Have you noticed how Deus Ex: Human Revolution's cyborg hero Adam Jensen is a little like Jesus? Think about it. He dies (mostly) and comes back to life and then goes aout dispatching the wicked. That'd make David Sarif kinda like God, wouldn't it?
And just like the Nazarean's Lost Years, there's a period of time in Jensen's journey that goes unaccounted for. All will be revealed in the upcoming "Missing Link" DLC, which chronicles a three-day gap in the chronology of the game. The walkthrough video above gives you a taste of what "Missing Link" plays like, so you can decide if you're up for more cyberpunk shooter action when the add-on drops later this month.
Deus Ex: HR came saddled with a selection of preorder incentives, a phrase that tastes like a little bit of sick in my mouth. The upshot is that if you didn’t buy the game from a grid coordinate during the correct lunar sequence, you may be missing little bits of content. No longer. Now, everything can be yours, provided you’re willing to reach into your digital wallet once more. There are two packs available, neither of which I have any experience with so don’t expect an informed opinion. Personally, I haven’t found the game to be lacking any of the things that are listed below. Have you? (more…)


Update: new video!>
Adam Jensen’s story (which he never asked for) may be the canon prequel to the cyberpunk conspiracy theorising of the original Deus Ex, but the future-world’s a big place – there’s plenty of room to tell new tales from the time before JC Denton trotted across the globe. 2027 is a massively ambitious, Russian-made mega-mod for Deus Ex 1, the English version of which launched last week. It offers a new, apparently highly non-linear story, levels based on real-world locations, amped-up DirectX 9 graphics with stuff like weather effects added and a slew of new abilities, weapons and spider-bots. Also, new fonts. I do so like a font. Haven’t had a chance to give it a spin yet, but the below in-game footage certainly speaks for the visual upgrade. (more…)
I learned a lot of things while playing Deus Ex: Human Revolution. I learned that it is always better to stun than to kill (unless I'm fighting a boss battle), I learned that the easiest way to get from a rooftop to street-level anywhere in China is to jump, and I learned that if I run out of juice for my flashlight, I can slip it a power bar to keep it going. But one of the most unexpected things I learned was what, exactly, a funicular is.
Somewhere around the third quarter of the game, protagonist Adam Jensen sneaks/fights his way through a television station in Montreal. Near the end of the level, Tech specialist Pritchard hops onto his headset to tell him to make his way to "the funicular." I'm on my second playthrough of DXHR, (I liked the game quite a bit), and the word stuck out to me even more this time than it did the first time around.
My first thought was that I was accidentally playing Batman: Arkham Asylum and this was some sort of bizarre laugh-based torture chamber devised by The Joker. But nope... that's techno music, and we're in an office complex. Definitely still Deus Ex.
Throughout the level, there are all manner of signs with arrows pointing towards this "funicular," but no pauses to explain what the hell a funicular is. It's like they all know. I started to feel weird for not knowing. Is this just a word that got taught on the day I was absent from school?
But when I finally reached my destination, it became clear that a Funicular is basically just an elevator, albeit one that goes along a pulley-system, a bit more like a tram.
After finding the funicular in the TV station, there is a silly, borderline-broken action sequence wherein Jensen calls the Funicular and has to defend against waves of attackers while he waits for it to come, after which point he climbs aboard and rides it down a few levels and disembarks. There is a very nice view from the Funicular (Future-Montreal has a terrific city park, apparently), but it's all a bit anticlimactic, especially after so much mysterious buildup.
"Why not just call it a tram?" you may be wondering. Nothing really happens aboard the funicular. Couldn't it have just been a glass-walled elevator? Granted, there have been funiculars in video games before—Half-Life had a memorable action sequence that took place on one, and Shadow Complex fans will remember the funicular near the start of the game that allowed intrepid players to reach that missile-locked air-duct. Perhaps there was originally going to be an action sequence aboard the funicular, but it was cut due to time constraints? We'll never know.
I for one am happy that the team at Eidos Montreal went ahead with a less common (and no doubt, more accurate) name—it's not every day that a video game teaches me a word as enjoyable as "Funicular." That said, they missed a particulalry great opportunity with their incedental dialogue. Here is a real excerpt from the game:
Pritchard: "Jensen. I've been tracking your progress through the 3D map. You're getting close to the funicular."
Jensen: "Any chance it's just sitting there waiting for me?
Pritchard: "Where would the fun be in that?"
And… that's the end of the exchange. Come on, Jensen, you're just going to let that one pass you by!? Dude lobbed it in there for you! It's right there... go on... do it...
Jensen: Well, this should put the "fun" in "funicular!"
Sigh. I guess Adam Jensen lacks the pun augmentation.

Last week, cloud gaming service OnLive launched in the UK. Americans have had it for a while now, and doubtless thus look down on us as some kind of addled-brained backwater cavemen who’ve only just discovered fire, but for this small and governmentally-besieged isle having local services for this ambitious technology could be a game-changer. Or maybe not. Everyone who’s used it has something to say about it, and very often that’s ‘it kind of works but it looks rubbish on my PC.’ I would say the same thing – full-screen play on my 1920×1200 monitor looks like someone threw grey jelly at my screen and like everyone in the game is melting into the scenery. In windowed mode, I can play for a bit without being too bothered, but if I want OnLive to use more than 25% of my monitor I give up within five minutes.
Then I tried out the Micro-console thing they’ve started giving out/selling over here and my tune changed almost immediately. (more…)

The kerrrrayzeeeee hi-jinks of Adam ‘Elbows’ Jensen are set to continue very soon, with the impending The Missing Link downloaderised content injection. What mad scrapes and hilarious misunderstandings will our man with the facially-implanted sunglasses get into this> time? Well, let’s have a little look, as Eidos Montreal’s Lead Narrative Designer Mary DeMarle narrates a five-minute taste of the new, ship-bound corridors, staircases and security control rooms Elbows is due to explore. (more…)