Kotaku

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.



You can contact Evan Narcisse, the author of this post, at evan@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Adam Smith)

Explosions or tactics, explosions or tactics...hmmmDeus 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…)

PC Gamer
Deus Ex Human Revolution DLC
The Explosive Mission Pack and Tactical Enhancement Pack DLC bundles for Deus Ex: Human Revolution have arrived on Steam, giving us the opportunity to pay for the pre-order bonuses that pre-orderers got for free.

The Explosive Mission pack adds a grenade launcher and a remote detonated explosive device for maximum explosions. The pack also contains the bonus Tong's Rescue mission. That costs £1.99 / $2.99.

The Tactical Enhancement pack tactically enhances Jensen with a great big double barrelled shotgun for maximum tactics. It also includes a silenced sniper rifle and, annoyingly for purists keen to earn their in-game cash, 10,000 extra credits. That's on Steam now for £1.19 / $1.99.

Both sets of DLC are available as a single pack which costs £2.49 / $3.99.

This feels a bit odd. There was a network of confusing pre-order DLC deals in the run up to Human Revolution's release, and weapons like the remote detonated explosive that provides creative new options in combat should really have been in the game in the first place. And that's before we consider the extra mission. It's as though those who paid full price on launch day are being punished for not gambling on a pre-order. Will you be picking up these DLC packs?
Product Release - Valve
The Explosive Mission Pack and Tactical Enhancement Pack, two new DLC packs for Deus Ex: Human Revolution™, are now available on Steam!

Check out the Explosive Mission Pack to unlock a bonus mission, Grenade Launcher, Remote-Detonated Explosive Device and the Automatic Unlocking Device.
Or pickup the Tactical Enhancement Pack to unlock a Double-Barrel Shotgun, Silenced Sniper Rifle, and 10,000 extra in-game credits.

Both sound too good to pass up? Grab the Bundle Pack for bonus savings!



Deus Ex: Game of the Year Edition - contact@rockpapershotgun.com (Alec Meer)

A Chinese building in Russia, confusingly

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…)

Kotaku

Deus Ex: Human Revolution Puts the "Fun" in "Funicular"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?


Deus Ex: Human Revolution Puts the "Fun" in "Funicular"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.



You can contact Kirk Hamilton, the author of this post, at kirk@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Sep 26, 2011
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alec Meer)

Also good for performance art in front of an amazed/disgusted crowd

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…)

PC Gamer


 
Square Enix have sent over a new trailer and some screenshots for Deus Ex: Human Revolution - The Missing Link. Tom's played it, and it's rather exciting. You can read his thoughts in our Deus Ex: Human Revolution Missing Link preview. The walkthrough trailer above shows us the tense opening minutes. Shirtless, and therefore powerless, Jensen's forced to use extra caution to get around the cargo ship. It may feel a little familiar to those who have played the ship level in Splinter Cell: Chaos Theory.

In case you missed them on Friday, Square Enix sent over three new screenshots showing the ship's interior, which is slightly surprising, because the improved lighting and storm effects on the deck shown in the trailer look much more spectacular. Even at sea, everything has that smokey, golden sheen.





Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alec Meer)

The ferries I've been on have always been horrendously brightly-lit. This looks far more relaxing

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…)

PC Gamer
Deus-Ex-Human-Revolution
We've heard GRIP's side of the confused, rather depressing saga that is Human Revolution's not-so-revolutionary inclusion of boss fights, but what about Eidos Montreal? Well, the developer hasn't augmented its ears to tune out all criticism.

Speaking with Rock Paper Shotgun, project lead Jean-François Dugas was refreshingly open about the whole mess. Don't take that to mean he's done with boss fights altogether, though. Rather, Dugas feels that his game's boss fights weren't quite comfortable in their own skin.



“When we started the goal was to have those boss fights with the same design and rules as the rest of the game. We had our pillars of stealth, of non-lethal actions, and everything else, and we wanted to make sure that was reflected in the bosses, but in the end it was not... I think the biggest weakness there wasn’t the concept of having boss fights, it’s just that our boss fights are not Deus Ex boss fights and that’s why people are complaining about them. I guess we live and learn,” he admitted.

“Should we have cut them? It’s a decision we made, we said 'well at least they will be entertaining in some fashion'. The biggest surprise, actually, was having released the game and finding that people thought they were frustrating. Not just that they weren’t that interesting, but that they were frustrating.”

And yet, the encounters – ultimately responsible for many a crushed keyboard and irate, all-caps tweet – stuck around for the long haul. But why? Surely someone noticed that dying 17 times in a row against the first boss wasn't fun, right? Apparently not.

“The playtesters internally gave us a lot of good feedback for the game, and on the bosses they felt that the fights were entertaining and making you use what you had learned,” said Dugas. “They didn’t say they were frustrating. We knew it was not in step with the rest of the game, but the surprise for us was that the playtesting was correct everywhere but the bossfights. So lesson learned.”

Fingers crossed that Eidos Montreal irons out all the kinks next time around. Or at least throws in a boss who loves nothing more than to lean obliviously next to air vents.
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