamemode, offering the challenge of a reduced inventory when enabled.
Misc:
  • Added more objects to the files for localisation.
  • Added unique graphics for the Biomod/Shifter nanovirus vial.
  • Added an "AllItems" cheat to complement the "AllWeapons" cheat.
  • AI can no longer see through black vans.
  • AI can no longer see through vending machines.
  • AI can no longer see through trash cans.
  • Capped the effect channels from 32 to 28 to prevent audio issues regarding voiced lines not playing.
  • Changed the hand-dryer's name from "HandDry" to "Hand Dryer".
  • Changed the empty jar's name from "EmptyJar" to "Empty Jar".
  • Changed air bubbles and smoke trails to be unlit.
  • Changed karkian carcasses to not be buoyant.
  • Changed MJ12 commando carcasses to not be buoyant.
  • Changed Jock's helicopter to have more consistent naming.
  • Changed the names of UNATCO and MJ12 from "Troop" to "Trooper".
  • Changed Manderley to always be known as Manderley.
  • Changed the notification for when starting training to allow the player to cancel for if they misclick.
  • Changed the Revision skillpoint bonus triggers to use the same message standard as vanilla's.
  • Dead cats and dogs are indifferent to water.
  • Fixed a crash in Biomod related to the electrostatic discharge aug.
  • Fixed gaps when looking through scopes or binoculars.
  • Fixed the black of the binoculars being translucent.
  • Fixed typos in the 'Human Eye Augmentation' chart texture. "Ehnancement" > "Enhancement". "mulitplexing" > "multiplexing".
  • Fixed typos in the assault rifle diagram texture. "it's" > "its". "adapatability" > "adaptability". "intergrated" > "integrated".
  • Fixed pre-placed animal carcasses taking more hits than usual to destroy.
  • Fixed pre-placed carcasses not showing their names.
  • Fixed rat carcasses to use all six variations.
  • Fixed the grays to use both of their carcasses.
  • Fixed ToggleCrouch not sticking when loading a saved game that was crouched.
  • Fixed the game lagging if starting a conversation while holding nothing.
  • Fixed being able to use a weapon's scope while putting it away and having the scope overlay stay on screen, on "normal" mode.
  • Fixed being able to turn on augmentations while dead in "Normal" mode.
  • Fixed music not changing when changing from vanilla music back to Revision.
  • Fixed overlapping hotkeys in the menus.
  • Greasels now hate cats.
  • Increased the collision sizes of the red and green plastic boxes from 20 to 29 to prevent them clipping in each other.
  • Set the new footstep sounds to be enabled. To disable use the command "Set Human bUseRevisionFootsteps false".
  • Slightly decreased the size of the map files overall.
  • Switched textures from 8-bit to 24-bit for higher quality and greatly reduced file size.
  • The player's real name is now set to the player's Steam name by default if one can be found.
  • Updated credits.
  • Many more things I ultimately forgot while in the moment.


Please note:

As a general reminder, when game content is updated in a patch, it cannot affect locations you have already visited in a saved game. This is because the saved game was created based on the older version of the game, and acts as a snapshot of that older version. Once you load a saved game and travel to a new location in the game world, you will begin to encounter the updated content. Got a bug you want fixed? Suggestion you want implemented? Post it here: http://bugs.dx-revision.com

50 comments Read more

7 May

1.0.4 Patch is live

We have released update 1.0.4! The following issues and changes are addressed in this update:

Liberty Island (First Visit):
  • Increased the size of the skillpoint trigger when entering UNATCO.
UNATCO HQ (All Versions):
  • Fixed an odd desk texture.
  • Fixed overhang on Jaime's computer.
  • Fixed some textures in Alex’s room being unlit.
  • Fixed the lower lobby's TV mount being buggy.
  • Fixed a keyboard texture that was a bit to small and began repeating.
  • Fixed the diagram in the armoury being cut off.
  • Fixed the door to Alex’s server room using the old “Restriced Area” texture.
  • Fixed another 'Restriced Area' texture.
  • Flipped some textures in Alex's room.
  • Made some large houseplants heavier.
  • Swapped out a painting for another one so there aren't two identical ones next to each other.
  • Prevented rats from spawning from trash.
UNATCO HQ (First Visit):
  • Fixed the LAMs in Gunther’s safe (inaccessible still) being in the ground.
  • Fixed a nanokey under Alex's floor floating.
  • Fixed a floating flag pole.
  • Fixed a skillpoint trigger being too small.
  • Fixed getting 60 throwing knives from the dummy in Anna's room.
Battery Park (First Visit):
  • Set the subway UNATCO troops to wander after the terrorists are defeated.
Underworld Tavern (All Versions):
  • Added sinks to the bathroom.
  • Changed the Underworld Tavern to be more geographically correct.
Underworld Tavern (First Visit):
  • Readded a missing pinball machine.
Hell’s Kitchen (All Versions):
  • Fixed some floating cardboard boxes and trash outside the Ton.
  • Fixed slightly floating Hotel neon sign.
  • Fixed texture alignment on the Ton.
  • Fixed incorrect texturing on street light brushes.
  • Fixed texture scaling on the mattress in the Basketball building.
  • Fixed texture alignment on shower drain in Basketball building.
  • Fixed a few texture scaling issues.
  • Fixed erroneous texture under a phone.
  • Fixed texture scaling on the "No dogs allowed" signs in Tenderloin park.
  • Added a block between a street lamp and the wall to prevent players from getting stuck.
  • Swapped misspelled "Restricted area" texture outside the subway to corrected texture.
  • Made easter egg invincible.
  • Changed the Underworld Tavern to be more geographically correct.
Hell’s Kitchen (First Visit):
  • Added back window to the new apartment that was missing for some reason.
  • Added missing answering machine for Paul's room.
  • Added pathing and made sure Paul would get into the train.
  • Added triggers to Smuggler's back entrance.
  • Added NSF/Unatco triggers to the side entrances of Osgood's.
  • Changed AI on RiotCop near smuggler's back entrance to hate NSF and the Hijackers.
  • Made fence near subway climbable to prevent players from getting stuck.
  • Made the gates to Smuggler's back entrance area breakable.
  • Made the planks to the side entrance of Osgood's require less damage to break.
  • Fixed a soda can clipping a computer.
  • Fixed floating items in Osgood's shelf.
  • Fixed the player being able to crawl through the Subway train windows.
  • Fixed a LAM being stuck in the ground.
  • Fixed Sandra not moving into the tavern properly.
  • Fixed door to Osgood's side entrance having a backwards texture.
  • Fixed incorrect pivot point on a wardrobe door in the Basketball building.
  • Moved a skillpoint trigger for the new skyscraper apartment.
  • Moved a terrorist.
  • Removed some vanilla triggers that were unused.
  • Did some texture scale/alignments/fixes.
  • Adjusted scale on plane fragments.
Hell’s Kitchen Sewers:
  • Changed the names of the MJ12 Troops to "Paramilitary Trooper".
Hell’s Kitchen (NSF Warehouse):
  • Added more logins for the computers.
  • Allowed the computer to open the safe in the basement.
Battery Park (Second Visit):
  • Readded the book containing the password to the phonebooth.
  • Readded the buzz sound if you try to use the train panels.
  • Added a button under the phone booth to recall it.
LaGuardia Airfield (747):
  • Even more texture fixes.
  • Moved a multitool slightly.
  • Removed an unused trigger.
UNATCO HQ (Third Visit):
  • Moved a computer back so it wasn't hanging out in the air off a table.
  • Added Multitool in vent across the conference room on Level 2.
Hell’s Kitchen (Second Visit):
  • Fixed pathing.
  • Fixed buttons on elevators being inside the wall.
  • Fixed fire escape on the "Hotel" building changing between chapters.
  • Fixed floating items in Osgood's shelf.
  • Fixed the player being able to crawl through the Subway train windows.
  • Added 10mm ammo.
  • Added more snipers on realistic.
  • Added missing answering machine for Paul's room.
  • Made robots react to more things.
  • Made the gates to Smuggler's back entrance area breakable.
  • Made the door and windows to the emptied shop near the tavern breakable.
Smuggler’s Lair (Second Visit):
  • Added pepper cartridge crate.
Hell’s Kitchen Sewers (Second Visit):
  • Increased the size of the centre skillpoint trigger.
Battery Park (Third Visit):
  • Increased the skillpoint bonus for getting past Anna from 50 to 250.
Hell’s Kitchen (NSF HQ):
  • Fixed the player being able to jump out of the map in a certain place.
  • Fixed the player softlocking (sorta) if sending the signal without aligning the dishes.
  • Fixed being able to send the NSF signal without aligning the dishes.
  • Flipped a texture.
New York Majestic 12 Facility:
  • Removed an erroneous InfoLink trigger left over by Ion Storm.
  • Fixed the robot in the maintenance area not becoming hostile when the glass was destroyed.
UNATCO HQ (Final Visit):
  • Fixed the AI being able to see through the reflective window at the start.
  • Fixed a floating flag pole.
  • Updated the pathing.
  • Made Anna's locker pickable.
  • Made Anna's locker open both doors when picked or key used.
  • Added a biocell.
  • Added pepper cartridge and flare darts to Alex's closet.
  • Moved a computer back so it wasn't hanging out in the air off a table.
Hong Kong Majestic 12 Helibase:
  • Removed some unused triggers.
  • Fixed some triggers being able to be activated prematurely.
  • Added more locations for Jock to fire his missiles, so you can use the vents to exit too.
Canals near Wan Chai Market:
  • Increased the size of some skillpoint triggers.
Versalife:
  • Many texture fixes, alignments, scales, changes, etc.
  • Gave a commando a biocell.
  • Gave a commando a medkit.
  • Added a satellite dish to the skybox.
  • Increased the storage button's drawscale to 1.5.
Wan Chai Underground Mall & Lucky Money:
  • Hopefully neatened the map without breaking anything.
  • Removed some alliance triggers that made the police friendly.
  • Set a skillpoint trigger to have no collision.
Canal Road Tunnel near Wan Chai Market:
  • Increased the size of the skillpoint trigger.
  • Fixed the cops not being hostile when jumping over the barricade.
  • Gave two of the cops shotguns.
Hell’s Kitchen (Final Visit):
  • Added an exit cutscene.
  • Added sniper.
  • Added chair.
  • Added credits.
  • Added soda.
  • Added soy food.
  • Added recoil mod.
  • Added more locations for the infolinks to play.
  • Added pigeons.
  • Added 10mm ammo crate.
  • Fixed fire escape on the "Hotel" building changing between chapters.
  • Fixed pathing.
  • Changed the backdoor of the tavern so the AI can open it.
  • Changed a phone texture.
  • Made the bots react to carcasses.
Smuggler’s Lair (Final Visit):
  • Added prod charger crate.
Free Clinic (Final Visit):
  • Fixed a fire extinguisher falling to the ground instead of being mounted.
Hell’s Kitchen Sewers (Final Visit):
  • Increased the size of the centre skillpoint trigger.
‘Ton Hotel (Final Visit):
  • Removed Paul’s answering machine.
Brooklyn Naval Shipyards (Ventilation):
  • Increased the trigger sizes of both skillpoint bonuses.
PRCS Wall Cloud:
  • Fixed some glitchy doors.
  • Fixed floating turrets.
  • Fixed being able to disable the electric sound of the damaged generators by jumping on a beam.
NYC Cemetery:
  • Made the AI shoot at Jock as he leaves.
  • Made some texture alignments.
  • Made the underground water move slightly.
  • Made the troopers set up an ambush outside the crypt.
  • Removed a torch from the underground area so it’s easier to escape.
  • Fixed a glitchy hole in the wall.
  • Fixed some 20mm HE ammo being stuck in the ground.
  • Fixed a floating nanokey.
  • Fixed a barrel not exploding when the EMP device is destroyed.
  • Moved same barrel so it cannot be jumped on to be destroyed.
  • Added three medkits.
  • Added a biocell.
  • Added even more flares.
  • Added commandos if you tell Greene about Dowd.
  • Added sniper on realistic.
  • Added GEP gunner on realistic.
  • Gave an enemy a pistol instead.
  • Gave two troopers shotguns.
  • Set all the troopers to have weapons drawn instead of being relaxed.
  • Changed the voice of two soldiers to use variation B.
  • Changed a door to not stop opening if you block it.
  • Changed the pathing so the AI can go to where Dowd is and also not bury themselves alive.
  • Changed the crypt door to be destructible.
  • Changed the secret door under the stairs to be openable by the AI too.
  • Changed Jock to ask if the player is ready, if the player asks him to wait and then retalks to him, rather than repeating the conversation over.
Paris Streets (Near Denfert-Rochereau):
  • Fixed a TV having a missing texture.
Paris Streets (Near Champs-Elysees):
  • More texture fixes.
Metro Station near Cathedral du Paynes:
  • Fixed the player being able to jump over the trains in a certain spot.
La Porte de l’Enfer:
  • Gave the female bartender a weapon.
  • Gave Cassandra a multitool.
  • Gave the club owner a key to the doors.
  • Increased the size of the skillpoint trigger in the storage room.
  • Fixed a nanokey being in the ground.
  • Fixed credits being in the ground.
  • Fixed the game sometimes thinking you broke into the club if you jump too close to the doorman before you talk to him.
  • Fixed barman constantly walking into bar.
  • Fixed some liquor bottles clipping due to their HDTP models.
  • Changed Cassandra's conversation, mainly for if you’re broke to avoid repetition.
  • Changed the bar owner, accountant and bartenders to be fearless and hate weapons.
  • Changed the doorman to be fearless and hate more.
  • Changed a fireplace grill to be destructible.
Vandenberg Air Force Base:
  • Fixed a damage node in the water not being disabled when you disable the damaged control panel.
Tunnels under Vandenberg Air Force Base:
  • Many, many texture fixes.
  • Increased the size of the final skillpoint bonus.
Vandenberg Air Force Base (Control Room):
  • Fixed some glitchy solid collision.
  • Fixed the entry blast doors being bugged, highlightable and frobbable.
  • Some minor texture changes.
  • Made the consoles in the room next to the room with electricity be flat.
  • Added blocks under a pipe in the Savage room to prevent players from clipping the pipe.
California Gas Station:
  • Increased Tiffany’s speed by 66.6%.
Pasadena Ocean Lab:
  • Prevented a skillpoint trigger from being unintentionally avoided.
  • Fixed the same skillpoint trigger from clipping through a wall.
Pasadena Ocean Lab (UC Module):
  • Fixed a backwards microwave.
  • Fixed a soda can being in a keyboard.
  • Fixed the electricity emitters being backwards or stuck inside walls.
Missile Silo near Pasadena:
  • Changed a soldier's voice to use variant B to match his conversation.
  • Changed the names of all the soldiers from "Troop" to "Trooper".
Area 51 (Surface):
  • Updated pathing.
  • Fixed the AI being unable to leave the hangar.
Area 51 (Sector 2):
  • Changed the main elevator to be lightable.
  • Added more lights in the elevator shaft.
  • Gave the smaller elevator sounds.
  • Fixed a hatch having a bad pivot point.
Area 51 (Sector 3):
  • Fixed the grays not going up the stairs of the reactor room, again.
  • Fixed being able to jump into some vents and get stuck.
  • Moved some of the skillpoint triggers to be neater and bigger.
Area 51 (Sector 4):
  • Moved a multitool to be easier to pick up.
  • Aligned some textures.
  • Added skillpoint bonuses to the UC rooms.
  • Fixed some floors being reflective when the ones around it weren't.
  • Fixed some textures being completely black and not reflecting any light.
Misc:
  • Fixed a typo when using the targeting aug on DeBeers.
  • Fixed a typo in the regeneration aug for “Normal” mode.
  • Fixed losing grenades if attempting to place one on a surface but canceling.
  • Made fireballs and plasma heat sources for the vision augmentation.
  • Made JC keep some of his light weapons out when in conversations.
  • Changed the main menu text to reflect the actual Revision version.
Gameplay:
  • Disallowed accuracy and recoil mods being able to be put on weapons when they would have no effect, for “Normal” mode.
  • Changed the zoom of the Elite Assault Rifle from 10 to 22.5.
Please note:
As a general reminder, when game content is updated in a patch, it cannot affect locations you have already visited in a saved game. This is because the saved game was created based on the older version of the game, and acts as a snapshot of that older version. Once you load a saved game and travel to a new location in the game world, you will begin to encounter the updated content. Got a bug you want fixed? Suggestion you want implemented? Post it here: http://Bugs.dx-revision.com

35 comments Read more

About This Game

You must have the Deus Ex GOTY installed in the same library/drive as Revision to play.



Deus Ex: Revision is a community-made overhaul of the 2000 classic. It features new environments, new music, and new world-building detail. It also bundles in some of the best modifications that the fanbase has made over the years, including Direct3D 9 rendering, high-resolution textures, high-detail 3D models, and alternative gameplay modes.

Key features

  • Locations throughout the game world have been re-designed with new aesthetic and gameplay detail.
  • A new soundtrack has been composed by the symphonic electronica duo EdenShard, based on the original score.
  • High Resolution Textures courtesy of New Vision.
  • High Detail 3D models courtesy of Project HDTP.
  • Direct3D 9 Rendering courtesy of Chris Dohnal.
  • Multiple gameplay modes in the form of Shifter, BioMod, and a custom variant of Human Renovation.

Rediscover the world of Deus Ex.

System Requirements

    Minimum:
    • OS: Windows Vista 64-bit
    • Processor: Dual-core 2.0 GHz
    • Memory: 3 GB RAM
    • Graphics: 256 MB DirectX 9-compatible GPU
    • DirectX: Version 9.0c
    • Storage: 6 GB available space
    • Additional Notes: A faster CPU will deliver better performance. We do not recommend using a CPU slower than 2.0 Ghz. 32-bit operating systems are not supported.
    Recommended:
    • OS: Windows 7 64-bit or newer
    • Processor: Quad-core 3.0 GHz or better
    • Memory: 5 GB RAM
    • Graphics: 1 GB DirectX 9-compatible GPU or better
    • DirectX: Version 9.0c
    • Storage: 10 GB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Mostly Positive (17 reviews)
Overall:
Very Positive (467 reviews)
Recently Posted
MMG Man
( 54.5 hrs on record )
Posted: 14 August
Great gaem & mod!
Helpful? Yes No Funny
Kay
( 73.9 hrs on record )
Posted: 14 August
An amazing mod that comes with several of the most popular DE mods made all put together in an easy to use package.
This is a beautiful, fresh coat of paint on a brilliant game. If you've never played Deus Ex you owe it to yourself to try the game and Revision makes it smoother for modern gamers to get into the game with ease.
There's stuff here for new nd old fans and the makers are always updating.
Helpful? Yes No Funny
nickvangelis
( 44.1 hrs on record )
Posted: 14 August
DX:R attempts to enlarge upon the world of Deus Ex with new expanded settings, some new weapons and various other tweaks. On top of that, they’ve also bundled in some graphics mods, like New Vision, that enhance the original’s look and feel.

While there are some things to like about DX:R, for the most part it fails to improve upon the vanilla experience. I think the main issue comes down to adding world complexity without adding any new things for the player to do.

Here’s an example. You’re in the expanded Hell’s Kitchen and there’s a locked house. You pick the door, explore a couple of new rooms, perhaps read some flavour text, and pick up some ammo. Unfortunately, Deus Ex already had plenty of this type of thing; it didn’t need more. What you won’t find are new conversations, new story additions, new characters or new conflicts to resolve (such as the fight between Sandra Renton and her pimp). It’s pretty much just pick that lock and we’ll give you a multitool, or multitool that keypad and we’ll give you a lockpick. That’s not what made Deus Ex great!

Frustratingly, there are a couple of places where the devs did add a new NPC and some new voiceover work (although recorded at low quality) so it seems this wasn’t an impossible challenge.

Worse, in many cases, the mod doesn’t add new ways to reach a goal; it actually eliminates some of the options in the original while artificially pumping up the difficultly with more enemies, tweaked AI and more powerful weapons.

As things stand, DX:R simply dilutes the original – making it a more tedious and more ‘run-and-gun’ FPS experience on the whole. That said, a couple of the areas that Ion Storm didn’t perhaps spend enough time on have been improved by the modders (notably Paris, a hub area that is considerably better and now 'feels' French and very distinct from NYC and HK).

I would actually like to see a stage two of DX:R – adding fresh characters, events, conversations and stories to the new areas already in place. Of course, that will demand writing and acting talent, not just Unreal engine skills. Frankly, a team of good actors could re-voice the entire game and improve it; the original acting was terribad! So yes - think story, characters, writing and this mod could be made genuinely great. Of course, matching the quality of the original game is a tough challenge; but what do you expect if you want to try modding the ‘greats’?

Worth playing? Sure, if you’re an old hand at DX. If you’re a new player, just grab New Vision and perhaps HDTP/Shifter. Then I'd highly recommend trying GMDX. If you hit a tenth playthrough it might be time to try DX:R.

TLDR: Revision is an interesting diversion for those who have finished the vanilla game multiple times and have tried other mods like GMDX, Shifter and BioMod. It’s certainly not a new ‘definitive’ version (it actually detracts from the original in many ways) so don’t use this for a first playthrough.
Helpful? Yes No Funny
Try This At Home Kids
( 3.5 hrs on record )
Posted: 13 August
To difficult to be enjoyed (even on easy). No fun being killed by an NPC you can't even see, but (as has been said) who can smell you fart in a stiff breeze from 100 yards away. I hate to post a bad review just because of the difficulty however...

The new textures are amazing! The new music is good not great. And the reworked level design is very interesting but really breaks the flow of the levels. I have beaten the original Deus Ex a dozen times easy (on all difficulty levels)....I love this game....but this mod makes playing the game to damn hard. I'd say install the new vision and HDTP textures and skip this mod unless you like a real challange.
Helpful? Yes No Funny
SmurfSassin
( 48.5 hrs on record )
Posted: 13 August
All you can ask for, includes biomod and makes the gameplay much more enjoyable, definitely a must!
Helpful? Yes No Funny
Smoked Bastard
( 10.3 hrs on record )
Posted: 10 August
AM crying, thank you god. Deus Ex: Revision (Remastered original Deus Ex) got an anchievments table. Its time to play it again, and hunt that treasures of old gaming republic.!!! Nobel Prize for that game. Awarding ***** AAA title, in gaming history. Like in a sine of ValHalla with System Shock.
Helpful? Yes No Funny
Severd_Nerv
( 31.6 hrs on record )
Posted: 7 August
Here is My Little Review For Deus EX: Revision

Just made my playthrough of this on my twitch channel for the release of the upcomming Mankind Dividied.

Now having not played the original Deus Ex in Years i must say seeing this mod and the atention to detail on pretty much every area was quite refreshing. It made the game feel new again, even tho it still looks dated the gameplay is still fantastic.

The game itself plays pretty much exactly like the original Deus Ex but its the areas/locations that are the main focus here. From the min i spawned in i could see straight away changes again making me forget about the original and go and explore these new parts. I played the game on medium dificulty and noticed that there are alot more enemys around compared to the original making me change my approach that i used the first time i played the game. None of the story from what i can recall changed but it has been years since i played the first and im not quite sure what they would implement that would add too or change it anyway. Once u leave the starting area and head to the new city areas thats where the magic of this mod comes into play. The areas are Alot bigger with added buildings to go explore and more astheticly better looking that the plain city we are all acustomed to from the first deus ex thats where this mod shines.

I must say with the FREE price tag this mod comes in, its deff a must pick up for any Deus Ex fans that are wanting to go back to and play it again.

Quite a Refreshing new experiance of a classic reborn, that is until there is ever a Deus ex 1 official Remake but until then this one does it perfectly :D

Cheers guys
Helpful? Yes No Funny
Samus 2.0
( 53.0 hrs on record )
Posted: 5 August
I'll be Honest I like this mod Although it is not for everyone it changes up some areas design which Is good in some Areas but also bad, The game trys to add in a lot of yellow lights to act like Deus Ex Human Revolution, this can kind of throw away some of the games atmosphere. The Developer also changed some Billboards one of which has a reference to himself which gets rid of some of its Cannon properties. The reworked textures are amazing though don't expect any Crazy good ones with Bump maps and the sort but they are remade in a way that keeps the same appearence as the original but adds that extra sense of realism.

I recommend that you use the original music when playing this I don't personally hate some of the reworked music but the atmosphere and tone of the originals soundtrack is better suiting. Achievements are coming but at the time of me writing this review they still aren't out there's just a list of 170 nothing more so as is don't expect to get loads of achievements from this, I've read the list of achievements online and don't expect to get them all in one playthrough when they come out because that's impossible. I enjoyed it enough to recommend it although if you want the original experience I suggest you play the original first and if you liked it play this with Biomod or Shifter and it will be worth it besides the mod is free so That's a steal it aint no pay to have mod like Skyrim tried pulling XD
Helpful? Yes No Funny
Manabender
( 52.7 hrs on record )
Posted: 4 August
It is exceedingly rare for me to play a game, even a very good one, for more than three hours in a single sitting. The fact that Deus Ex managed six is all you need to know.

I remember buying Deus Ex a while back and playing through to chapter 3, give or take. Eventually, I gave up due to poor game mechanics. I can't exactly remember what all my gripes were, but whatever they were, they must have been fixed by the BioMod patch of Revision.
Helpful? Yes No Funny
ShadowHeart
( 8.8 hrs on record )
Posted: 3 August
Looks Better and adds more hours of playtime. Best Mod Ever!
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
5 of 5 people (100%) found this review helpful
Recommended
53.0 hrs on record
Posted: 5 August
I'll be Honest I like this mod Although it is not for everyone it changes up some areas design which Is good in some Areas but also bad, The game trys to add in a lot of yellow lights to act like Deus Ex Human Revolution, this can kind of throw away some of the games atmosphere. The Developer also changed some Billboards one of which has a reference to himself which gets rid of some of its Cannon properties. The reworked textures are amazing though don't expect any Crazy good ones with Bump maps and the sort but they are remade in a way that keeps the same appearence as the original but adds that extra sense of realism.

I recommend that you use the original music when playing this I don't personally hate some of the reworked music but the atmosphere and tone of the originals soundtrack is better suiting. Achievements are coming but at the time of me writing this review they still aren't out there's just a list of 170 nothing more so as is don't expect to get loads of achievements from this, I've read the list of achievements online and don't expect to get them all in one playthrough when they come out because that's impossible. I enjoyed it enough to recommend it although if you want the original experience I suggest you play the original first and if you liked it play this with Biomod or Shifter and it will be worth it besides the mod is free so That's a steal it aint no pay to have mod like Skyrim tried pulling XD
Was this review helpful? Yes No Funny
20 of 36 people (56%) found this review helpful
3 people found this review funny
Not Recommended
32.2 hrs on record
Posted: 16 July
Deus Ex: Revision isn't a bad mod, all things considered. I feel like I should get that out of the way first. The problem with it is that it doesn't do anything that really makes it worth the 5 GB extra download.

Revision tries to combine most of the well-known mods like the HD texture pack, Shifter, and Biomod, along with some new additions, but the package feels poorly put together. The new soundtrack is okay, but it's never good enough that I thought it was noticeably better than the original iconic music, and the only times I really noticed it were when I didn't like it as much. It includes various HD graphics mods, but they all fall into the same problem that every Deus Ex HD mod falls into. They slap fancy high-res textures all over the maps, but only occasionally change the extremely flat, blocky environments of the original game, leaving it with a "Minecraft HD Texture Pack" feel that just looks worse than the original textures in the end. The HD characters are a whole other story, ranging from bug-eyed UNATCO soldiers who look like their respirators give them a constant supply of crack cocaine and JC looking like a 40 year old cosplayer who's past his prime, and I can't imagine anyone actually playing the game without disabling them within 20 minutes. Walton Simons doesn't even seem to have an HD model, even though he's one of the only two important things in the opening cutscene.

The Revision part of the mod does make some noteworthy changes though, aside from just removing "Deus Ex" from the title in every possible place that it can as if they think their mod is so substantial that it justifies being its own creation. Various levels have small additions to the level design, adding new structures or rooms that in general are pretty well-made. If you could just use those changes as a solitary mod, it would be nice. Unfortunately, Revision also does plenty of things that annoyed me. The major issue is that they altered the difficulty settings to make them impact more things, like what items appear in what difficulties, and those minor changes pretty severely alter Realistic. I always considered Realistic the go-to difficulty for Deus Ex because of the way it provides enough challenge to encourage you to make the most of your augmentations and the environment without putting you on an unfair playing field, but Revision's Realistic does things like removing a significant amount of augmentation upgrade cannisters from the game and other various things that turn it into more of a masochistic Very Hard mode. They also add a lot of guards that are just annoying, like a seated guard right at the start of Liberty Island that essentially forces you to abuse the AI in order to get the baton at the start. Gunther's cell also now has two seated guards facing each other, making the room effectively impossible to stealth. I'm really not sure what their reasoning for doing those things are.

I really just don't really see any benefit to playing Revision over the base game, or even the base game with other mods. The mod includes Shifter and Biomod and lets you choose one of them at the start if you want, but it doesn't explain anything at all about what either of them do, so you're still much better off just reading about them and downloading them seperately. I don't think anything else in this mod is substantial enough to be worth being a download 5 times the size of the base game, and the basic Revision changes come with too much dead weight to be worth it. It isn't necessarily a terrible mod, but I wouldn't prefer replaying it over replaying vanilla Deus Ex. Really, I didn't even prefer playing it once over replaying the original, even though I've played the original game several times by now.
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
Recommended
31.6 hrs on record
Posted: 7 August
Here is My Little Review For Deus EX: Revision

Just made my playthrough of this on my twitch channel for the release of the upcomming Mankind Dividied.

Now having not played the original Deus Ex in Years i must say seeing this mod and the atention to detail on pretty much every area was quite refreshing. It made the game feel new again, even tho it still looks dated the gameplay is still fantastic.

The game itself plays pretty much exactly like the original Deus Ex but its the areas/locations that are the main focus here. From the min i spawned in i could see straight away changes again making me forget about the original and go and explore these new parts. I played the game on medium dificulty and noticed that there are alot more enemys around compared to the original making me change my approach that i used the first time i played the game. None of the story from what i can recall changed but it has been years since i played the first and im not quite sure what they would implement that would add too or change it anyway. Once u leave the starting area and head to the new city areas thats where the magic of this mod comes into play. The areas are Alot bigger with added buildings to go explore and more astheticly better looking that the plain city we are all acustomed to from the first deus ex thats where this mod shines.

I must say with the FREE price tag this mod comes in, its deff a must pick up for any Deus Ex fans that are wanting to go back to and play it again.

Quite a Refreshing new experiance of a classic reborn, that is until there is ever a Deus ex 1 official Remake but until then this one does it perfectly :D

Cheers guys
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
10.3 hrs on record
Posted: 10 August
AM crying, thank you god. Deus Ex: Revision (Remastered original Deus Ex) got an anchievments table. Its time to play it again, and hunt that treasures of old gaming republic.!!! Nobel Prize for that game. Awarding ***** AAA title, in gaming history. Like in a sine of ValHalla with System Shock.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
25.5 hrs on record
Posted: 29 July
As some one who played through the original many times back in the day, I welcome this in my gaming library with a nostalgic HQ high five!

I was never into modding back in the day so all this is new for me. I am absolutely loving all the changes. It is almost a new game to me. A lil harder then I remember but who doesn't enjoy a damn good challenge now-a-days?

All in all 10/10 would replay again and again.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
8.8 hrs on record
Posted: 3 August
Looks Better and adds more hours of playtime. Best Mod Ever!
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
Recommended
52.7 hrs on record
Posted: 4 August
It is exceedingly rare for me to play a game, even a very good one, for more than three hours in a single sitting. The fact that Deus Ex managed six is all you need to know.

I remember buying Deus Ex a while back and playing through to chapter 3, give or take. Eventually, I gave up due to poor game mechanics. I can't exactly remember what all my gripes were, but whatever they were, they must have been fixed by the BioMod patch of Revision.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
48.5 hrs on record
Posted: 13 August
All you can ask for, includes biomod and makes the gameplay much more enjoyable, definitely a must!
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
41.1 hrs on record
Posted: 22 July
My review is below but if you just want someones quick opinion buy the game and download this mod. So either keep reading for some spoilers or just stop already and start playing a better Deus Ex than Human Revolution.

Bought the game Deus Ex a while back was never able to complete because I had so many other games to play and I can usually get past the graphics of old games but never got around some of those graphics. But with Deus Ex Revision "fixed" those problems for me. Rest assured I had a great time the story was great a conspricay theorists dream where evil corporations and governments in a day and age where people complain the corporations are evil and the government isn't but that isn't the point. Now than I have played and finished Deus Ex Human revolution while I would say that I felt that the combat in and some gameplay was better. I felt as a whole the better game was Deus Ex with its suprior ai and mechanics some would call "old" and also on a whole I felt the story was also far better but I sort of felt like I needed more closure because I chose the Dark Age ending while I can assume many probably died it eventually led to some form of freedom.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
40.8 hrs on record
Posted: 25 July
Revision is a free mod for Deus Ex that significantly overhauls the environments. Rather than being a simple cosmetic design change, the layout of maps and objectives are altered, as well as placement and routes of patrols. The result is that the game feels surprisingly fresh. I have played through Deus Ex I can't count how many times and had learned it and all of its secrets backwards and forwards, and Revision made me really slow down and PLAY the game again. This gave me time to appreciate the work put into the environments. There are WAY more nooks and crannies scattered throughout the levels and overall the environments feel more lived in. Some levels like the Knights Templar cathedral and the streets leading up to it I barely recognized. If you are going to reinstall Deus Ex again (which we all do at some point) give Revision a whirl.
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