![]() ![]() When I faced the first boss and realized he was immune to my stun gun, and tranqualizer darts I quickly switched to machine gun and took him down in no time. You see, I’m a hoarder so I would always try to have at least two lethal weapons and about a metric ton of ammo in my inventory, even if I only used it once in a blue moon. Too bad they decided to end the game in such an abrupt way.Ī lot of people on the internet complain about the boss fights, but I didn’t find them all that annoying. I would love to visit Pritchard and Malik and see what they thought about my choice. It would be awesome walk trough the Sarif offices listening to NPC’s, watching the TV coverage of Pangea aftermath, and reading in game newspaper articles about it. You know, kinda like the non-martyr ending in Dragon Age: Origins where you get to walk around the throne room and talk with all your companions of the last time. I would love to be given a chance to have a final debriefing talk with Davin Sarif back in the Detroit office. He talks about broad implications of his choice, but we never actually see how it will affect the characters we have actually met. They are basically just stock footage montages, with the main character narrating over them. Not to mention that the endings are a bit weak. Once you do this four times, you get an achievement… Which is kinda ridiculous. Then you can watch the end sequence, reload the game and watch another ending. It doesn’t really matter how you behaved before this point – you can pick any button you want. One will indirectly help to hide the evidence of the Illuminati, but will allow research and development of new augmentations to go on as normal. One will result in tight regulations, but may help to thwart the plans of the Illuminati. One will result in a worldwide ban on all augmentations. You get four buttons, and each of them will give you a different ending. It really did create some very fun moments. In a way, I was able to experience all the different facets of the game without having to start over, and I could switch up my strategies as the situation required. My inner munchkin was having a great time with the super-augmented Adam Jensen. On the other hand, I can’t deny that being able to both cloak and throw refrigerators at people was a lot of fun. So I could take the stealth way, eliminate all the guards with silent take downs, then backtrack, and collect all the weapons and ammo scattered around the “wall destroying Rambo” path. And it wasn’t a “Jack of all trades, master of none” kind of thing – I was more or less maxed out in everything. The problem was that around the middle of the game my character could do all of these things. There were always several ways to get from point A to point B – some would require stealth, while others would force you to punch holes in walls, move heavy objects or fight hordes of enemies. Most of its levels were built to accommodate exactly that sort of thing. Modern games rarely have this complexity. The original Deus Ex was like that – playing as a stealthy dude provided you with a very different experience than playing as a tweaked out tank of a man. I feel that good RPG ought to allow you to create very different character builds, resulting in different playtrhough experience. It is bad, because it prevents you from specializing and focusing on certain gameplay style and instead allows you to make a flawless munchkin instead. At this point I pretty much maxed out everything that could possibly make a difference in the gameplay. Someone actually sat down, and spent more than 10 minutes figuring out how to work mouse and keyboard into the game-play. So this game wasn’t just haphazardly ported from the consoles. Seriously, the last FPRPG I have seen this type of inventory was Morrowind. I have not seen this in a major triple A release in years and it almost made me tear up from nostalgia for the good old days. Those are not endangered, right?ĭE:HR also has an inventory screen that allows you to drag and drop items with your mouse. ![]() Whenever I run out of seals, I just give out walrus’ of approval. I guess video game companies know this, and being environmentally conscious they are trying to cut down on the number of seals I have to give out each year. Any game that allows me to save creep through difficult battles or stealth sections gets my seal of approval. You see, DE:HR has something that is becoming increasingly rare in the modern console driven market: quick saves. The fact that the game allowed me to take my time and play at my own pace is definitely commendable. I guess what I’m trying to say is that I definitely got my money’s worth. ![]()
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