PC Gamer

When I think of Human Revolution, I think of black and gold. Few big-budget games have such a distinctive look, but that’s part of what makes Eidos Montreal’s prequel so immediately striking. As a Deus Ex fan, I was sceptical when I heard a new game was in development. But then I saw those first screenshots, of a futuristic Detroit bathed in shades of black and gold, and knew the series was in good hands. 

“That’s the first thing I said when I started on the project,” said art director Jonathan Jacques-Belletête when I interviewed him back in 2011. “I wanted the game to be very distinct. You see one screenshot and you know it’s Human Revolution. Art in games isn’t just about shaders, ambient occlusion, parallax mapping, or anything like that. It’s about ideas. And in that sense, the aesthetic is a crucial part of our game.” 

Set in 2027, 25 years before the first game, the prequel begins with Adam Jensen, head of security for Sarif Industries, being critically wounded in a terrorist attack. On the brink of death, Jensen is saved by his boss, David Sarif, who reconstructs his body with experimental cybernetic augmentations. An upgrade he, famously, never asked for, but that gives him the power to hunt the people responsible down. 

Part of Jensen’s appeal is his gravelly voice and deadpan delivery, which come courtesy of actor Elias Toufexis. “They had a specific voice in mind,” he tells me. “If I remember correctly, they wanted a tribute to JC Denton from the original game and Clint Eastwood. In the sequel I had more say and was allowed to bring additional nuance and texture to the performance, but Jensen’s voice is essentially my normal voice.”

Unlikely hero

While JC Denton was trained from an early age as a counter-terrorism agent and fitted with advanced, discrete nanoaugs, Jensen is thrust into the events of Human Revolution against his will, and his body is constantly fighting against his new implants. He, and other augmented humans in this dystopian world, need a steady supply of an expensive drug called Neuropozyne to prevent their bodies from rejecting the augmentations and killing them. 

Add to that a general distrust of augmented people from so-called ‘naturals’, which boils over in the sequel, and life with cybernetic implants is often more trouble than it’s worth – even if you can punch through a concrete wall and run faster than a gazelle. Of course, for the player, Jensen’s augmentations are an incredible amount of fun to experiment with, and make for a wonderfully diverse immersive sim. 

For the stealth-conscious cyberpunk there’s the Glass-Shield Cloaking System, which lets you turn invisible for up to seven seconds when fully upgraded. You can also upgrade the Hermes Cybernetic Leg Prosthesis to jump to superhuman heights, opening up new ways to sneak into places. Stealth is the most satisfying way to play Human Revolution, with multiple paths through the sprawling levels and plenty of vents to squeeze through. 

But if you’d rather make a mess, you can upgrade your Cybernetic Arm Prosthesis to reduce weapon recoil and throw heavy objects at people. Or use the Typhoon Explosive System to turn yourself into a human grenade, unleashing a blast of lethal shrapnel, taking out multiple enemies at once, including security robots. It’s a hugely entertaining collection of powers, and combining them to create your own bespoke play style is an important part of what makes the game great.

But, really, it’s the world that draws me back to Human Revolution. It’s one of the most visually compelling visions of the future on PC, with a cluttered, lived-in feel that transcends the dated visuals. Both cities, Detroit and Hengsha, feel slightly claustrophobic and boxy by today’s standards, but the visual flourishes—particularly the neon billboards and that dramatic double-stacked metropolis—still look fantastic. It remains an incredibly atmospheric setting, weighted by Michael McCann’s moody, understated score and some richly immersive ambient sound design.

I wanted every object to have its own concept art and individual furniture sets for different offices. He could have turned me down right then and there, but at Eidos Montreal we believe this kind of detail is absolutely necessary to create a believable world.

“I approached our producer, David Anfossi, early in preproduction and told him that I’d need to design like 1,400 props,” says Jacques-Belletête. “Anything from cool sci-fi machinery, a given for this kind of game, to coffee cups and keyboards. I wanted every object to have its own concept art and individual furniture sets for different offices. He could have turned me down right then and there, but at Eidos Montreal we believe this kind of detail is absolutely necessary to create a believable world. We had to invent a hundred brands and company names, as well as their logos, which is expensive to do, but really adds to the richness of the setting. 

“There are very few designs where I just let the concept artist come up with something in their head,” he adds. “We were always looking at real-world designs for inspiration, because I wanted every object to have at least some basis in reality. Some people said it was too futuristic, while others said it wasn’t futuristic enough. But I read a lot of Ray Kurzweil (author of The Age of Intelligent Machines), and he thinks tech will be even more advanced than what we’ve portrayed.” 

But which version should you play? The original release of Human Revolution caught deserved flack for its awful boss battles, which didn’t respect the player’s augmentation choices, forcing stealthy players into combat situations. “I’m a shooter guy and I’m coming into this not knowing a lot about Deus Ex,” said Grip Entertainment president Paul Kruszewski, the company the boss battles were outsourced to, in a revealing behind-the-scenes video. 

But in the 2014 Director’s Cut, the boss battles were overhauled, giving you additional ways to beat them—including, importantly, stealth options. This version also includes the brilliant Missing Link DLC, AI improvements, and better lighting—although, for some reason, the divisive gold fi lter has been massively reduced, stripping away some of the game’s visual identity. If you can deal with that, the Director’s Cut is almost certainly the best way to play Human Revolution today.

Script notes

Seven years on, this is still a great immersive sim, and well worth revisiting. The weak link is the writing and story. I love Jensen, which is probably more to do with Toufexis’ performance than the actual script, but there’s something slightly cartoonish and unconvincing about his supporting cast. And the various parallels to contemporary society and culture have all the fi nesse of a drunk gorilla swinging a baseball bat—something Eidos Montreal doubled down on in the next game, Mankind Divided. That said, the story does provide a few memorable moments. 

In an interview this year with PCGamesN, David Anfossi admitted that while he considers Deus Ex the “brand of the studio”, no third game is currently in the works. “We’re a big studio with close to 500 people now, but at the same time we’re working on three other projects. When it’s time for Deus Ex, it’ll be time, and we’ll do it correctly.” So Deus Ex isn’t dead, but we might not play a new one for a while—which is as good an excuse as any to return to Detroit for another stint as Adam Jensen.

2018年7月19日
PC Gamer

This month, I played and enjoyed Prey's Mooncrash DLC, where one of the game's objectives is to stash enough food and drink to escape in a supply crate headed for Earth. As I collected the items I needed, I was reminded that the developers put real effort into the types of food and drink found in the Prey universe. The packaging is beautiful. There's fun flavour text for each item. And damn, the food sounds fancy.

What would happen if you had to live on the supplies in places-gone-wrong like Talos I? Below, I rank five of gaming's most notable dystopias, using no criteria other than which consumables I personally find tasty, versus what's likely to make me projectile vomit. I also touch upon the drinks options in some of these worlds, because first-person games love to get you virtual drunk so they can make the screen blurry. 

1. Talos I (Prey)

Art by Fred Augis. Image source

Consumable food available: Big Bang Candy, Captain Spree's Fish Sticks, crispy frites, Dr. Howard's Superfruit, jellied eels, Methuselah apple, Ossetra caviar, RanDom Dim Sum, Russian blinis, Shaker lemon pie, Siskak Unagi Rollz, Skyking pomegranate, Spiralite cookies, sun-dried tomato jerky, Sunburst banana pudding, veggie blend 

I feel like the food on Talos I says a lot about TranStar, the space station's owners: they have some serious cash, and if you're going to work in space for a private company that's this flush, then hot damn you should eat well. There's even a few decent veggie-friendly options in there, too, and the concept art above shows at some point they planned some crispy tofu bites too. 

Impressive amounts of detail on even simple objects has become something of an Arkane hallmark—the packaging on these products (designed by artist Fred Augus) is beautiful, and effort was even put into bringing the food to life with flavour text. Here's how RanDom Dim Sum is described: "A bowl of randomly selected dim sum by TranStar Kitchens. Every bowl is different." I wish more of my food had the element of surprise.

The drinks options are strong, too, with beer, gin, wine and bourbon. Maybe I'd accidentally unleash a typhon infestation too if I was drunk off my ass. At least they have green tea and coffee for the inevitable hangover.

2. Columbia (BioShock Infinite)

Consumable food available: Apples, bananas, bread, beans, candy bars, cake, cereal, cheese, corn, cotton candy, hot dogs, jar of pickles, oranges, peanuts, pears, pineapples, popcorn, potatoes, potato chips, sandwiches, sardines, spinach, tomato soup, watermelon, white oats

I wouldn't live in Columbia for a few reasons—mostly the beliefs of the citizens and leaders, but also the fear of wandering out of my house in a sleepy daze and accidentally falling to my death. The range of food you can pick up around the flying city is reasonably close to my existing (terrible) diet, however. I mean, I'd better pack my acid reflux tablets before moving there, but hey, I'd eat watermelon and pineapple for breakfast, cake for brunch, sandwiches for lunch then hot dogs and beans for dinner. Admittedly it's not great for veggie options based on this selection, but on the snacks front, Columbia is formidable. 

I'm not sure where they get the sardines from, though. It must be a bit awkward to plan fishing expeditions when you're living above the clouds. Maybe the Luteces just open a portal to another universe's ocean, into which you can sling a fishing net, or perhaps a portal opens into a supermarket, where they load up on hot dogs and pickle jars before the store's baffled manager catches on to what's going on. 

3. Rapture (BioShock)

Consumable food available: Creme-filled bars, pep bars, potato chips, potted meat, sardines

BioShock's Rapture just had creme-filled cakes, pep bars and potato chips, but by BioShock 2, it also had the extra two items above. Another factor that makes BioShock 2 the secret best BioShock game (maybe). Perhaps Sofia Lamb, Rapture's post-Ryan leader, just wanted a little more culinary variety in the underwater city? Or, maybe they just found a supply of potted meat and sardines in Andrew Ryan's office after he was beaten to death with a golf club. In Burial At Sea, at least, Rapture shares most of the same food with Columbia. Perhaps Suchong and Fink were trading snacks across universes.

It's worth saying, that where Rapture disappoints slightly with food consumables, it makes up for it in booze—no surprise given that the player just arrived after a NYE party. Alcohol is probably the only escape from the insufferable intellectuals who live in Rapture. Sometimes you just want to drink in a dystopia where the people have no self worth, you know? 

You've got vodka, gin, absinthe, moonshine, beer, whiskey, brandy and two types of merlot across both games. Hot damn, that sounds like a night out. Let's party like it's 1959!

4. 2027-2072 (Deus Ex)

Consumable food available: soy food, Cyberboost pro energy packs, bread, candy bar

Pretty simple but practical foodstuffs. The item description for soy in Deus Ex: Invisible War makes the utilitarian nature of food 60 years from now extremely clear. "The complete snack! Engineered to provide maximum nutrition—not a single molecule wasted on added flavor or texture." Doesn't sound like the foodie future of my dreams, but hey, at least there's an option everyone can eat (if not enjoy). 

Rewind a little, and the food consumables aren't much better in Human Revolution or Mankind Divided. Adam Jensen is a big fan of cereal and even has boxes of the stuff in his apartment (it's very pure), but you can't eat it in-game, which is a tiny shame. I could just imagine him sitting behind cover, using his cloaking augment while he tops up on Crunchy Pirate cereal. 

Jensen's hoarding of cereal also produces a nice little Easter Egg early on in the game—see the video above. And check out these great fictional designs by artist Manuel Vallelunga from his blog. I particularly love the term 'suspiciously delicious!':

5. Dunwall and Karnaca (Dishonored)

Lady Boyle's guests get some better grub than rat skewers, at least. 

Consumable food available: Apricot Tartlet, Bluejawed hagfish eggs, bread, Gristol apple, Gristol cider, Morley apple, rat skewer, Tycian pears, Serkonan blood sausage, Serkonan grapes, brined hagfish, potted Dabokva whale meat, Pratchett jellied eels, Bastillian fig, Bastillian peach, lettuce, potato, dark bread, dried bough lizard, Saggunto flatbread

A mixed affair, really. In theory I'd eat an apricot tartlet in a second, but I'm less sold on the blood sausage and the hagfish eggs. And don't get me started on the rat skewers. I thought these things carried the plague? By the second game, however, you've got dried lizard and flatbread to choose from—stronger choices, to me, depending on how hungry I was. Like on Talos I, you've got jellied eels available, too, which is surely an Easter Egg to connect the game's universes. 

I'm still not sure I could eat anything here, though. It's not that the food sounds bad in Dunwall—I just don't think I could enjoy eating knowing that I might be surrounded by rats or bloatflies at any time. I won't even eat crisps on the train in real life if someone's sneezed near me. Sorry, Dunwall. Sort out the infestation problem, and I might find the idea of munching down on some potted Dabokva whale meat a little more appetising (although probably not). 

Mass Effect (2007)

Literature’s had a pretty good run, much of it without any fancy graphics and animations and particle effects to bolster the words. Games love text too. Text is cheap. You can paint a picture of galactic chaos or epic history in about the same time it takes to type ‘and then something cool happened’, without having to spend the next week designing armour and creating 3D characters to act it out. Yet despite centuries of practice, most games still haven’t worked out how to present all this (which let’s face it, is often there more for the writers’ satisfaction than our actual enjoyment) in a punchy, satisfying way. What works? What doesn’t? Let’s take a quick look at some of the ways games have handled books, letters, codexes and more. 

Deus Ex: Human Revolution

Even when you don’t affect a world that much, it’s nice when it pretends. News stories are one of the best and cheapest ways to both highlight your achievements, and reframe them in interesting ways, from acts of heroism to outright terrorism. Human Revolution wrapped them in one of the sleekest packages for this—the Picus Daily Standard. At once a chance to see what was taking place out of your sphere, and see the effect of your adventures on the world. While even a few years later, the futuristic look feels distinctly retro compared to iPad news apps, to say nothing of whatever direct-brain interfaces we’ll likely have by the time of Deus Ex’s dark not-too-distant-future, Picus keeps it pretty, keeps it punchy, and above all, keeps it brief. 

Deus Ex: Mankind Divided

Ah, but when it comes to eBooks, things aren’t so smooth. Look at this. Even the original Kindle would wince at these datapad layouts, complete with non-slidable panels, slow refresh rate, poor quality fonts and typography, and non-consistent use of glows. Sure, it’s readable, but it’s hard to imagine anyone wanting to, even before factoring in that in the wasteful future of Deus Ex you apparently need a new device for every Wikipedia entry. The crappy quality of this design only stands out more amongst Mankind Divided’s otherwise superbly rendered future, where everything you encounter seems to have emerged fully formed from the brain of a maverick product genius. This, meanwhile, feels like a first attempt at customising Twine. 

Fallout 4

In the not-too-distant future, who needs books? We’ll have computers! Specifically, ghastly green teletype machines that would be tolerable for simple acts like opening doors, but could be much more of a nightmare if the cast of Five Nights At Freddy’s occasionally popped up for a jump-scare. The horrible font. The clackering of the text. The endless pages that try their best  to tell stories of post-apocalyptic horror, despite being locked in an interface that would make even a hardened wasteland explorer decide that whatever happened probably doesn’t matter that much. Even accounting for the 50s vibe of the rest of the game, these are hideous technological throwbacks that knife their own storytelling in the back. The closest they come to being appropriate to the setting is that in using them, the living definitely envy the dead. 

Skyrim / Ultima

What’s an RPG shelf without a few strangely short books that probably don’t need hundreds of pages and a stiff leather jacket? While RPGs have always been wise enough to realise that most players will accept this deviation from reality, it’s still interesting to look at the differences between these two great franchises. Skyrim for instance clearly assumes that all of Tamriel’s readers are half-blind—or possibly playing on a television screen—leading to very slow-paced tales on glorified flashcards. Ultima meanwhile wanted you to squint. But at least Ultima had the advantage that unless a book was specifically screaming ‘crucial plot element’, it was most likely to be flavour, sparing you tediously flicking through shelves in the hope of finding a boost to one of your skills. At least both franchises keep their tongues firmly in their cheeks, whether it’s The Elder Scrolls’ obsession with the Lusty Argonian Mage, or Ultima’s fine line of joke books, occasional explosive booby-trap pranks, and the revelation that wise Lord British, founder of Britannia’s favourite story is “Hubert the Lion”. Can’t sleep without it, apparently... 

Mass Effect

A controversial one here, perhaps, but Mass Effect is one of the games where the built-in Codex arguably makes the world less enjoyable. The game does a fantastic job of introducing everything that’s actually important without relying on it as a crutch, with the dry writing and endless unlockable pages of SF guff coming across as homework rather than a gripping read. Do we really need to know, for example, the origins of every last whiffle-bolt supplier on the Citadel? No. It’s just not that important. Save it for the design bible and tie-in books.

While there are a few interesting flourishes, including Codex entries based on what the universe thinks rather than necessarily the actual truth, the Hitch-Hiker’s Guide To The Galaxy it is not. And ironically, it shows the difference itself, in the form of Mass Effect 2’s fantastic Shadow Broker DLC and the unlockable files within, which actually do give you a chance to peer at your party’s dirty little secrets. Jack’s secret love of poetry. Miranda’s online dating life. Tali’s repeated installation of a suit tool called ‘Nerve Stim Pro’. Oh, the blackmail opportunities...

Dishonored 2

Dishonored is a great example of how just a little thing can really annoy. Its text isn’t difficult to read, the font is pretty well chosen, if not exactly conveying the sense of a written document in the same way as many other games with this level of texture and detail, but does it really have to sway back and forth while you’re reading? There’s a time for ambient animation to breathe life into a scene, and a time to make the player feel slightly sea-sick. No. Scratch that. True for the first, not so much for the second. Swish… swish… it’s an effect applied to all the menus and other data screens and really contributes to making reading the lore an unpleasant experience. A shame, because that lore is actually interesting. Dunwall and Karnaca are two of gaming’s best cities, and their depth and backstory is fascinating. If you can stand to actually read it.

The Longest Journey and Life Is Strange

I'm bundling these together because they do the same basic concept—the primary text in the game is our main character’s diary. This serves several purposes, including offering a potted version of the story if you dip away for a while and forget things, but most importantly giving us a direct look inside their head. It’s a technique that only works if you actually like the main character, but fortunately that’s not a problem for either series and its charismatic leading ladies. In particular, it’s a way of bridging the gap between our perception of the game, as an untouchable god-figure, and theirs, as someone for whom all these moral decisions are actual life-changing events. Simply seeing the game from that perspective is enough to make everything carry that much more weight, and it doesn’t hurt that they’re fun reads too.

The Witcher 3

What separates The Witcher from most in-game codexes is its sense of character, with everything being described from the perspective of in-game poet, lover and occasional sidekick Dandelion. The nature of the game also rewarded taking the time to dip into the Codex, given that for a travelling monster-slayer, knowledge is power, and never took away from the fact that while us as players might not know our drowners from our necrophages, Geralt himself was always able to be a reliable source of information and provide the condensed version.

Realms of the Haunting

Here’s a retro classic, sadly not helped by the low-resolutions of the mid-90s. Nothing damages the mood of an otherwise well-made document like peering at it through a letter-box and finding it more poorly compressed than an old JPEG from a lost Geocities page. It’s not quite as bad blown up to full screen though, and even with its technical problems, it demonstrated how to write documents that actually fit the world and contributed to the lore without feeling like extracts from the design bible. Most took the form of letters between the characters, their identities not always immediately obvious, and turning the relatively simple battle between good and evil at the heart of the story into an epic tale of Faustian deals, ancient cults, doomed love, and a deep mythology stretching between multiple worlds. The visual look certainly didn’t hurt, with everything presented as aged pages, hand-drawn maps and messily scrawled journals. And if you didn’t like them, you got to burn several of them as part of a puzzle. Splendid.

The Neverhood

Of course, if you really, really want to make sure nobody misses your game’s lore, there’s always the Hall of Records—aka The Place Where Basically All The Game’s Backstory Is, as carved onto the walls of a corridor that takes about five minutes to trudge through even if you ignore all of the words. Oh, and when you get to the other end? You have to walk back, obviously. You know it’s good stuff when even a game’s own wiki states, and we quote, “it is suggested by most not to read all of it.” Truly great literature. Who could ask for anything less?

But of course, these are just a few cases. Which games have convinced you to pause saving the world to flick through a good book, and when has that background just been so much blah? It’s fun to get lost in backstory, just as long as the writers aren’t too obsessed with their own lore.

PC Gamer

One of the most distinctive things about the Deus Ex series is its music: Hearing the opening notes of the original Deus Ex theme in the midst of the very first Deus Ex 3 teaser took my breath away, and it still leaves me all a-tingle when it plays. So when Elias Toufexis, the voice of Adam Jensen, retweeted something about "Icarus," "Embrace What You Have Become," and @LeMetropolitain, I was naturally intrigued. 

The video is a performance of the two tracks, one from Human Revolution and the other from Mankind Divided, by the Montreal-based Orchestre Métropolitain

It's all very serious and somber, as befits a proper orchestral concert, but lest there be any doubt about the videogame connection, footage from various Deus Ex teasers plays on a large screen suspended above the musicians, complete with Nano-Ceramic Blade murders and—perhaps a little awkwardly—a message inviting people to preorder the game ahead of its launch in early 2011. (There's no indication as to when the video was recorded, but Eidos Montreal just posted it today.)

It's a very cool translation of some great game music, even if nobody in the chorus takes the initiative to sing, "I never asked for this." The full video is below, and you can listen to Michael McCann's originals on YouTube: Icarus here, and Embrace What You Have Become here.   

Deus Ex: Game of the Year Edition

Warren Spector is stuck in Prey. The director of Deus Ex, who has worked on many games since labeled "immersive sims"—in fact, he coined the term in a post-mortem of Deus Ex—has been playing the modern games inspired by classics like Thief and System Shock. But he hasn't finished Prey yet. Or, as he puts it: "The crew quarters are kicking my butt."

He's enjoying it though, just as he enjoyed the other recent immersive sim from Arkane Studios, Dishonored 2. "I thought they were both excellent examples of what I think of when I say 'immersive sim,'" Spector says. "They removed barriers to belief that I was in another world and they let me approach problems as problems, rather than as puzzles. I'm really glad Arkane exists and that they're so committed to the genre. Without them I'd have fewer games to play!"

Spector's not the only one who'd mourn their loss. Arkane is still around, but there's this uneasy feeling in the air that there's now some reason to worry. Not about Arkane, necessarily, but the immersive sim in general, this genre held up as the shining example of PC gaming at its most smartest and most complex. None of the last three big-budget immersive sims—Prey, Dishonored 2, and Eidos Montreal’s Deus Ex: Mankind Divided—have broken a million sales on Steam.

It's always been a niche genre, defined by player freedom, environmental storytelling, and a lot of reading diary entries. How long can they be propped up by the fact that some designers really like making them?

Arkane's Prey is the latest in the System Shock lineage.

Don't call it a comeback

In the 1990s and early 2000s immersive sims seemed like the future, an obvious extension of what 3D spaces and believable physics and improving AI could do when working together. But they rarely sold well. When Ion Storm’s third Thief and second Deus Ex game flopped, the studio closed. Looking Glass Studios, responsible for System Shock, Ultima Underworld, and the first two Thief games, was already gone. The immersive sim went into hibernation for years.

Despite the love and praise for games like Deus Ex, they're not easy to sell to players. Jean-François Dugas, executive director of the Deus Ex franchise at its current owners Eidos Montreal, says it can be tough even convincing people to make games that let players deviate from the critical path.

"You need to realize and accept that you will build a ton of material that a good part of your audience will miss," he says. "Since you are building possibilities through game mechanics and narrative scenarios, you know that you might not be able to bring all the pieces to the quality level you would like. You have to rely on the effect of the sum of the parts to transcend it all. The GTA series is a great example of that. When you look at all the pieces individually, they’re not the best in class but what they offer their audience when combined is unparalleled. After that, there is a big effort required to convince your team and upper management that spending money on things that many players will not see is a good idea," he says with a laugh. 

Deus Ex's Hong Kong, richly detailed and packed with things to discover.

Spector disagrees with the notion that immersive sims are harder to convince publishers on. "Honestly, I haven't really noticed any particular challenge. It's not like you go into a pitch throwing around geeky genre identifiers. The reality is that immersive sims are action games, first and foremost and most people get that. It's just that the player gets to decide what sort of action he or she engages in and when to do so. Selling action games isn't that tough. Well, at least it's no tougher than selling any other game idea—they're all tough to sell!" 

There is a big effort required to convince your team and upper management that spending money on things that many players will not see is a good idea.

Jean-Fran ois Dugas

After Looking Glass and Ion Storm's closure the influence of immersive sims was still felt, as people who'd worked on those games brought similar ideas to Oblivion, Fallout 3, and BioShock. The immersive sim philosophy survived in STALKER, Pathologic, and the early projects of Arkane Studios, Arx Fatalis and Dark Messiah of Might & Magic.

And then in 2011 Eidos Montreal's prequel Deus Ex: Human Revolution came along, a true immersive sim and one with the Deus Ex name stamped across it. It sold 2.18 million copies in just over a month. The year after that Arkane teamed with Bethesda to bring out Dishonored, a game in the lineage of Thief which enjoyed "the biggest launch for new IP" of the year. Sequels to both followed, as well as Prey, Arkane's spiritual successor to System Shock. The immersive sim was back.

And yet in 2016, Mankind Divided's launch sales were significantly lower than Human Revolution's. In response the series has seemingly been put on hold, though a publicist told me Eidos Montreal are "not quite ready" to answer questions on why it appears to have failed, or whether there will ever be another full-size Deus Ex.

Jensen tried so hard, and got so far. But in the end...

There are plenty of potential reasons why Deus Ex: Mankind Divided sold disappointingly. It launched a long five years after its predecessor. Its microtransactions and pre-order model were unpopular, and though reviews were positive, most noted that it felt shorter and had an even less satisfying ending than Human Revolution. And yet, though they lacked those specific problems, neither of Arkane's immersive sims was a smash hit either. Perhaps Dishonored 2's launch issues on PC hurt sales, though the history of video games is full of rocky launches that sold like gangbusters. As I write this, Car Mechanic Simulator 2018 is still in Steam's top 25 in spite of its bugginess.

Even in their heyday all it took was two commercial failures, Deus Ex: Invisible War and Thief: Deadly Shadows, for immersive sims to go out of fashion for years. Are we about to see that happen again?

If the future isn't bright, why is Adam Jensen wearing shades? 

Human Revolution and Dishonored both seemed to find an audience beyond traditional immersive sim fans, beyond the people who know to try 0451 in every combination lock just in case. Their success encouraged Eidos Montreal and Arkane to go ahead with big-budget follow-ups, but of course games cost a lot to make, both in terms of time and money, need to justify that with strong sales.

Spector says, "it's clear that there hasn't been a huge immersive sim hit on par with some of the other video games out there. I mean, we're still waiting for the game that sells a gazillion copies! I think part of the reason for that is that immersive sims require—or at least encourage—people to think before they act. They tend not to be games where you just move forward like a shark and inevitably succeed. In the best immersive sims, you have to assess the situation you're in, make a plan and then execute that plan, dealing with any consequences that follow. That's asking a lot of players who basically have to do that every moment of their waking lives—in the real world, I mean."

Dishonored 2 applies the immersive sim's freeform gameplay to combat like nothing before it.

It wasn't just immersive sims that didn't sell as well as expected in 2016, however. Titanfall 2, Street Fighter V, and Watch Dogs 2 also struggled for their own reasons—while big, acclaimed games like Overwatch and Battlefield 1 dominated. Dugas says that "your product needs to be more than 'GOOD' today to be successful—whether you are making a movie or a game. People have options and last time I checked there are only 24 hours in a day. If you are not good enough, your audience has gone somewhere else. Bottom line: I believe that if we make outstanding games, no matter what type of genre it is in, people will be there, whether it’s an immersive sim or not."

It's clear that there hasn't been a huge immersive sim hit on par with some of the other video games out there. I mean, we're still waiting for the game that sells a gazillion copies!

Warren Spector

Jordan Thomas, who worked on Thief: Deadly Shadows and all three BioShocks before going indie with The Magic Circle, puts it this way. "Are immersive sims suffering specifically in the market or is everybody? I lean more towards the latter. I think the games space is experiencing a new boom and the simpler your concept is to communicate the more likely you are to find your demographic quickly because they're seeing hundreds and hundreds of concepts at a time. I think that immersive sims traditionally have struggled a little bit with helping people to understand what they're about because they're about many things. They're about a feeling, a cross-section of ideas, whereas a game that is like, 'No—this is just to quote Garth Marenghi—Balls-to-the-wall horror,' it's easier for people to wrap their heads around from a marketing perspective."

Making games like these is expensive, too. "Looking at something like Prey," Thomas continues, "everything is just sparkling. The sheer amount of salesmanship that can go into all of the different reactions that the player can concoct with their chemistry set—literally, in that game, but you know what I mean. The idea of objects being combined to some clever result, every single inch of it shines."

Prey's artfully constructed space station.

As an indie developer, that level of detail and scope is simply out of reach. "I do think that most indie games that would self-accept the label immersive sim have to compromise because the games that typically are associated with this subgenre were kitchen-sink games."

Perhaps immersive sims are just a particularly tough sell in a crowded market. The next ones on the horizon—a Dishonored 2 expandalone, a spiritual sequel to Ultima Underworld, and both a new System Shock and a remake of the original—might face the same problem. They all have something else in common, though. They're all tied directly to existing immersive sims, whether directly or spiritually. None of them are brand new ideas.

It's said that though few people saw the Velvet Underground live, everyone who did seems to have formed a band of their own. The original Deus Ex sold 500,000 copies, a decent amount at the time, and it can seem like practically everyone who bought a copy became a game designer (or at least a games journalist) after studying from its design bible. Its influence is unavoidable, as is System Shock's. That's not to say their influence makes for bad games. Prey is the best thing I've played this year, even though it's essentially System Shock 2 with zero-gravity bits. But there's perhaps a limit to the number of spiritual sequels to the same games we really need. If poor sales motivate future immersive sims to move further from their roots, to try out new settings and inspirations, that might be a silver lining to their current troubles.

Hope comes in the shapes of games that incorporate some of the core elements of immersive sims without being kitchen sinks. Thomas gives the example of Near Death, a survival game set on an Antarctic research base.

"Near Death is made by folks who worked on assorted BioShocks and Deus Exes," he says, "but it is not oriented towards combat whatsoever. It is set in a world with no magic, just you versus an environment which, arguably, is one of the callsigns you might associate with immersive sims." It's another game that presents problems rather than puzzles, in "a fully realized environment that has rules that you must learn in order to eke out an existence. It is that concept writ large. You are trying not to freeze to death and you are using your wits to combine systemic objects in the environment based on some amount of real-world common sense."

More and more games like Near Death are picking elements of the immersive sim to focus on.

It may not seem like it when you're punching a tree to collect wood for the hundredth time, but according to Thomas there's a direct connection. 

I honestly feel like a lot of the people who are building these ultra-successful early access survival games are influenced by immersive sim design. That notion of systems alchemy is at the core of that.

Jordan Thomas

"I honestly feel like a lot of the people who are building these ultra-successful early access survival games are influenced by immersive sim design. That notion of systems alchemy is at the core of that. When the trend caught on it felt fresh, right? It felt liberated from some of the rhetoric associated with immersive sims and very seldom about story at all. It's if you took the parts of the genre that we used to say we loved, which were that all of the rules of the game could be atomized and combined into new molecules—that's what we told ourselves as developers of these things. 'This is a real place, man! With a sort of mathematics that you can learn to speak and you're gonna express your mastery through doing that!' But survival games are that crystallized and they let go of a lot of the high-minded philosophy and let atavism rule."

Survival games aren't the only place the influence of immersive sims is felt. New open-world RPGs and sandbox games are all obliged to emphasize player choice. Horror games like Alien: Isolation and Resident Evil 7 borrow directly from the immersive sim playbook right down to the environmental storytelling through graffiti, and stealth games like Hitman with creative paths to murder can evoke the same feeling. Indie games like Consortium, The Magic Circle, and even Spider: Rite of the Shrouded Moon each take aspects of the immersive sim each and expand on them, and so do walking simulators. Both Gone Home and Tacoma take the bit of Thief where you rummage through someone's belongings and read their diary, building up an idea of who they are, and make that the entire game. Tacoma is even set on an abandoned space station, possibly the most immersive sim location imaginable.

If immersive sims become too commercially risky for the current climate, and if they go into hibernation for another decade, they won't really be gone. Thanks to the spread of their concepts throughout games they can't really go anywhere—because they're already everywhere.

Deus Ex: Game of the Year Edition

At the start of the 1988 adventure game based on William Gibson's genre-defining cyberpunk novel Neuromancer, you wake up face down in a plate of spaghetti. Well, it's synth-spaghetti because this is the future, but that doesn't make it any more comfortable. Like the book's protagonist Case you're a down-and-out former console cowboy who has lost the ability to hack, though in your case it's not due to traumatic surgery but simple poverty. You can't afford a new computer. Hell, you can't even afford to pay for the spaghetti.

Author Bruce Sterling summed up the cyberpunk genre as a combination of “low-life and high-tech,” and that's a perfect description of both versions of Neuromancer. Later in the game you have the option to sell your internal organs for cash, and hack a computer at Cheap Hotel—its actual name—to pay the rent. Your life is about as low as they get. 

In 1993 Syndicate went in the opposite direction, casting you as the CEO in charge of a corporation bent on global domination. In Syndicate you're the villain at the top of the dystopian food chain.

While most of the games in the genre that followed explored spaces somewhere in between those two extremes, there's been a tendency for them to focus on the high-tech and not the low-life. They get the cyber, but not the punk.

Cyberpunk games are rarely about cool losers. They're usually about cool cops.

Hero complex

Take the heroes of the Deus Ex series. JC Denton is an augmented agent who works for a UN anti-terrorist organization. Alex D is an augmented agent-in-training at the Tarsus Academy with a bright future in the WTO, and Adam Jensen is the augmented chief of security for a biotech corporation. All of these characters go through learning experiences that show their employers are untrustworthy and their world is more complex than they thought it was, but they all start on the privileged side of the fence. 

When low-life characters do show up, they're pushed to the periphery. Adam Jensen walks past some punks gathered around a bin-fire in the streets of Detroit so he can overhear a conversation about getting a dog cybernetically enhanced to take part in a pitfight.

In the Lower Seattle of Deus Ex: Invisible War, Alex D also meets two people huddled around a burning bin, one of whom is Lo-town Lucy—a pierced punk who provides some basic info on the area while reprimanding you for being an Upper Seattle tourist. She points out how out of your element you are in the poor part of town, but in doing so makes it clear you're out of place in the genre as well.

That's not to say that there are no cyborg badasses who learn the law isn't always right in cyberpunk outside of games. Robocop and Ghost in the Shell are both classic examples of this kind of story, but in video games characters like Murphy and Kusanagi aren't rarities. They're the norm.

The heroes of Crusader: No Remorse, Hard Reset, Final Fantasy VII, Binary Domain—all are tough guys who learn the rebels and terrorists have a point. They're Armitage from Neuromancer, rather than that story's actual main characters: Case and Molly, the misfits.

Influential as it is, Neuromancer's not the only flavor of cyberpunk. Blade Runner gave us the archetype of the futuristic investigator forced to see a bigger, more troubling world beyond the next case. Since then, whether detectives like in Psycho-Pass or crusading journalists like in Max Headroom, plenty of cyberpunk stories have been about characters who attempt to solve crimes but stumble into more philosophical questions. Games like the Tex Murphy series, Technobabylon, Anachranox, Westwood's Blade Runner, and more recently Read Only Memories all fit into this category. 

But even here, with shabby heroes who live in cramped apartments the order of the day, the low-lifes often get a raw deal. In Read Only Memories you see two punks named Starfucker and Olli and immediately accuse them of an unrelated act of vandalism and chase them down, after which you're given the option to call the police like some kind of tool of The Man.

If you don’t you get to know them better and learn they’re not bad guys, but then they transition to comedy sidekicks—those two wacky guys!—instead. They feel like a token inclusion, cast aside by the climax, when they deserve to be central.

Over time these tropes have been distilled into the core of the genre: all the imagery, with none of the messages.

In the end it turns out Starfucker and Olli are guilty of the vandalism you accuse them of. But still, it's rough to see the characters with mohawks and shades treated so roughly in a game that's all about evoking the classic retro cyberpunk feel. Like so many games Read Only Memories borrows visuals from Akira, but in Akira the biker gang are the heroes. 

Recycling is an essential part of cyberpunk fiction, its cities full of repurposed junk given new life. The initial wave that followed iconic works like Neuromancer, Blade Runner, and Akira recycled too, using their conceits and visuals in new ways. Over time these tropes have been distilled into the core of the genre: all the imagery, with none of the messages.

Rock & roll, desperate and dangerous

One game where the malcontents and outsiders get to star is Shadowrun: Dragonfall. The Shadowrun series is an unlikely mash-up of fantasy and cyberpunk that exaggerates the cliches of each, where the dragon who demands tribute and the TV personality admired by millions are one and the same, Smaug cast as Max Headroom. Perhaps it's that exaggeration of the basic tropes that makes Shadowrun feel true to cyberpunk fiction, in spite of the elves.

Shadowrunners are hackers and spies who can be hired online, like Uber but for corporate espionage, and in Dragonfall your band of runners have a secret base under a market in the anarchist free state of Berlin. It's as much about protecting the societal dregs who are your neighbours, drug addicts and shifty coffee dealers, as it is about making money. Also, one of the party members is an actual punk, the former lead singer of a band with the wonderful name MESSERKAMPF! 

Shadowrun: Dragonfall gets the heart of cyberpunk right. Quality punks.

Cyberpunk-adjacent games like this weirdly seem more likely to feature the most cyberpunk protagonists. Sci-fi horror games Bloodnet and Magrunner: Dark Pulse are perfect examples, even though they add vampires and the Cthulhu Mythos. The hacker heroes of Watch Dogs 2, Quadrilateral Cowboy, and Else Heart.Break() would all feel at home in glowing near-future cities even though their games are set in the modern day, the 1980s, and a fictional town in Sweden respectively.

As in movies like Sneakers, Hackers, and Inception, they're telling cyberpunk stories about how information wants to be free and unchecked power is real bad, just without the chromed-up settings.

Right now CD Projekt Red is working on Cyberpunk 2077, a game that promises to be so chromed-up we'll be able to see our reflections in it. Like Shadowrun it's based on a tabletop RPG, but this time one with a more purist vision—Mike Pondsmith's Cyberpunk 2020, in which players are cast as anti-corporate Edgerunners and where getting too many implants can cause “cyberpsychosis”.

The trailer for Cyberpunk 2077 features a member of MAX-TAC—cops who hunt those cyberpsychos—arresting and recruiting a cyborg killer. But while the tabletop game has cops among its playable roles, it also features Netrunners, biker Nomads, and Rockerboys and Rockergirls who use the power of music to spread their political messages. It lets players emulate the gang members of Marc Laidlaw's '400 Boys' or the rockstars of Norman Spinrad's Little Heroes as well as Judge Dredd.

There's reason to hope the video game adaptation will follow suit and in doing so, get closer to the under-represented elements of the genre. In a promotional video for Cyberpunk 2077, Pondsmith—who is working with CD Projekt Red on adapting his game—talks about what he considers to be important in cyberpunk. “It's not the technology,” he says, “it's the feel. It's getting that dark, gritty, rain-wet street feeling but at the same time getting that rock & roll, lost, desperate-and-dangerous quality.”

Pondsmith goes on to quote one of Gibson's famous lines from the short story Burning Chrome: “the street finds its own uses for things.” Cyberpunk isn't just about the alienation that comes with future shock, or the questions about humanity raised by cybernetic enhancement and artificial intelligence. It's also about the way powerless people find strength and solace by repurposing the future for their own ends.

Gibson wrote that the street finds its own uses for things, not “people who work for security agencies find their own uses for things.”

The streets and their inhabitants are central to cyberpunk. It's the powerless who suffer most in the kind of authoritarian regimes cyberpunk fiction depicts, and games could do with getting back to the idea that the rebels, misfits, vandals, and people who can't afford a plate of spaghetti matter.

Deus Ex: Game of the Year Edition

At the end of Thief: The Dark Project, one of its characters muses on the future. Beware the dawn of the Metal Age, he says, looking out over the steampunk city. That line was contributed by Terri Brosius, one of the game's writers and designers as well as the voice of Viktoria (she also provided the memorable voice of System Shock 2's villain Shodan). The dialogue was a spur-of-the-moment addition, but it helped shape the series. Thief II would eventually be given The Metal Age as its subtitle, and the story of an industrial revolution overtaking the city would become its plot.

That's how committed the original trilogy of Thief games are to their foreshadowing, and it's part of what makes them unique among immersive sims.

In Warren Spector's post-mortem of Deus Ex all the way back in the year 2000, he coined the term 'immersive sim' to describe the type of game he and Ion Storm had created. Deus Ex needed its own subgenre because it is, as he put it, part role-playing game, part first-person shooter, part adventure game. Immersive sims are games that combine elements of other genres so you can play them your own way, with multiple paths to discover, each of which lets you jump genres as you please. These are the games where you can get past obstacles by talking or sneaking or killing, or sometimes even hacking them or casting spells at them or flying right over the top.

All that variability, all those systems intersecting to encourage player choice and freedom, are what it takes to count as an immersive sim. They don't require a conflict between philosophically distinct factions going on behind the scenes, but it's a common element nonetheless. Deus Ex has its Illuminati, System Shock 2 has the Many versus Shodan, Vampire: The Masquerade Bloodlines has competing undead clans, Dishonored has the Hound Pit Pub loyalists acting against the spymaster's conspiracy, and so on. In the Thief trilogy, progenitors of the immersive sim, it's the religious cults of Hammerites in conflict with Pagans, with the Keepers looking on as kind of referee-assassins.

Deus Ex: Mankind Divided continues the tradition of player choice, but without some of Thief's subtlety.

You can't just dump secret history on a player straight away. Immersive sims are about freedom to choose your own way of playing, and not engaging with a bunch of boring exposition is a valid choice. (These are usually the games where you can jump on a table while someone is talking to you.) Instead designers hint at the backstory, letting players uncover it so we feel like we're learning things we're not supposed to, experiencing the the same rush we get from finding an unlikely method of infiltrating security.

Subtle as a thief

In Thief: The Dark Project, the first of the series, the Pagans are a cult you don't know much about until you realise one of your employers, Viktoria, is a member. By this point you're at least four missions deep and have been facing off against the rival Hammerites since mission two. But as early as the game's opening level, 'Bafford's Manor', there are hints of what's to come.

A letter from one of Bafford's agents describes Viktoria in passing immediately after summarising how the Hammers are interfering with his plans. Each mission's introductory cutscene opens with a quote from a song or prayer, several of which turn out to be Pagan texts. Those things are seeds that will bear terrible fruit later.

By the time you meet Viktoria you've probably forgotten the letter that mentions her. It's just one of many pieces of scene-setting in a level that also includes notes to a chef about how to prepare dinner, ledgers of illegal payments, a warning to the guards that they need to lift their game, and a letter about expensive relics worth acquiring. Some of these seem immediately relevant as a thief those descriptions of valuable relics are useful pointers, as is knowing the guards have a reputation for drunkenness but others are pure scene-setting.

Thief is full of the kind of scene-setting that broadens your view of its world, and that allows it to hide foreshadowing like this in plain sight. The first conversation you overhear outside Bafford's Manor is two guards arguing about going to the bear pits. One insists it's a good time because the scrawny bears have been fitted with spikes that make them vicious, while the other is old enough to remember when bears were terrifying beasts who didn't need all that knifery strapped to them.

While the bear pits are never mentioned again the theme of nature in decline becomes central, and a world where people need to be reminded the natural world is dangerous as the Pagans plan to has just been set up.

That's the best kind of worldbuilding: hinting at what's to come without you even realising it, while giving the feeling of a larger world beyond the levels you explore. Contrast that with Dishonored, a game that does many other things very well but is full of dialogue in which characters blatantly foreshadow later levels. During Corvo's prison escape through the sewers you overhear two of the City Watch talking about how scary the Flooded District is, setting up a level there. Granny Rags tells you her parties used to be even grander than the ones at Boyle Manor , as you'll see in that level.

If the bear pits conversation happened in Dishonored it would be to foreshadow a level that culminates in choosing whether to assassinate a mechanical bear or free it from servitude to rampage through the Distillery District.

Thief: Deadly Shadows, the third game in the series, has a famous mission set in the Shalebridge Cradle, an abandoned building with a history of horrors that include periods where it was used as an orphanage, an insane asylum, and both at once. If that seems unlikely, Kew Asylum here in Melbourne housed both the mentally ill and wards of the state until the 19th century.

You might hear an optional conversation in the Stonemarket hub about Shalebridge Cradle if you visit the right shop between levels, but you're just as likely to become aware of Shalebridge Cradle in the Old Quarter hub, where it looms over the eastern streets. You've passed its frightening visage and wondered what's up with the world's creepiest building over there before the story's got to the point where you realise you'll need to jump the wall and explore it. You're already dreading the place.

The foreboding Shalebridge Cradle.

While immersive sims tend to foreshadow both their stories and locations, there's something else they need to hint at as well. These are games defined by their freedom of choice with regard to styles of play, but worried about the possibility players might not notice solutions and try to brute force every problem, shooting their way through and not having a good time.

The first level in Thief to give you complete freedom in how you infiltrate a building is 'Assassins', in which you break into the mansion of a crime boss named Ramirez. The outer wall has an open entrance, but it's guarded, the walkway is well-lit and it's covered in crunchy gravel that makes a lot of noise when you cross it. It's doable, but there are better ways over that wall. Adjacent to a low section of it there's a Tudor-style protrusion with wooden windows, which make perfect targets for a rope arrow. It's also possible to go low-tech and stack crates until you're high enough, which you're clued into by two neatly stacked crates nearby.

Once past the outer wall there's the mansion itself to breach. There are two balconies that can be jumped to from guard towers, which your eyes are drawn to by tiled roof sections that happen to be bright red. A gap in the back of the building is noticeable from a distance because of the distinct shadow it casts.

These clues about entrance routes aren't repeated in later levels you can't trust red roofs and stacked crates forever but are there to make you realise how many options are available so that you start to hunt for them yourself.

Thief II ramps up the number of secrets within each level, but even with as many as a dozen hidden rooms and stashes to discover their placement is always just as subtle. A shooting range conceals a lever among the arrows embedded in the wall behind the targets, a bookshelf is slightly out of alignment, a glint of light pokes through the edge of a stone in a wall. Compare that to Deus Ex: Human Revolution, which sometimes hides one of the many ducts you can climb into behind a crate but more often plonks them into the corner of rooms beside a neon sculpture.

Even harder to notice is the Thief games' use of water as an element of level design. When you transition from the relatively safe streets of the city to the more dangerous interior of Bafford's Manor it's through a well, and when you travel from the empty utility station outside Thief II's Shoalgate Watch House to its well-guarded inside, that's also through water.

The haunted mines below Cragscleft Prison are entered through water, and so is The Lost City. A bridge has to be crossed before you arrive at the manor in 'Assassins', and though you don't have to swim out of the well in 'Precious Cargo' it starts raining once you exit.

In every case water marks a dividing line, emphasising that you've crossed into a high-risk area without the HUD needing to note it. Even if you're unaware of the motif, subconsciously the idea that things are about to get real as soon as you get wet seeps in as you play.

Compared to the original Thief trilogy, other immersive sims feel almost insecure and more obviously designed in the ways they lampshade upcoming twists in their story, later levels you'll explore, and the ways you can explore them once you reach them.

With their ubiquitous airduct entry points and audiologs scattered around incongruously to insure you don't miss a single nuance of backstory they rarely surprise us in ways that feel organic. The gun that goes off in act three was not only on the mantelpiece in act one, but two guards talked about the odds of it going off and then recorded the gunshot and left the tape in a nearby trashcan.

Thief lets you know what's possible but does so with subtlety. It's a game about hiding that hides its own possibilities in plain sight, and other immersive sims could learn from that.

PC Gamer

If you've tuned into Deus Ex: Human Revolution's entertaining and insightful director's commentary you'll have a sense of Jean-Francois Dugas and Jonathan Jacques-Belletete's ability to laugh about their own project. Now you can experience that in video form with this 42-minute let's play, featuring canny observations about Jensen ("his shoulders were so damn wide") and cut environmental details ("this is where we used to have George Bush's face"). It's good fun.

There's a Mankind Divided tease hiding in there too, relating to your VTOL pilot, Malik.

"Speaking of Malik, a lot of people are so bummed that we're not bringing her back in the stuff that we've shown yet of Mankind Divided. How come she's not your new pilot?"

"Time will tell."

"Time will tell, yeah."

TIME WILL TELL. Human Revolution's dynamically lit, high-poly, slim-shouldered sequel is due out next year. You can watch 25 minutes of in-game footage right now.

2015年4月25日
Assassin's Creed™: Director's Cut Edition

In Face Off, PC Gamer writers go head to head over an issue affecting PC gaming. Today, Tom and Wes argue about boss fights, which have been around nearly as long as video games themselves, and whether they re an outdated concept.

Face off

Wes Fenlon, Hardware editor Wes wants modern boss fights to be a bit more original.

Tom Marks, Assistant editor Tom thinks boss fights are still a nice change of pace.

Wes: YES. I ve played many great boss fights in my day, but far too many big games shoehorn in boss fights when they don t need them. Boss fights once made perfect video game sense in linear, side-scrolling levels. Get to the end of the stage, fight the big bad in charge, and move on to the next. And that s still fun! But as games have evolved with open worlds and non-linear levels and forms of gameplay more nuanced than shoot slash punch bad guy, boss fights don t fit as well. Bioshock and the more recent Deus Ex: Human Revolution are two modern examples of boss fights gone really wrong. Bioshock needed an emotional climax, not one that involved shooting a roided-up bad guy. And Human Revolution betrayed the core of its gameplay by making you shoot it out with its bosses, which is something the new Deus Ex is thankfully addressing. Boss fights can still be done well, of course, but they re most definitely antiquated.

Tom M.: NO. Boss fights aren t always fun, but used correctly they can be vital to the pacing of a game. Boss fights don t just represent the end of a level, they are a change of pace after a long stretch of similar gameplay. You ve been running around shooting and beating up bad guys for a while, but how are you going to deal with this new enemy? That s when the concept of a boss fight really shines; when it s not just a bigger harder enemy, but instead challenges you in some interesting and different way. I completely agree that AAA games have recently misused the boss fight trope, treating it more like an expected practice than a place to shake up the game s design, but that doesn t mean boss fights as a whole are an outdated concept.

Wes: Sure—I d look like a big dumb idiot if I said all boss fights today are lame and crappy. There are still good ones! But I think there are two big problems with how boss fights are implemented. In big-budget games, they re often used to facilitate some dramatic cutscene or story moment, which means taking control away from the player or forcing you to play in a specific way. That sucks. And in general, I think too many games use boss fights because they re expected. Boss fights are part of the language of video games, but they re a very old word. And I d like to see more games creating new words instead of falling back on the Middle English that is the boss fight.

Tom: I actually don t mind boss fights being more rigid or scripted than the rest of a game. Making open world experiences where the player has lots of choice is a very difficult thing to do, and too much freedom can sometimes make for a crummy story. Boss fights are the perfect moment for a developer to bring the story back under their control a little bit to let them reliably tell the story they want to. Of course, the boss fight shouldn t take certain options or playstyles away from the player that the rest of a game has made them accustomed to, like in Deus Ex for example. Those fights should be climactic and should represent a shift in the story. Even if they re expected, they can play a vital role in the rhythm of a game.

Wes: Ah, so idealistic! Time and again, boss fights in big-budget games do change up the play style you ve been taught just to show you something cool. Even the Batman games, which have fantastic combat, lose their lustre when they put you in an arena to slug it out with a boss. Think of the end of Asylum, when the Joker gets all beefy and slugs it out with Batman. It s a great game, but that s a cookie cutter boss fight that relies on antiquated video game language. How do we make a big, climactic battle? Hm, how about lots of punching? But the Joker would never do that! He d do something clever. A smart, modern take on the boss fight there wouldn t end with a punching match. I d like to see more games have confidence in what they do best. To use a pretty traditional 2D game as an example: I don t even remember the final boss of Rayman Origins, but I do remember the incredibly challenging and rewarding final platforming sequence leads up to it. Surviving that level is the true boss of the game.

Tom: Lots of games have also tried doing boss sequences or boss levels instead of a straight up fight, and I love that. I think it s great when games don t adhere to the formula, but that s not the solution for every game. Assassin s Creed doesn t really have many boss fights, instead a particularly special baddy will get a mission all to himself. That s cool and different and doesn t shoehorn a stupid arena fight into an assassination game, but I also don t remember a single one of those missions. You know what I do remember? Every single boss I fought in Dark Souls 2. I still agree that developers will put cookie cutter boss fights unnecessarily into games that don t need them, but it s by no means a concept that s lost it s value. It s just more valuable in certain types of games.

Wes: I may not remember the characters of many Assassin s Creed targets, but I do remember some of my more epic assassinations—and I loved that those characters could be killed silently and instantly, if you planned the perfect stealth kill. That s a smart modern twist on the classic boss fight, too me--it elevates what s best about Assassin s Creed, instead of suddenly changing how you play the game. And hell, I love Dark Souls bosses too—I don t hate the traditional boss fight, I just think many games today could do something more interesting with them. It seems like we re mostly on the same page. So...what games are really doing creative boss fights right these days?

Tom: The first example that jumps to my mind is Titan Souls, a game made up of nothing but boss fights. It takes the kill the big monster in an arena concept to its extreme and cuts the fat off everywhere else. If you need to be convinced that compelling and exciting boss fights are still possible in modern games, Titan Souls will do that and then some. Terraria is another good example; each boss is difficult and unique, but also represents a tier of progression. The game has an open world with no fake constraints, but you can mostly only reach bosses in a certain order, each one giving you the means to fight the next. These games embrace the boss fight as the effective tool it is; a change of pace, a milestone in your progression, and a generator of wow moments.

Wes: I ve played my fair share of Terraria, but I ll be checking up on Titan Souls. If killing each boss doesn t make me feel a deep and intense sorrow in true Shadow of the Colossus fashion, though, I m going to hold you responsible for my irrational expectations.

Tom: Titan Souls was the first game that made me physically jump out of my chair when I killed a boss, and I did so for every single one. Consider your expectations rationally high. 

PC Gamer

Deus Ex is being augmented with another Deus Ex. After a nonsensical ARG and an entirely sensical leak, we now have official confirmation of Deus Ex: Mankind Divided.

Once again, it'll feature Deus Ex: Human Revolution protagonist Adam Jensen, who this time says things like, "sometimes you just have to let go and embrace what you've become." From the sounds of it, he'll be going up against some shadowy organisation and, for some reason, an augmented version of the Heavy from TF2.

Here's the plot, straight outta the trailer's description:

"Deus Ex: Mankind Divided directly follows the aftermath of the Aug Incident, a day when mechanically augmented citizens all over the world were stripped of control over their minds and bodies, resulting in the deaths of millions of innocents. The year is now 2029, and the golden era of augmentations is over. Mechanically augmented humans have been deemed outcasts and segregated from the rest of society. Crime and acts of terror serve as a thin veil to cover up an overarching conspiracy aimed at controlling the future of mankind…"

A press release promises new augmentations, new locations, and a "cloak of conspiracies". That, I'd imagine, is a metaphorical cloak—otherwise the conspirators would be all too easy to identify. In addition, the PC version is confirmed to support DirectX 12 and AMD's TressFX technology. Expect some seriously augmented beard stubble.

...

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